First Tournament Evah...

By Scopes, in X-Wing Squad Lists

Hi all

Heading to my first Store Tournament this weekend. Here's my build:

blank.gif?v124Mauler Mithel + Veteran Instincts + Engine Upgrade (22)
blank.gif?v124Soontir Fel + Royal Guard TIE + Push the Limit + Stealth Device + Autothrusters (35)
blank.gif?v124Turr Phennir + Royal Guard TIE + Veteran Instincts + Targeting Computer + Autothrusters (30)

Is this a build that should fare well, if flown well (goes without saying), against jousters or turrets or arc-dodgers? I've been playing casual games up to this point.

I know this is a tough question to ask anonymously and I know that so much of this game is situational, but any feedback would be appreciated.

It'll take some skill to do well with this. It's pretty unforgiving in that you can't take many hits before you are wiped off the table. I'd consider Dark Curse over Mithel if you are set on the ship types.

Wait... You're short points. I count 87 points. Is there something missing?

Your 13 points short of the 100pt limit.

I've done well with this build in the past coming in 4th in a 20 person tournament.

Turr Phennir (25)
Push the Limit (3)
Autothrusters (2)
Soontir Fel (27)
Veteran Instincts (1)
Autothrusters (2)
"Whisper" (32)
Veteran Instincts (1)
Fire-Control System (2)
Intelligence Agent (1)
Advanced Cloaking Device (4)
Total: 100
Edited by Heavyguard

I'm guessing there's an extra academy in the list.

You should be able to beat a double defender list.

You should be able to beat a double defender list.

Only if the dice die on ya... ;)

I second Dark Curse or maybe even Backstabber. I've never been a fan of limiting myself to range 1 for bonuses.

Yes...I left an Academy pilot off the list.

I've been tweaking the list since that tournament.

Here's the current iteration:

Fel/RGT//AT/TC/PTL

Phennir/RGT/AT/TC/PTL

Backstabber

Dark Curse

Puts me at 98 points. I like getting the TLs because I've found the list lacks hitting power, especially against high hull/shield ships.

Edited by Scopes

I have been flying

Howelruner, expert handling, engine upgrade

Mauler Mithrel, expert handling, engine upgrade

Tur Phennir, VI

Cannor Jax, VI

I get to swoop in pretty fast, dodge or k turn around my opponent then basically just try to stay on their backside.

It is my go to daily play list. I am having a blast with it.

Turrets gonna eat this build. Either gonna be it outrider/falcon , falcon/falcon or fatFalcon/supports. Even those double auto trusters will have pain to keep those interceptors alive. Especially since you don't run stealths. Just try to focus biggest turret on board with target locks, while keeping focus and evades for defense.

Heavy jousters list, like blue squadron spam - if you dodge correctly you gonna have the upper hand, just remember its better to dodge both arcs (your and enemy) than to head into range 1 fire exchange with b wings ;)

Vs another arc dodge heavy list...hmm depens on composition, ships and FLYING thats gonna be a skill matchup.

Edited by Vitalis

I have been flying

Howelruner, expert handling, engine upgrade

Mauler Mithrel, expert handling, engine upgrade

Tur Phennir, VI

Cannor Jax, VI

I get to swoop in pretty fast, dodge or k turn around my opponent then basically just try to stay on their backside.

It is my go to daily play list. I am having a blast with it.

I love flying Mithel with EU. I find TIEs hard to fly without the ability to boost. However, unless they get two actions, they're usually toast if I'm flying them. #noobprobz

Turrets gonna eat this build. Either gonna be it outrider/falcon , falcon/falcon or fatFalcon/supports. Even those double auto trusters will have pain to keep those interceptors alive. Especially since you don't run stealths. Just try to focus biggest turret on board with target locks, while keeping focus and evades for defense.

