Soontir, Echo and Turr

By surly88, in X-Wing Squad Lists

I'm currently tinkering around with various 3 ship imperial aces builds. This is my latest version:

Soontir

- Autothruster

- PTL

Echo

- ACD

- FCS

- Agent

- VI

Turr

- Autothruster

- VI

Total: 98 points

It's basically a mix between the Soontir, Jax, Turr build and the Soontir, Whisper, Doomshuttle list.

Basically I just removed Jax and Soontirs Stealth Dvice in favour of Echo.

While I really love Echo, I haven't seen him played much recently. Against everything thats not Fat Han or RAC&Soontir his PS8 shouldn't be a huge issue, but I have no clue how he will perform against these lists. Maybe drop the 2 points for initiative for Whisper instead?

Yes. If you switch to Whisper, you get a somewhat more durable (but also somewhat more predictible) ship. The jump to PS9 does make a difference against many popular ships. The problem for Echo is the PS8 doesn't always cut it----fat han, enemy whispers/soontirs and such shoot against his 2 agility (whereas with whisper, you are more likely to have 4 agility AND whisper's bonus focus token).

I won a small tournament with that very list, beating a fat Han with just Soontir in the endgame (he had 7 hull left and Soontir was untouched, but down to 1 hull by the time the falcon went down).

Keep in mind that the intel agent is mostly useless, except against opponents running PS9+ and you have the initiative. Moving/shooting first with this list is actually desireable; both Whisper and Turr get significant benefit for winning initiative (so the intel agent can be an absolute life-saver against arc-dodgers moving after you).

Edited by blade_mercurial

Thanks for the feedback, much appreciated - and congrats to your win ;)

Is there maybe a battlereport about your win? Would be pretty interested in reading it :D

After I wrote the list I basically had the same thoughts about initiative as you. Phantom + Turr would love to go first, while Soontir is basically the opposite. Don't know if I really like this lack of synergy ... especially because (assuming changing to Whisper and having 100 points) chances are high that I won't be able to choose who gets initiative.

I have run this list multiple times and you can switch Intel Agent for Rebel Captive. you do not always get initiative but a Stressed Soontir will leave Echo alone. Fat Han is a bit different as you would have to try to use Soontir and Turr to go after him and Echo for the support. A little bit more thinking involved as you only want to bring Echo in to attack Han when you can do some serious damage and do not mind losing him that round. I usually try to go after him once I have wasted his support and it is 3 on one. At this point if you keep Echo at range 3 and bring Soont's and Turr in close you make him choose do I attack the up close End game Ace or do I attack the crazy shifty ship with the Rebel Captive and stress myself? All have 3 agility in this case.

Thanks for the feedback, much appreciated - and congrats to your win ;)

Is there maybe a battlereport about your win? Would be pretty interested in reading it :D

After I wrote the list I basically had the same thoughts about initiative as you. Phantom + Turr would love to go first, while Soontir is basically the opposite. Don't know if I really like this lack of synergy ... especially because (assuming changing to Whisper and having 100 points) chances are high that I won't be able to choose who gets initiative.

;)

If he takes initiative, he can take out whisper a bit easier (but you know that going in) and now all 3 of your ships can arc-dodge, so his dial choices will be a headache. If he gives you initiative, Turr still has arc-dodge potential, whisper is tanking with her cloak and likely free focus while Fel can put in key blocks if needed (thanks to the intel agent) giving Whisper/Turr more damage potential.

I don't do battle reports because I have trouble remembering details after a tourney - I blame my kids ;)

Its not an easy list to fly because errors really punish you and you have to plan your moves very carefully, so after quite a few games you feel pretty drained. But practice and learning 'typical' strategies that types of opponents will likely use helps a lot. Just remember that range 3 is usually best for you while range 1 is bad unless the chance of killing a ship before it shoots seems good. Always pick a move to avoid possible blocks even if it denies your shot (your other ships can shoot this turn). You have to play patiently until you wittle your opponent down or force him to break formation so you can take his list a part piecemeal. Against turrets, they usually fear whisper so feint with an aggressive seeming move like you are throwing everything at the turret. He will then likely flee and you can turn on the escorts and hopefully kill off one. When the turret comes back, go for it if you can focus fire it otherwise continue killing escorts (but don't risk losing any of your ships unless it looks like it gives you something favourable, like better position or one turn of high damage).

Edited by blade_mercurial