Beating Fatties NOT at their Own Game?

By Skargoth, in X-Wing Squad Lists

I've finally found a stable gaming group of great guys and they have monthly tournaments and seem pretty active. There is a trend of double fatties in this group and I would love to be competitive without picking it myself. I usually experiment and fly casual, but I would love to have a go to list for when I See any combination of Falcon/Outrider or IG/Firespray.

So the simple question is: what is YOUR most competitive list that excludes 40+ point ships?

PS: No PWT rants please.

If it involves multiple bwings, it'll do alright

Personally far prefer Panic Attack to bbbbz

At the Sacramento regional, a classic Howlrunner Tie Swarm did pretty darn well.

you'll want to be careful about ties, though

PWTs are a boring slog through a dicefest, and high skill squadrons (Tie Swarm) that can get screwed over by rng (green dice <_< ) are a great way to sour your day. There are times when nothing you can do matters and you might as well not be playing.

B-wings are more forgiving ito **** dice, and Panic Attack control mechanics operate completely independently of dice in general. Control is one of very few ways to make your maneuvers matter against PWTs (the other way is thrusters)

Speaking of, Xizor (V.I, virago, fcs, thrusters) + 5 pirates is good fun against fat ****s

Edited by ficklegreendice

I'm newish. What does PWT mean?

Xizor popped in my head as an oddball that could be viable. Is subbing Thug+ICT+title in for two Binayres particularly bad?

thank you, sir

Ok, critique welcome, I think I've melded together something I like:

Gold Squadron Pilot (18)

Ion Cannon Turret (5)

R3-A2 (2)

BTL-A4 Y-Wing (0)

Blue Squadron Pilot (22)

Tactician (2)

B-Wing/E2 (1)

Blue Squadron Pilot (22)

Tactician (2)

B-Wing/E2 (1)

Bandit Squadron Pilot (12)

Bandit Squadron Pilot (12)

Total: 99

View in Yet Another Squad Builder

Ok, critique welcome, I think I've melded together something I like:

Gold Squadron Pilot (18)

Ion Cannon Turret (5)

R3-A2 (2)

BTL-A4 Y-Wing (0)

Blue Squadron Pilot (22)

Tactician (2)

B-Wing/E2 (1)

Blue Squadron Pilot (22)

Tactician (2)

B-Wing/E2 (1)

Bandit Squadron Pilot (12)

Bandit Squadron Pilot (12)

Total: 99

View in Yet Another Squad Builder

The first thing that comes to mind is "Why a single Ion Turret to battle large bases?". I like the build idea, just not sure about the usefulness of a single Ion turret.

I've been toying around lately with BBBB-Ion and that tends to do pretty well against large base 2-ship builds. I've also been toying with BBBBZ, BBBB with FCS or AC. It's a lot of HP for 2 ships to chew through so it provides more opportunity to get your strategy going.

single ICT is almost entirely there just to allow double-tap for double r3-a2 stress

now, if you manage to peg something important (such as a fattie over 2 turns, or poor corran), then they're very much ****** with stress + ion

of course, you could modify panic attack to 2 ICT goldies (only one r3-a2) and 2 BSPs

Ok, critique welcome, I think I've melded together something I like:

Gold Squadron Pilot (18)

Ion Cannon Turret (5)

R3-A2 (2)

BTL-A4 Y-Wing (0)

Blue Squadron Pilot (22)

Tactician (2)

B-Wing/E2 (1)

Blue Squadron Pilot (22)

Tactician (2)

B-Wing/E2 (1)

Bandit Squadron Pilot (12)

Bandit Squadron Pilot (12)

Total: 99

View in Yet Another Squad Builder

The first thing that comes to mind is "Why a single Ion Turret to battle large bases?". I like the build idea, just not sure about the usefulness of a single Ion turret.

I've been toying around lately with BBBB-Ion and that tends to do pretty well against large base 2-ship builds. I've also been toying with BBBBZ, BBBB with FCS or AC. It's a lot of HP for 2 ships to chew through so it provides more opportunity to get your strategy going.

The Ion turret is going to be the best damage output you can get on that Y-Wing. If you ionize something that's just gravy but what you are going for is the BTL-A4 double-tap that doles out two stress a round to anything in the Y-Wing's arc.

Ok, critique welcome, I think I've melded together something I like:

Gold Squadron Pilot (18)

Ion Cannon Turret (5)

R3-A2 (2)

BTL-A4 Y-Wing (0)

Blue Squadron Pilot (22)

Tactician (2)

B-Wing/E2 (1)

Blue Squadron Pilot (22)

Tactician (2)

B-Wing/E2 (1)

Bandit Squadron Pilot (12)

Bandit Squadron Pilot (12)

Total: 99

View in Yet Another Squad Builder

The first thing that comes to mind is "Why a single Ion Turret to battle large bases?". I like the build idea, just not sure about the usefulness of a single Ion turret.

I've been toying around lately with BBBB-Ion and that tends to do pretty well against large base 2-ship builds. I've also been toying with BBBBZ, BBBB with FCS or AC. It's a lot of HP for 2 ships to chew through so it provides more opportunity to get your strategy going.

The Ion turret is going to be the best damage output you can get on that Y-Wing. If you ionize something that's just gravy but what you are going for is the BTL-A4 double-tap that doles out two stress a round to anything in the Y-Wing's arc.

the TLT will be strictly better once it comes out, and you have a point to spare in the list to upgrade to it.

