Road to Regional: advice for my squads

By herry92, in X-Wing

For the regional that will be next month i have this two ideas:

the first one that i like very much and gave me a lot of fun

Emon Azzameen + title + saboteur (or tactician) + Exp. Int. + 2x prox. mines + seismic charge (49)

Aggressor B + predator + HLC + Adv. sens. + AT (51)

or

the second one that is more resilient

Bobba + VI + Gunner + Eu

Syndicate thug + blaster turret + r4 + title

2x z-95 black sun

my doubts on this list are: put tactician instead of gunner on bobba and also type the autoblster
on Y the question is whether to keep the blaster or put autoblaster turret and thereby change Astromec
which one would you take? and what could be better?
beyond that also exists another list that brings together so as you see them equipped the aggressor B and Bobba ....

Don't worry too hard that another squad won an event with Tactician rather than Gunner on Boba. They are both good upgrades, and fit different needs. If you play the squad a few times and decide Gunner isn't working all that well for ya, make the move to Tactician or another crew.

On that note, I've run Tactician on Firesprays many times, and it rarely disappoints, even if it only gets used 1 or 2 times in a game, it adds some psychological factors. So I definitely advocate it, but for the right reasons! Haha.

Looks like I didn't help much...

you have tried!!

thx

So, I won the Austin Regionals with Tactician on my Boba. I actually prefer Tactician over Gunner, even if they were the same price. The reason is that Gunner gives you a second attack, but largely without modification. But Tactician makes the opponent more predictable and, against ships that are stress adverse, allows a much better shot next round that is far more likely to be lethal. I highly recommend Tactician on the Firespray as it works out both arcs and is generally a potent upgrade.

So, I won the Austin Regionals with Tactician on my Boba. I actually prefer Tactician over Gunner, even if they were the same price. The reason is that Gunner gives you a second attack, but largely without modification. But Tactician makes the opponent more predictable and, against ships that are stress adverse, allows a much better shot next round that is far more likely to be lethal. I highly recommend Tactician on the Firespray as it works out both arcs and is generally a potent upgrade.

I feel that gunner is the stronger card because with your ability which should activate since you can boost into range you can burn through turtled target or high agility more easily. Your Boba build is the exact one I used in my Fargo regional win. Both have good use and it really comes down to your play style. That and Boba is a beast either way.

Edited by LegionThree

i don't understand if is better with bobba or azzameen, one aggressor or 2 z-95 + Y.... and Y with blaster or autoblaster turret

Tactician on a ship with Engine Upgrade works real well. If you're at range 3 you can boost into range 2 and drop a stress on something and it won't be able to k turn to face you.

I'm not sure on what the greens are for the Firespray, but PtL for easy TL+Focus combos might be a good idea, or a boost and modifier. Something to shore up the weakness of the boost and unmodified dice turns I see sooooooo many firespray users doing. You already have boba's ability so Predator would be a little redundant. Outmaneuver might be a strong pick also, boost past something and trigger outmaneuver with your rear arc. Not sure if outmaneuver would trigger out of the rear arc but there you go.

Edited by ParaGoomba Slayer

i don't understand if is better with bobba or azzameen, one aggressor or 2 z-95 + Y.... and Y with blaster or autoblaster turret

My favorite is Boba and IG B together. If you want multiple ships with him I would say the Y wings.

I'd take tactician over gunner. Anytime I face a gunner build, I usually end up just accepting 1 damage on their first shot rather than try and defend through both (unless I'm using Fel or a phantom).

i think that the second one is more resilient that the first one.

Gunner is wasted points when you face agility 1 or 0 ships and there's lots of Decimators and B-Wings out there right now. It will help against High agility targets but stress also helps against high agility targets because they need their actions to support the agility. I would go with Tactician right now.

Gunner is wasted points when you face agility 1 or 0 ships and there's lots of Decimators and B-Wings out there right now. It will help against High agility targets but stress also helps against high agility targets because they need their actions to support the agility. I would go with Tactician right now.

great analysis. now it's full of b-wing and 1 agility ships but even fel and fel with double stress is a great thing: he suffers a lot.

so i go with tactician!

and other part of squad, what do you think about?

You could also say tactician is wasted outside range 2. I'm more worried about hitting a Soontir with stealth than dropping stress on him. I see how it could help if you can line up a shot the next turn though.

You could also say tactician is wasted outside range 2. I'm more worried about hitting a Soontir with stealth than dropping stress on him. I see how it could help if you can line up a shot the next turn though.

