Which squad shall I be insane enough to bring to a tournament?

By Comradebot, in X-Wing Squad Lists

Because I still haven't learned my lesson and will continue to bring the most experimental, zany squads that I can. Anyways, on to the contenders!

Vrill's Vendetta

Eaden Vrill

Ion Cannon

Tactician

Grey Squadron Pilot

BTL-A4 Y-Wing

Ion Cannon Turret

R3-A2

Bandit Squadron Pilot x3

Total: 100pts

Pros: The squad on this list I have the most experience with (and it's had some success). Lots of HP, lots of red dice, a fun control element, and probably the three Rebel ships I know how to fly the best. Chews through low agility ships, stress wrecks the ever-popular Soontir Fel. Three Bandits also serve as solid front-line blockers. Ideal flying isn't super easy, but not impossible, but can result in the enemy being forced to kill the ever-stressing Y at long range or Bandits/Vrill up close and throwing out extra attack dice. The Legendary Bandit Seven will make yet another appearance.

Cons: The Grey Squadron Pilot can, and likely will, die very early on as a single Y melts to focused fire. When he does so, Vrill becomes reliant on generating his own stress. On the rare occasion this squad has failed me, it's been because the Grey has died before he can create situations for Vrill (and the Bandits) to capitalize on. Also, without R1 or Vrill+stress shots, there's mostly just 2 die attacks here, which could make high agility ships potentially killer for me.

Danz Borin's Bros

Captain Jonus

Determination

Bounty Hunter (Danz Borin)

"Mangler" Cannon

Tactical Jammer

Bounter Hunter (Some other random guy?)

"Mangler" Cannon

Tactical Jammer

Total: 99pts

Pros: My insane take on the classic "Jonus Bros" list, with Firesprays instead of Defenders. Good chunk of HP here, and Jonus opens up the action economy. In most situations I should know which Firespray is likely to get shot at first and can take Evade actions with em', with the Jonus re-rolling keeping those die showing hits. Dual TCs and Determination mean Jonus should typically have an extra defense dice if the enemy goes for him, and Determination will keep him alive potentially a bit longer. Consistent damage pumped out by the BHs, plus the joy of regular crits from the Manglers. Also it's not difficult to keep the giant base of a Firespray in R1 of Jonus.

Cons: Dependent on Jonus staying alive and a low total of actual red die thrown per turn (only eight). Highly experimental, as I haven't gotten much play time with this but I'm somewhat hopeful. Only two agility across the board, swarmish squads might chew through em' quickly (thankfully, those are rare in my meta). If the BHs die before Jonus, Jonus is likely hopeless. Chewbacca will laugh at this squad.

The Obsidian Blade

"Howlrunner"

Squad Leader

Experimental Interface OR Stealth Device

Scimitar Squadron Pilot x2

Proximity Mines

Obsidian Squadron Pilot x3

Total: 100pts

Pros: As I mentioned, swarms of any kind are pretty rare in my meta and this could punish all the low agility, two ship lists I've been seeing. OSPs are Predator proof and give a bit of a PS bid against other swarmy ships that might be used for filler, "Howlrunner" is "Howlrunner"... but the real nasty can come from those Bombers. Proximity Mines with the low PS means they can try to snipe annoying targets like Fel, with Howlrunner using SL to potentially let those bombs fly later in the round should an opportunity arise (also, I can have the Bomber BR into position, using SL to then drop a Proxy that'll hit!). Pretty much just a TIE swarm otherwise, the Bombers just throw in a little more beefiness and have the surprise Proximity Mines. I love the name of this squad.