Heavy jousters list, like blue squadron spam - if you dodge correctly you gonna have the upper hand, just remember its better to dodge both arcs (your and enemy) than to head into range 1 fire exchange with b wings ;)

Vs another arc dodge heavy list...hmm depens on composition, ships and FLYING thats gonna be a skill matchup.

Would you mind elaborating on the point in bold text? I don't really follow you there.

And you are correct...I get slayed by turrets in this build UNLESS I add stealth device instead of the TC. I then run into issues with bringing enough firepower to the table.

Turrets gonna eat this build. Either gonna be it outrider/falcon , falcon/falcon or fatFalcon/supports. Even those double auto trusters will have pain to keep those interceptors alive. Especially since you don't run stealths. Just try to focus biggest turret on board with target locks, while keeping focus and evades for defense.

Heavy jousters list, like blue squadron spam - if you dodge correctly you gonna have the upper hand, just remember its better to dodge both arcs (your and enemy) than to head into range 1 fire exchange with b wings ;)

Vs another arc dodge heavy list...hmm depens on composition, ships and FLYING thats gonna be a skill matchup.

Would you mind elaborating on the point in bold text? I don't really follow you there.

And you are correct...I get slayed by turrets in this build UNLESS I add stealth device instead of the TC. I then run into issues with bringing enough firepower to the table.

It is better to put yourself in a position of survival, even if you have no attack, than to attack and be attacked.

This is true for every glass cannon, as you are assured of gaining an attack in which they cannot attack eventually, given enough turns of survival.

Except against pancakes. Which is their great asset.

^up

this.

I meant for example the situation where both your interceptor and enemy bwing have arc at range one. Your barrel/boost would get you out of arc of an enemy and yours too. Its better to do this dodge than stay and count for poor shooting. Even if that b 2kturn next turn you should have no problem dogdign his arc again and swooping for a clean side salvo next turn.

Mauler built like this is 22 points. Royal guard pilots are superior in nearly everyway (lower ps) and they can take AT - why not just go for the classic 3 squints?

Turrets gonna eat this build. Either gonna be it outrider/falcon , falcon/falcon or fatFalcon/supports. Even those double auto trusters will have pain to keep those interceptors alive. Especially since you don't run stealths. Just try to focus biggest turret on board with target locks, while keeping focus and evades for defense.

Heavy jousters list, like blue squadron spam - if you dodge correctly you gonna have the upper hand, just remember its better to dodge both arcs (your and enemy) than to head into range 1 fire exchange with b wings ;)

Vs another arc dodge heavy list...hmm depens on composition, ships and FLYING thats gonna be a skill matchup.

Would you mind elaborating on the point in bold text? I don't really follow you there.

And you are correct...I get slayed by turrets in this build UNLESS I add stealth device instead of the TC. I then run into issues with bringing enough firepower to the table.

It is better to put yourself in a position of survival, even if you have no attack, than to attack and be attacked.

This is true for every glass cannon, as you are assured of gaining an attack in which they cannot attack eventually, given enough turns of survival.

Except against pancakes. Which is their great asset.

At the end of the day, I suspect it's either going to be "shut up and play" or "try another build", which is fine, I suppose. I do see the points you are making, though, and they help a lot.

I have learned, though, that the more I play this build (or some minor variant) the more comfortable I get with the ship type. Maybe I can learn to play it well enough to win a game or two. I have no designs on going to a regionals or anything like that...FLGS tournaments are just fine for me.

Mauler built like this is 22 points. Royal guard pilots are superior in nearly everyway (lower ps) and they can take AT - why not just go for the classic 3 squints?

Yah, I know. It's a lot of points for a ship that gets only 1 action with 2 attack dice. I also find I really do better playing him as a 9 instead of a 7, so there goes his EPT slot.

I am currently looking at a build that has 3 INTs and the third is a RGP. I like Lt. Lorrir but until I gain just the most basic of understandings of the fine art of blocking he's not a lot of help. The generic RGP gives me more flexibility.

I don't own the Phantom and probably won't get it any time soon...maneuvering is a difficult skill to learn to do well.