If Soontir gets double stressed he's as easy to kill as a TIE Fighter.

You could also say tactician is wasted outside range 2. I'm more worried about hitting a Soontir with stealth than dropping stress on him. I see how it could help if you can line up a shot the next turn though.

If Soontir gets double stressed he's as easy to kill as a TIE Fighter.

If you get the shot sure, then its only 4 evade dice no tokens. But given that he was at range 2 and you and he both have to go forward or to a side you might not get that follow up. Im not saying it isn't good. Just not hands down better.

My other big issue is it makes you want to keep Boba out of R1 which is where he impresses. Granted you should never joust a swarm at R1 but if you are taking an edge and boosting to get in gunner gives you two chances with RR to do the damage. Just a different way to fly.

so gunner o tactician on bobba? but if we see at other ships like yt, e-wing, aggressor, b-wing... what work well?

If you run Tactician then your range 2 is also area denial. If someone like Soontir knows they will land in that spot then they are going to boost and barrel roll to avoid it because it means they are easy targets next turn. So you can work this to your advantage. Don't get me wrong I like Gunner, but when I look at the popular Meta choice sright now I see Soontir and the Chirpy as sort of the squad to beat. Gunner does nothing for you against Chirpy and helps against Soontir. Tactician works against both. It also works great against Brobots. Stress is one of the ways you can keep them from turning around. Stress also really hurts Super Dash.

Here's a squad that you might want to consider based of of your squads

Scum Boba + VI + Tactician + Proton Bomb + EU + Inertial Dampeners (52)

x2 Thug Y-Wings + Autoblaster turret + Unhinged + Prox mines (48)

I think you might find this fun.

If you run Tactician then your range 2 is also area denial. If someone like Soontir knows they will land in that spot then they are going to boost and barrel roll to avoid it because it means they are easy targets next turn. So you can work this to your advantage. Don't get me wrong I like Gunner, but when I look at the popular Meta choice sright now I see Soontir and the Chirpy as sort of the squad to beat. Gunner does nothing for you against Chirpy and helps against Soontir. Tactician works against both. It also works great against Brobots. Stress is one of the ways you can keep them from turning around. Stress also really hurts Super Dash.

Here's a squad that you might want to consider based of of your squads

Scum Boba + VI + Tactician + Proton Bomb + EU + Inertial Dampeners (52)

x2 Thug Y-Wings + Autoblaster turret + Unhinged + Prox mines (48)

I think you might find this fun.

unfortunately i don't have the second Y

do you think that the autoblaster is better that blaster? even if he works only at rage 1? perhaps the problem is how to keep in rage 1 of enemy a ship with low ps. what can you do this?

You could also say tactician is wasted outside range 2. I'm more worried about hitting a Soontir with stealth than dropping stress on him. I see how it could help if you can line up a shot the next turn though.

If Soontir gets double stressed he's as easy to kill as a TIE Fighter.

it's true

If you run Tactician then your range 2 is also area denial. If someone like Soontir knows they will land in that spot then they are going to boost and barrel roll to avoid it because it means they are easy targets next turn. So you can work this to your advantage. Don't get me wrong I like Gunner, but when I look at the popular Meta choice sright now I see Soontir and the Chirpy as sort of the squad to beat. Gunner does nothing for you against Chirpy and helps against Soontir. Tactician works against both. It also works great against Brobots. Stress is one of the ways you can keep them from turning around. Stress also really hurts Super Dash.

Here's a squad that you might want to consider based of of your squads

Scum Boba + VI + Tactician + Proton Bomb + EU + Inertial Dampeners (52)

x2 Thug Y-Wings + Autoblaster turret + Unhinged + Prox mines (48)

I think you might find this fun.

unfortunately i don't have the second Y

do you think that the autoblaster is better that blaster? even if he works only at rage 1? perhaps the problem is how to keep in rage 1 of enemy a ship with low ps. what can you do this?

So I love the ABT and I don't like the blaster turret that much. The range 1 bubble can also be used as a sort of no fly zone for fragile ships/low health ships. Any ship that relies on Agility for survival will be scared of your Y. When you fly it you want to move your Y-Wing into spots that you don't want the opponent to go. This means that if they do go there you are going to hurt them. Against a Soontir with Stealth you will likely strip the stealth because he can't dodge your hits.

I think that version of Boba is really tough and will do well for you. I don't know what you have to put with it, but a Y and 2 z's will be fine, or a IG88. You have options to work with.