Fighting Rebel Shield Regeneration

By Democratus, in X-Wing

My local meta has really begun to exploit shield regeneration.

A common kind of list to see is:

Miranda Doni + TLT

Poe + R5-P9

(Y-Wing + TLT OR Blue Squadron Novice) + R2D2

As an imperial player I'm having a hard time doing getting through all the regenerating shielding before my ships are torn up.

Any tactical advice or build suggestions would be appreciated.

There are a few different options. One is to hit the regenerating ship hard enough that it can't recover. One thing I've found that works is ordnance. Get a couple of Proton Torpedoes and/or Concussion Missiles and you can blast something quickly before it can regenerate those shields.

Use weapons that go through shields. That means things like Proton Bombs and Adv. Homing Missiles.

Focus fire. They can only regenerate one shield each per turn. If you're splitting fire between them then yeah, it's going to be tough, but if you try to take them one at a time all of those ships will still go down quick.

Red dice. Lots and lots of red dice.

Unless it's Corran Horn w/R2-D2, in which case have Lt Blount slip an Advanced Homing Missile in under his shields.

Plasma Torpedoes are nice.

I think the simple answer is to focus fire. That way it becomes more about how you play, rather than what you bring. If you are having trouble against these lists, I would argue it's not because they have regenerating shields, but because they are managing to play to their strengths, and, based on your testimony, you are playing to their strength as well. I'm guessing they are doing a good job of subtly (or perhaps not so subtly) splitting up your ships and forcing you to split fire.

But Miranda really causes a problem with her SLAM. If you choose to focus fire on her first, she'll SLAM away and let her compatriots step up to the plate. That almost forces you to split your fire. If you wait until the end, you may have trouble getting hits past Miranda's shield regeneration. This is especially true if she's got C-3PO with her. The problem with many of these ships is that when you try focus fire, they high-tail it out and leave you behind.

To that end, blocking them is probably really important.

I think the simple answer is to focus fire. That way it becomes more about how you play, rather than what you bring. If you are having trouble against these lists, I would argue it's not because they have regenerating shields, but because they are managing to play to their strengths, and, based on your testimony, you are playing to their strength as well. I'm guessing they are doing a good job of subtly (or perhaps not so subtly) splitting up your ships and forcing you to split fire.

There's probably something to this. I mostly fly Interceptors, Tie Fighters, and Tie Advanced. They get chewed up pretty bad by the TLT (even with Autothrusters they nearly always hit) and there's also no range-1 hole in which to hide.

Turning in to focus on Miranda leaves my metaphorical back to the other ships in the squad, giving them opportunity for attack. But I can't leave the K-Wing for the endgame.

I'm sure there are tactics I just haven't seen yet. Or maybe I need to stop bringing arc-dodgers and swarms and drop some heavy ordinance.

Poe is dead in the water if you block him. And without BB8+push, it's REALLY easy to do. Regardless of your first target, I would suggest making sure he's blocked. From there, I would probably suggest focus firing down the Gold. He's super predictable, and you can make sure you get plenty of damage in on him thanks to his 1 agility. If it's a Blue Ace, then go for Poe. You won't have as many shots (due to blocking), but without his ability, 6 health behind 2 agility doesn't take TOO long to kill. Plus he'll have to wait through 2 rounds of firing before he can regen a shield. Miranda isn't a problem if you have your own mitigation factor (AT, C3PO, Regen, SJ, etc). Keep in mind, if she slams, not only does she not do damage, she doesn't regen.

The main thing is not to give up. Choose a target and stick with him. Even if he regenerates all the damage you've dealt, stay on target unless there's a significant tactical advantage to switching -- at the very least, a ship that's running away and regenerating isn't damaging you.

But Miranda really causes a problem with her SLAM. If you choose to focus fire on her first, she'll SLAM away and let her compatriots step up to the plate. That almost forces you to split your fire. If you wait until the end, you may have trouble getting hits past Miranda's shield regeneration. This is especially true if she's got C-3PO with her. The problem with many of these ships is that when you try focus fire, they high-tail it out and leave you behind.

To that end, blocking them is probably really important.

Also helps to have highly skilled pilots using mobile ships to hunt and focus fire shield recovering ships.

There's probably something to this. I mostly fly Interceptors, Tie Fighters, and Tie Advanced. They get chewed up pretty bad by the TLT (even with Autothrusters they nearly always hit) and there's also no range-1 hole in which to hide.

Turning in to focus on Miranda leaves my metaphorical back to the other ships in the squad, giving them opportunity for attack. But I can't leave the K-Wing for the endgame.

I'm sure there are tactics I just haven't seen yet. Or maybe I need to stop bringing arc-dodgers and swarms and drop some heavy ordinance.

There are things you can do that are a bit in between. Using a couple of Academy Pilots for blocking is a good idea. After that, using lots of red dice is also important. Ordnance is one way to deal lots of red dice, especially for Imps. It's not the only way. HLC is a possibility, but only on a few ships. Tie Interceptors can do it, but you don't get 4 red dice. Still, if you have enough 3 red dice and they bumped, then you are still better off.

Mines are another way. Conner Nets can stop someone. Ionize someone works, too.

Edited by heychadwick

Block and focus fire.

From my experience using and playing against regenerating shields, the key moments come when the the player without regen has a chance to execute a block on the regenerating ship. If you have several ships of lower pilot skill, you can either fan them out to try to block multiple paths or move them as a block to block one or two paths at multiple speeds.

