Playing Xizor correctly?

By dotswarlock, in X-Wing Squad Lists

The first time that I saw Xizor, I realized what most other players did: as long as he has a least one ship at range 1, he has the benefit of a several free « evades » per turn, albeit at the cost of some friendly health. If that friendly is a cheap Z-95, however, then the drawback is minimal and unlike an Interceptor, you don’t get stressed in the process.

My first reflex was therefore to surround Xizor with Z-95s in the same type of formation that I would put Howlrunner in (Z-95s leading, Xizor in the back, using advanced sensors to make sure he always had an action), only now I’m thinking that this is a mistake. Good players, knowing that Xizor is hard to hit as long as he has an escort, will focus the Z-95s first. This buys you a few rounds, but Zs tend to melt quickly in the wrong circumstances.

So this got me thinking: does this means that a “Xizor formation” needs to be flown backwards; Xizor leading the charge while always having at least a Z-95 tailing him (hopefully staying at range 2 or 3 from the enemy)?

Has anyone had any success building and flying a squad with such a philosophy?

I really think it would depend on what you are facing. If jousting against a bunch of 3 attack ships (like 4 B-wings), I'd still probably keep Xizor in the back and a less attractive target. If he finds himself in range 1 of a bunch of enemy ships, he still might be tempted to take his chances in taking out Xizor.

Against a bunch of Zs or Ties, then maybe running Xizor out front might not be a bad idea. Their 2 attack will have a hard time putting damage on him and they will be forced to shoot the Zs.

The three evade on the StarViper is kinda nice too. I dunno, stealth and a ship with bodyguard almost seems a better choice. I guess I just hate dealing damage to myself so not a huge fan of his ability. The big health pool with four escort ships is nice and with that many ships you're throwing a lot of dice if you manage to get into range one. I'm always a little leery of weapons with AOE damage like bombs and assault missiles. A five ship cluster hit by a clever Assault missile will eat through a ton of that health pool in a hurry.

Sorry, i always play devils advocate, but with x wing there's lots of variety, and counters it's what makes it a great game :) Often its being able to be flexible that wins the day.

John!

I watched a match last night between Xizor with 5 Binayre Pirates against Boba Fett and 2 black sun Enforcers. Xizor won and still had 2 Z's left with him at the end. At set up they were in a typical swarm formation with X in the back. As they closed X pulled off to do what he needed to do. I didn't watch the whole match as I was busy list building but I saw that much.

The three evade on the StarViper is kinda nice too. I dunno, stealth and a ship with bodyguard almost seems a better choice. I guess I just hate dealing damage to myself so not a huge fan of his ability. The big health pool with four escort ships is nice and with that many ships you're throwing a lot of dice if you manage to get into range one. I'm always a little leery of weapons with AOE damage like bombs and assault missiles. A five ship cluster hit by a clever Assault missile will eat through a ton of that health pool in a hurry.

Sorry, i always play devils advocate, but with x wing there's lots of variety, and counters it's what makes it a great game :) Often its being able to be flexible that wins the day.

John!

You got to look at his ability as not doing damage to yourself but rather spreading around the damage you are going to receive anyway. He's essentially an anti-Biggs as your opponent doesn't want to shoot him as its not going to be very productive for him.

I wouldn't really worry too much about assault missiles or bombs. You usually don't seem them all too often. Really all you need to do to counter those is spread out a bit.

That does make sense... haha I've read a lot and been list building a lot, but really haven't played too many games (I think maybe 5?) Great advice and ideas going on in the forums :) if not Assault, then what's the missile of choice? a 4 dice attack without a range def modifier at range three and an AOE effect for 5 points sounds really good. Add in Pred or Opportunist and suddenly you've got a pretty nice lead off attack. Plus if you can catch something like Soontir in that AOE, That's kind of a nice auto hit.

John!

Ordnance on paper sounds like a great idea, but in practice they will fail you. Too many times I've rolled blanks after rolling for an ordnance attack. That just wastes 4 or 5 points right there. They are only decent if you can modifiy the attack somehow. IE. Jonus with re-rolls, predator, etc. But usually just firing your normal weapons will net you better results without having to spend the extra points for dice modification or the careful flying to coordinate the attack. FFG really kind of dropped the ball when it came to the ordnance mechanic. They just don't do enough to warrant the price. There are some better ordnance on the horizon so maybe they'll get more viable.

I've been playing a Xizor list for our league here. I've had great success at 150 points with this list. I went undefeated for the month of May with this.

Xizor - VI, AT, FC, ID, Virago Title.

Syndicate Thug x3 - R4 Agromech, Ion Turret, BTL-A4 Title.

Binayre Pirate x3

In June, our point total will jump to 200 and I plan on adding IG-88B to the squad.

Maintaining Xizor at range 3 from attackers with your pawns in the front row seem to work the best. Some opponents have tried to burn him down without any luck so far. The most I've lost in any match is 2 Pirates and 1 Thug.

What Jo Jo said.

When at all possible, play Xizor as aggressive as you can. You have to make him punish the enemy ships for not targeting him. Obviously there are some lists you do not want to play against with this tactic.

Edited by Chief Hugh

I have been playing a fairly simple list to extreme success.