Cons: Like any TIE swarm, completely dependent on "Howlrunner" staying alive... and on flying in a tight formation. Getting better at that formation flying, but it's still not easy. Also not sure whether to give Howl the Interface (so she can Evade+SL on the turns when she drops a bomb) or the Stealth Device (knowing full well it means using the EI means sacrificing her evade or focus token that turn). I also have to be careful with the Proximity Mines, as the Bombers go first in Activation Phase for my squad and it'd be embarrassing to accidentally Proxy mine myself. Not to mention that Proximity Mines are a pretty big gamble on how effective they can actually be. This squad doesn't have my typical naming scheme, awesome as the name may be. Can see Decivader just eating Howlrunner the first chance one gets.

Bonearm's Bandits

Dace Bonearm

Veteran Instincts

Ion Cannon Turret

Engine Upgrade

Kavil

Ion Cannon Turret

Determination (could drop for initiative bid)

Unhinged Astromech

Cartel Spacer x2

"Heavy Scyk" Interceptor

Flechette Cannon

Total: 100pts

Pros: As close to a Scum control (Scumtroller?) list I've designed, and completely out of the blue for anyone who might face it. More than capable of Ioning+Stressing ships in the same turn, making em' useless next turn. VI+EU Dace Bonearm becomes an arc dodging fool, still plinking away with that Ion Cannon. Two ioners means Dace is almost guaranteed to use his ability to tack on extra damage most rounds of firing. Kavil+ICT is throwing four dice more often than not, meaning someone is eating an Ion Token. Also works to help keep things even (ish) against Autothrusters, especially if they don't have/lose the SD. Flechette Cannons are pretty "meh", but it does help the Scyks get in damage at long range. On a personal note, it's also an incredibly fun list to fly, and has also shown some signs of being able to hold its own. Could potentially walk a few ships, especially big bases, off the board.

Cons: At 100pts, Bonearm could find his arc dodging nullified (could drop Determination from Kavil to get to 99 perhaps). Even with Bonearm's extra ion damage, the overall damage output here is low, and equally "meh" HP means a slip up or two could spell disaster. Also runs into the issue of Falcons and Decimators both looking to be strong counters, as they care less about being Ioned, stress won't stop RAC's ability, and the squad will be hard pressed to chew through 13-16 HP if they're never in a positioned to be walked onto a rock or off the board.

So yeah, that's what I'm looking at. None of em' are "typical" meta lists (what can I say, I'm a crazy person/masochist), but all of em' could potentially catch some players off guard because of it. Not mention all four have their reasons that are amusing to fly and could, potentially, be effective against a number of other squads. I wish I had enough time to play a couple dozen games with each of em'...

Edited by Comradebot

I got to try out List #2 (Danz Borin's Bros, though we're deciding that my BHs need to be two other generic, nobody BHs from the vast SW material) tonight.

Thoughts:

  1. Lots of HP and the Jonus buff helps make sure that the squad really does get the most out of its low amount of dice. As I'd hoped, it seems to be enough to make these guys able to compete.
  2. The Tactical Jammers are, yet again, a pretty big waste. I think I'll drop them to put a Seismic on Jonus in the future. I've literally made use of the Jammers a single time so far, and I think the bomb will help prevent people from just trying to ride behind me.
  3. Bringing debris fields seems to be the way to go, since the Firesprays don't lose out on much if I can keep Jonus nearby when they fire their Manglers.
  4. It also makes K-Turning a little less rough, since I can still modify those Manglers!
  5. Determination is a good call on Jonus: with 6 hull he's likely to use it at least once a game, and it insures he won't receive an Injured Pilot crit that'll make him utterly useless.
  6. It does hurt when the enemy manages to stick to the rear of my squad, as it nullifies the Jonus buff. Same result can happen when Jonus is forced to split off away from the Firesprays.

Overall, I'm pleasantly pleased with how they flew. They're a tough nut to crack, and Jonus buffing the die can allow for a pretty consistent damage output, not to mention the steady stream of crits that can really screw with opponents. They're undefeated so far... probably not gonna ever be able to bring them to World's, but hey: this insane experiment seems to be working so far.

Glad to hear your list worked well. I'm also a player that likes to experiment with something you don't see every day. It's always great when it surprises and turns out to be pretty good.