Regionals List Building - White K Turns

By Face, in X-Wing Squad Lists

Hi Guys,

Just after some critique of the following list. I set out to have counters to Whisper, Brobots, Falcon and Decimator.

It originally had Soontir in place of Rexler but in testing he was underwhelming and toast vs. Vader crew. I also expect to see a lot of him in opposing lists so avoiding the glass cannon mirror match is best. I have yet to test the Flechette Cannons but the points worked out with 4 spare... could be convinced to switch it round.... hull upgrade on someone or Ion cannon on Rexler or Delta...

I love the Delta, had him do 6 K Turns in one game last night...

Rexler Brath - TIE Defender 37

- Veteran Instincts 1

- Flechette Cannon 2

Delta Squadron - TIE Defender 30

- Flechette Cannon 2

Turr Phennir - TIE Interceptor 25

- Veteran Instincts 1

- Autothrusters 2

Total: 100 pts

Bump

A) Is Veteran's Instinct better than Adrenaline Rush on a Defender?
B) Are flechette cannons better than... their 4 points spent elsewhere? They're pretty bad, as far as cannonry is concerned.

I'd say VI is important to beat Soontir and Whisper... Adrenaline rush I like on Vessery but with only two red moves... I feel like its a waste on Rexler.

Flechettes have proven their worth in the two test games. Two allows choice. For Example, I had Rexler in range one of Corran, he fired four shots, then the delta followed up with a range 3 fletch. It got a single hit... Corran was then stuffed. Cant turn around, only 4 limited movement choices...

Agree they are bad vs PTL but against anything that needs to stay stress free... I think they have legs for 2pts each

Hmmm. I agree that the flechette cannon is a nice cheap form of control, but its not ideal on Rexler who wants HLC + pred to get at least some use out of his ability. Having said that, there's just no way to find the points here.

I find your conclusions on Soontir.....odd. Don't your criticisms apply equally (if not more so) to Turr Phenir? He's even more of a glass cannon, afterall. If I were to do the 2 defenders + interceptor archetype, I think 2 deltas with either double flechette or 1 ion + 1 flechette, or maybe even throw hull upgrade on them. Then make Soontir the interceptor with PtL, autothrusters and either target comp or stealth device. Target comp would at least make his damage output more reliable (although beware: do not take TL when you have incoming fire----always better to grab TL when out of enemy arcs).

Hi Blade, great thoughts.

Yeah, I was shocked when I found Soontir so poor. I've been playing him since 2013. I think its both a meta call here in NZ - people are loaded for bear to beat him... rebel captive/Vader crew/stresshog/tactician even things like RAC but more honestly he just moves too fast for my liking. A single bump and he is 30+pts that dies like an academy.

The reason i'm loving Turr is he opens up all the options of the interceptor dial, is PS 9 and dirt cheap. The amount of 1 & 3 hard turns i'm pulling, not to mention K turns... just amazing. He is a glass cannon but only slightly more fragile than Soontir... they both suffer from the same flaws and weaknesses. I guess i'd just rather spend less for ultimately the same red dice potential. I'd be interested in your conclusions on what I've found... do they resonate with you?

I put Rexler's ability to one side... I don't think its viable without Fleet Officer unless you roll natural hits or save a target lock from the turn before. I just want his PS 10. Giving him 10 points of HLC and Predator makes him a beast but then you have a two ship build or running academies.