(40) Xizor + virago + advanced sensors + predator + auto thrusters

(15) binyare pirate + hot shot blaster x4

My normal set up is 2 pirates on the front line with Xizor centered behind them and flanked by the other two. Spacing is normally range ruler apart on the front, Xizor is lined up with the inside pegs and the flanking pirates are lined up on the outside pegs of the front pair. My first series is almost universally one side of the formation goes 4 straight and the other (including Xizor) 3 straight. This allows you to cross fly the leaders the next round using a 2 bank and a 3 bank while the backline guys can bank off at 1 or 2 and Xizor can just go 1 straight. This allows you to break formation with the pirates while still guaranteeing 3 dice shots with the hot shot blasters.

The formation break is the key to the strategy in my opinion. Most opponents expect you to stay together to use Xizor however breaking up will actually allow you to use his dial to bounce around while still being near one set of pirates or the other while you position your Z's for another pass.

I dunno... with munitions fail safe, it kind of a better deal, but then again, that's more points. I had some pretty great success with bombs the other day (hit 3x x-wings twice with Seismic charges!) But our group is still pretty new and I think I was the first one to really use bombs.

I'll have to build up some more experience with ordnance and see how my opinion lays.

Seems the wide AND deep health pool is the preferred method to run Xizor. 16 health across four ships is pretty hard to chew through. Thug's have double the health but also more points and less Primary Weapon, so they almost need a turret (more points) still 2x thugs is almost the same health as 4x binyare pirates.

Must needs testing!

John!

The only issue with having Xizor out front is you'd probably want Enhanced scopes to make him move first, sadly this means you lose FCS (if you run VI Xizor) or Adv sensors (if you run PTL Xizor).

I flew him where you'd expect howlrunner in a block of Ties, but once we got in to it I broke him off to be as aggressive as possible, while trying to keep one Z at range 1 to pass damage to.

(Ran Xizor + 5 Z's to top 16 of UK National so he is great!)

Edited by KovuTalli

haha ... hmm I don't own that many Z's... Trying to get a similar build working with y-wing's but you can't get the same utility out of y-wing with it's 1 evade for the points even though the health pool is bigger per ship. Xizor def likes a swarm.

John!

I tired 3Z Xizor + Ion warthog Y went 3-3 in Regionals compared to 5-1 (5-2 if you could the cut game) in Nationals with 5Z and Xizor.

Y just gets focused and dies too fast for its cost.

I only have 2 Most wanted, you need 3 for 5Z Xizor so I borrowed a friends :)

Here is a list I have had the most fun with and lost only once...plus you get to use your scum interceptors which is why you bought them remember?

Xizor- FCS, AT, title

Pirate x2 to soak up Xizor damage.

Interceptor with heavy upgrade and mangler cannon x2.

I think I have been playing FCS wrong. I thought you get a target lock on the enemy ship always even if you spent the target lock. So round one I fire at Luke and get a target lock on him from FCS. The next round I fire at Luke again and spend the target lock to reroll those blanks. I would still keep a target lock on him after the reroll.

But now that I read the card closer...I wouldn't have another lock on Luke would I? I would have to fire at him again next round to pick up a free target lock.

Edited by Chief Hugh

I think I have been playing FCS wrong. I thought you get a target lock on the enemy ship always even if you spent the target lock. So round one I fire at Luke and get a target lock on him from FCS. The next round I fire at Luke again and spend the target lock to reroll those blanks. I would still keep a target lock on him after the reroll.

But now that I read the card closer...I wouldn't have another lock on Luke would I? I would have to fire at him again next round to pick up a free target lock.

The timing is "after you attack." That means once the attack is finished and damage/other effects have been dealt, you can gain a target lock.

So round 1, you have no TL (unless you used an action to get the TL) and you attack. After the attack, you get a TL. Next round you attack and spend the TL. At the end of that attack, you get a TL on that target.

So I was playing it right then. Thanks Budgernaut. Not to highjack this thread...back to Xizor.

A list I want to try is Xizor with AT, FCS, title.

2 Z95's.

Bosk with Mangler cannon and maybe VI or determination.

I'm not totally sold on AT on Xizor and with this list I believe I have three points to spare. Maybe add predator to bosk or Xizor or maybe a hull?

I really like the sound of that list.

I'd be tempted to give Bossk Calculation and/or Rec Spec, Push as many crits as possible + use bossk ability as well.

Be tempted to give Xizor VI and Dampeners too. Depends how many points you have spare, not built this in a builder myself yet.

Here is a list I have had the most fun with and lost only once...plus you get to use your scum interceptors which is why you bought them remember?

Xizor- FCS, AT, title

Pirate x2 to soak up Xizor damage.

Interceptor with heavy upgrade and mangler cannon x2.

That list is interesting. I think I'll use the concept, but switch Xizor to title, advanced sensor and veteran instinct. Maybe my opponents will be more tempted to shoot at Xizor if he has no autothrusters (or they'll always assume he has them and not shoot at him anyway, lol).

The 2x Z and 2X heavy scyk list I could run :) That might be cool! Use the Interceptors for damage, they love that mangler cannon.

John!