If all your ships are higher pilot skill, then you obviously can't block and will have to try to just focus fire one of them down while avoiding any arcs where possible (TLT obviously makes this more difficult). Being higher PS means you can maneuver after they have moved, so they can't run away so much.

From playing regenerating stuff myself, I can say the key to dealing with it is judging when the regen ship is going to make a run for it and when it is going to continue to engage in a turn fight. If they lost most or all of their shields, they will probably run for it, with the other ships being ready to move in on you if you chase the wounded ship, so you will have to be ready to block them in and finish them off before that happens. Anticipate fast maneuvers, especially ones which would take them past your ships trying to block, so either maneuver to keep arcs on their anticipated path (for high PS, with the goal of killing them that turn) or try to block them in (for low PS ships). With just one or two shields gone, they are more likely to keep turn fighting.

Basically, against regen ships, thinking ahead two turns is even more important than normal. Something else that sometimes has worked for me is to throw some damage down on the highest damaging regen ship to force them to run off, then immediately turn my focus to another ship while they are unable to contribute. In the list the OP gave, I might fire at Poe to try to force him away (because he has three dice and an arc) so I could then focus on the TLTs before they do too much more damage.

Focus fire, and pay attention to the way they regen. Most regen ships loathe control: r2d2 astro can't regen while ioned, r5-p9 can't regen without a focus. Both options can be a liability for your opponent if he is forced to suffer more attacks to get 1 shield back.

I don't recommend ordnance just because it's one chance to crack the target and wasted points if the damage is weathered and regenned.

Thanks. Lots of good ideas here.

Blocking isn't something I'd considered before because my usual list is Soontir + Vader + Turr (w/ VI) for an all PS 9 list.

I need to start rethinking the humble academy pilot!

I think from what your saying about your lists you've just met your hard counter. Squints live by not being shot. In trying not to get shot they often have to take attacks of opportunity just end up spreading thier Fire. There's also little way to avoid being shot by tlts.

Rather than throw your list completely out the window why don't you try a compromise? An ace + mini swarm will give you the ace you're used to plus some good blockers and some fantastic firepower vs those 1 agility ships the TLT's are almost always strapped on to. Might take a couple of games of adjusting but in fairly confident you'll start to see better results and feel less frustrated playing the regen lists than you do now.

Have fun!

Blocking. So much.

Even as a noob I can't agree more. My wife regularly uses Luke, Artoo and Determination and boy can he be tough!

Played a game last night where I could have won but I made a mistake with one Tie and two or three rounds later and it was game. I had used my Bomber and Ties to focus down her Y-Wing first and it cost me the Bomber. Left with two Ties DC and NB, I was on the winning track, using beast to green bank in front of Luke and taking lots of fire. The mistake came when I guessed that Luke would kturn to shoot at DC since NB was double stacking foci. He didn't change targets and I ended up setting up a bad block with beast. Luke didn't kturn and instead vaped my stressed NB. That trade seemed okay because while he was able to vape NB I managed to put a crit on Like with DC netting me a Blinded Pilot result. The game then devolved into me trying desperately to stay behind Luke and make the shots count. 3 greenies later and Luke makes the kturn and vapes my Tie without any further thought.

If I could have blocked him with NB it would have been game, but I missed that block and lost because of it.

Regen is probably my least favorite aspect of the game. Super annoying to face, and often undercosted for its usage.

I think it wouldn't be so bad if they had a cap on how many times you could regen in game.

AC tie advanced Miranda melts under highly accurate attacks.

Put cluster missiles on them and you'll strip her down quick or she'll spend the game slamming away and doing no damage.

As much as I hate losing to an X-Wing with one hullpoint left and full shields I have to say its making me a much better pilot.

Same thing happened with 40k too. Hey DC wanna learn nerdhammer? Sure! I'll play Marines. Excellent, I play Tau. Let's learn how to play... By grinding your face against a gunline for three months... Oh the memories. Now I laugh whenever someone bemoans the overpoweredness of things. Triptide, Buffmander Bomb, Flying Fish of Rage... If you know what these terms mean then you will realize the gravity of the statement: I laugh at fishhead lists.

Its just gonna take some time. Now to get my face shot off six ways from Sunday by the wife! Oh vengeance, thou art a slow brewed poison...

I'm planning on making the jump for the next tourney I go to. Instead of my Imperial Aces focus (Previously Whisper/Soontir + a friend), I'm thinking of bringing a regen focused Miranda with Corran dragging along R2-D2.

I've been really enjoying Miranda w/ TLT and a Gunner.

All of these ships have some weaknesses that can be exploited, but you do have to concentrate on them and not let them escape once you've started in on them.

Miranda's interesting, and I think, a bit overrated (though still very good). If she slams, she cannot shoot and can't regen shields. She has a terrible dial beyond that and so if you don't have a good angle on her, you can actually try and get out of her range so she can't regen (especially after a slam) . She can't be left for 1v1, but a couple ships over 2-3 rounds can handle her I think.

Poe needs PTL to both escape and regen with R5-P9 and in that case he's predictable. Without PTL, he's not boosting and even has to consider a roll or kturn carefully.

Speaking of predictable, a Y-wing/Blue Squadron Novice are also both very predictable with R2D2 and either of these ships can be handled, evenif slowly, with a higher PS pilot. This is probably the best option to leave for last.

You could always try Ion spam and just try to walk the immortal ships off the board. Your hull and shield values don't matter if you fly off the mat.

I need to try that list. I've been using a different list. Kyle Katan w/ recon+title+tlt and horton w/tlt. Horton is a beast but he gets focused down a lot.