Store tourney list

By Ikka, in X-Wing Squad Lists

Going to a tourney at one of my local stores in June, was looking for some advice on my lists. Haven't been in a tournament before and want an all-around list as I don't know if the players will be following any specific meta.

1st option

VT-49 DECIMATOR: · Rear Admiral Chiraneau (46)

Predator (3)

Hull Upgrade (3)

Gunner (5)

Recon Specialist (3)

· Rebel Captive (3)

· Dauntless (2)

TIE INTERCEPTOR: · Soontir Fel (27)

Push The Limit (3)

Autothrusters (2)

Royal Guard TIE (0)

Hull Upgrade (3)

2nd option

TIE INTERCEPTOR: · Soontir Fel (27)

Push The Limit (3)

Autothrusters (2)

TIE FIGHTER: · "Howlrunner" (18)

Swarm Tactics (2)

TIE FIGHTER: Academy Pilot (12)

TIE FIGHTER: Academy Pilot (12)

TIE FIGHTER: Academy Pilot (12)

TIE FIGHTER: Academy Pilot (12)

Say NO to the Hull Upgrade on the Decimator. I'll give you it is lets it take one more card but going from 12 to 13 hull with little to protect it isn't much of a boost especially comparing it to that HU on Fell were going from 3 to 4 is a big upgrade.

In that first squadron I'd really look at getting an Engine Upgrade on RAC. Two Focus tokens from Recon Specialist don't mean a lot when they're only likely to be used for attacks. RAC's pilot ability also reduces the use for Focus tokens. Predator is a nice upgrade but that is eating into the utility of the TL which is RAC's other action. Having the EU would give RAC a meaningful action that could get the big ship out of harms way or place it somewhere to really mess up the opponent.

Now aside from those comments about the Decimator it is possible to make Fel work when backed up by either the Decimator or by a mini-swarm of Fighters.

Dump Hull Upgrade and Dauntless from the Decimator; substitute Engine Upgrade to increase maneuverability.

Use the extra point to upgrade Fel from Hull Upgrade to Shield Upgrade to provide Vader/Feedback Array insurance.

Given the low agility of the Decimator I'd also be tempted to drop the Recon Specialist and Predator (rational given above) in favor of Isard crew, adding Vet Instincts or other EPT back in. Your choice, though -- your current load out is heavily offensive and I prefer a more balanced offensive/defensive mix.

If you want maximum flexibility I think you'll find list #1 easier to fly than #2; IMO the swarm takes more practice to fly effectively.

Try engine upgrade on the decimator, you will be greatly suprised by how usefull it is. Drop the hull on Soontir for a targeting computer, that will keep your points the same. With only 2 ships targeting computer will help keep your damage output high.

Wish I could put EU on, but I don't have a falcon or a friend with one.

This is the list i like to use for a decimator/Fel list.

VT-49 DECIMATOR: · Rear Admiral Chiraneau (46)

Expose (4)

· Experimental Interface (3)

· Ysanne Isard (4)

Gunner (5)

· Dauntless (2)

TIE INTERCEPTOR: · Soontir Fel (27)

Push The Limit (3)

Autothrusters (2)

Royal Guard TIE (0)

Stealth Device (3)

Why Stealth Device over Hull on Fel?

Because 4 green dice with focus+autothrusters saves you a lot of times, more than 1 Hull.

I've always operated on the assumption that green dice may fail, extra hull/shields have no downsides. Maybe I'll get to playtest the SD this weekend and see.

It's a bit of a meta call, as well. If people are running auto-damage cards (such as Feedback Array or Darth Vader) as an Autothruster counter, then that extra Hull (or even Shield) goes up quite a lot in value. If they're not, I'd probably stick with the Stealth Device. Between all of Soontir's token stacking and Autothrusters, the green dice actually become fairly reliable.

VT-49 DECIMATOR: · Rear Admiral Chiraneau (46)
Expose (4)
· Experimental Interface (3)
· Ysanne Isard (4)
Gunner (5)
· Dauntless (2)

Out of curiosity, and because I'm looking try Soontir & Expose-Chirpy myself: how much do you find yourself using Gunner? I ask because, between Expose, Target Locks, and Chirpy's ability, I would have thought you'd be getting through for at least 1 hit more often than not.

Edited by DR4CO

EDIT: Double post...

Edited by DR4CO

Gunner is good when you play vs Soontir or another good interceptor o agressor (high agility+tokens). The first attack removes the tokens and the second hits (like Han+Gunner+Markmanship in wave 2-3).

Switched it up slightly, never thought about the Expose/Decimator combo.

VT-49 DECIMATOR: · Rear Admiral Chiraneau (46)

Expose (4)

Hull Upgrade (3)

Gunner (5)

· Rebel Captive (3)

· Ysanne Isard (4)

TIE INTERCEPTOR: · Soontir Fel (27)

Push The Limit (3)

Autothrusters (2)

Royal Guard TIE (0)

Stealth Device (3)

I will tell you now. Brobots has a high probability of murdering this list. Frankly you are running wave 5 meta in wave 6, and it is weak kung-fu. Mangler cannons, Autothrusters, IG88. All of these are serious threats to this type of list, put them togeather and the problem is magnified. I think your original fel swarm has more merit in current tourney environment. But only if you are good with a swarm. Fel/chirppy is much easier to play.

I'm decent with the mini-swarm, but want to test the Fel/Admr combo. I don't expect to see many dual Aggressors at the tourney, but I'll deal with them when they show I guess.

I've always operated on the assumption that green dice may fail, extra hull/shields have no downsides. Maybe I'll get to playtest the SD this weekend and see.

Not true. The hull/shield upgrade only has any value if your ship survives an attack with one hull remaining. If your Soontir w/ hull uograde has two hull left, and I hit him with a 2 damage Attack, his hull upgrade had absolutely no effect. That's the downside of hull/shield that people tend to forget. A lot of the time you die the exact same time you would have without it.

I do find gunner helping me a lot. The meta I am currently up have a lot of High Defense dice Lists. So it seems for me like it is a big help.

I love Gunner, use it to strip focus tokens all the time on the first attack and then rail the second attack home.

I've always operated on the assumption that green dice may fail, extra hull/shields have no downsides. Maybe I'll get to playtest the SD this weekend and see.

Not true. The hull/shield upgrade only has any value if your ship survives an attack with one hull remaining. If your Soontir w/ hull uograde has two hull left, and I hit him with a 2 damage Attack, his hull upgrade had absolutely no effect. That's the downside of hull/shield that people tend to forget. A lot of the time you die the exact same time you would have without it.

It may be that SU/HU don't offer any more life when there is overkill but SD offers nothing when damage would otherwise be stopped w/o the extra die, the die "misses" when it is needed to stop that one over so it can get used again, and even when it stops a die in an overkill situation it is about the same as the SU/HU.

SU/HU mean the opponent must 'overkill' your ship by at least a point. SD can mean nothing, require overkill of a point, and occasionally make a lasting statement by repeatedly providing additional protection.

I think I will run with Soontir and the mini-swarm. It is a list I am more faniliar with and is overall more versatile than Chiraneau and Fel against lists like Panic Attack or a tricky Dash.

On the deci drop reconspecialis and hull upgrade take engine upgrade, On the intercepter drop hull upgrade take stealth device.