I'm pretty sure this list was top 8 at US Nationals, and you KNOW there were some fatties in that meta...

http://xwing-builder.co.uk/view/290111/panic-attack-2015-nationals-top-8

That's just the label I put on the squad so you might want to double-check. But anyway, it seems like it's kind of in the same spirit of what OP "melded together."

single ICT is almost entirely there just to allow double-tap for double r3-a2 stress

now, if you manage to peg something important (such as a fattie over 2 turns, or poor corran), then they're very much ****** with stress + ion

of course, you could modify panic attack to 2 ICT goldies (only one r3-a2) and 2 BSPs

Just saw this - my man knows what he's about!

Ok, critique welcome, I think I've melded together something I like:

Gold Squadron Pilot (18)

Ion Cannon Turret (5)

R3-A2 (2)

BTL-A4 Y-Wing (0)

Blue Squadron Pilot (22)

Tactician (2)

B-Wing/E2 (1)

Blue Squadron Pilot (22)

Tactician (2)

B-Wing/E2 (1)

Bandit Squadron Pilot (12)

Bandit Squadron Pilot (12)

Total: 99

View in Yet Another Squad Builder

The first thing that comes to mind is "Why a single Ion Turret to battle large bases?". I like the build idea, just not sure about the usefulness of a single Ion turret.

I've been toying around lately with BBBB-Ion and that tends to do pretty well against large base 2-ship builds. I've also been toying with BBBBZ, BBBB with FCS or AC. It's a lot of HP for 2 ships to chew through so it provides more opportunity to get your strategy going.

The Ion turret is going to be the best damage output you can get on that Y-Wing. If you ionize something that's just gravy but what you are going for is the BTL-A4 double-tap that doles out two stress a round to anything in the Y-Wing's arc.

the TLT will be strictly better once it comes out, and you have a point to spare in the list to upgrade to it.

not sure. for 1 point you get +1 damage per turn but give up control

I'm a fan of TIE swarms, but at the same time, Z-95s are nice little swarm ships.

Rebels and Scum can both field Headhunters but they play very differently.

Rebels work by throwing on a smattering of ordnance and using their good named pilots (Blount and Cracken) to support the fact that they have PS2 (or 4) and target lock and work well as a head-on jousting swarm.

Scum named Z-95 pilots don't work well with other Zs, but a flock of generic scum Z-95s works very well - in this case you need to make use of their illicit slot for dirty tricks. The 'Bug Zapper' squad works very nicely as it bypasses evade tokens, agility, and so on, and it has a 360' arc.

Gotta be honest, not the biggest fan of Tactician. I really like the idea of a Stresshog and B's, but is there another viable alternative? FCS or Adv Sensor?

I'm still leaning toward Rebel to counter Fatties, what are swarm options? I'm not against the major ones, but is there more than just 8 Bandits and BBBBZ.

Another question: how do you deploy and place asteroids to offset low PS placement? should low PS just always deploy center against Fatties?

Tacticians are great. You'd be surprised by how bad the enemy DOES NOT want to be in range 1, so tactician it is! :P

But yeah:

25 r3-a2 y

26 FCS blue + b/e mod int agent (act as if there's haters seeing you rolling)

24 FCS blue

24 FCS blue

99 points to take that first asteroid/debris

So about int agent: its there to make your bs dodge and block (benefits your whole squad with Intel). But because you're all PS 2 and your Y is giving up on the idea of actions after the first double stress, you can block yourself with no consequence if doing so would give you a better position. Int agent is an incredible and criminally understated upgrade

Option #3: 26 points for r4-d6 Biggs (the "**** you PWT and HLC" option). Biggs doesn't last for ****, but he's so troll (pwt idiocy can always shoot him...so they MUST always shoot him :D)

Having more Tact's (more avenues of stress and more ways to stack it) is very helpful, though.

I really like Whisper with a mini-Swarm.

So about int agent: its there to make your bs dodge and block (benefits your whole squad with Intel). But because you're all PS 2 and your Y is giving up on the idea of actions after the first double stress, you can block yourself with no consequence if doing so would give you a better position. Int agent is an incredible and criminally understated upgrade

I don't understand how this works. You're not allowed to change any of your dials after looking at your opponent's dial, are you? So how does knowing what your opponent is doing help you to block them?

I suppose, even though you can't change your dial, if you're of a lower PS it can still effect what actions you plan to take. You might still be able to boost or barrel roll into their flight path.

So about int agent: its there to make your bs dodge and block (benefits your whole squad with Intel). But because you're all PS 2 and your Y is giving up on the idea of actions after the first double stress, you can block yourself with no consequence if doing so would give you a better position. Int agent is an incredible and criminally understated upgrade

I don't understand how this works. You're not allowed to change any of your dials after looking at your opponent's dial, are you? So how does knowing what your opponent is doing help you to block them?

step 1: know where enemy is going to be

step 2: barrel-roll to block to arc-dodge as desired, or know that you'll get a shot and TL/focus

with the Y-wing, it's more about the fact that everyone is ps 2. This means you can set your dial such that you would bump into your own ships if you activated them in the wrong order.

With int agent, you know where the enemy is going so you can intentionally block yourself if doing so would garner an advantage