So can't you run both Super Corran and Super Poe and 2 APT's and call it a day?

By ParaGoomba Slayer, in X-Wing

I've seen to many terrible rolls to give up on that FCS :)

So much this.

Green dice aren't the only ones prone to betrayal when you leave them to their own devices.

you can't mod your shots if you're dead :P

go sensors!

main reason honestly is that stress sucks when you don't have that green 2-turn, and Corran's got Soontir's deposition to being blocked

at least, that's always how I murder him

Edited by ficklegreendice

I think just Poe and Corran are putting too many eggs in two baskets. I'd like to add a 3rd ship that the opponent has to worry about.

Been thinking of this:

Poe Dameron (31)
Lone Wolf (2)
R5-P9 (3)
Autothrusters (2)

Corran Horn (35)
Veteran Instincts (1)
Fire-Control System (2)
R2-D2 (4)

Lieutenant Blount (17)
Advanced Homing Missiles (3)

Total: 100

View in Yet Another Squad Builder

You can upgrade to Push on Poe, but I rather keep him stress free. Blount gives your opponents ace's worry as he can just hand them a crit. Don't have to use Blount you can always run a GSP w/ PTL or Prototype with a Procket. VI Cracken is also an option. Run him along with Corran to give him an offensive boost. Whatever you fancy at 20 points.

Edited by Jo Jo

AS/ptl boost/barrel roll can give you more mobility than Fel. Plus you can k turn. It doesn't matter if you have target lock when they get 2+ TLT on him for 2-3 turns.

Edited by TasteTheRainbow

Actually - I've been running nearly this exact list - but with plasma torps on Poe at 98 points - and I am 13-3 with it - all three losses I can trace to my own error in positioning...

Personally, I hate Corran for the point cost, because I'm the guy that could have trick defense dice with evades on all sides and still roll all blanks!

Edited by LordPasty

Lieutenant Blount (17)

Advanced Homing Missiles (3)

Total: 100

View in Yet Another Squad Builder

You can upgrade to Push on Poe, but I rather keep him stress free. Blount gives your opponents ace's worry as he can just hand them a crit. Don't have to use Blount you can always run a GSP w/ PTL or Prototype with a Procket. VI Cracken is also an option. Run him along with Corran to give him an offensive boost. Whatever you fancy at 20 points.

I'd probably opt for Ion Pulse Missiles on Blount, ensuring that the main target is right in the sights of the two killers.

As someone who hates Super Corran and is starting to hate Poe, god **** would this be brutal. How do you even deal with this?

...

Semi-serious question: do you like anything about this game?

Actually - I've been running nearly this exact list - but with plasma torps on Poe at 98 points - and I am 13-3 with it - all three losses I can trace to my own error in positioning...

I'm curious as to your strategy that makes this go?

Personally, I hate Corran for the point cost, because I'm the guy that could have trick defense dice with evades on all sides and still roll all blanks!

But ficklegreendice already has an account...

Edited by ObiWonka

But ficklegreendice already has an account...

It would be more like "AntagonisticGreenDice" for me.

:P

Edited by LordPasty

I ran something similar to this at a tournament a bit ago and won. Although I didnt play any of our good players with it so it wasnt a really good test. I actually dropped a few points on Corren to fit in a AT Prototype to use as a blocker.

Poe

Lone Wolf

R5-P9

AT

Corren

PTL

Adv Sen

R2-D2

Prototype

Refit

AT

As someone who hates Super Corran and is starting to hate Poe, god **** would this be brutal. How do you even deal with this?

...

Semi-serious question: do you like anything about this game?

Actually - I've been running nearly this exact list - but with plasma torps on Poe at 98 points - and I am 13-3 with it - all three losses I can trace to my own error in positioning...

I'm curious as to your strategy that makes this go?

Personally, I hate Corran for the point cost, because I'm the guy that could have trick defense dice with evades on all sides and still roll all blanks!

But ficklegreendice already has an account...

Games with nothing but generics and a meta where lists based around named pilots are autoloss lists. Bit of hyperbole, but this game pre-wave 4 pretty much.

The idea is that these 2 pilots cost 87 points, and that the 2 APT's would help the list out more than a Z-95 or 13 point initiative troll bid. Or slimming them down and taking a weak 3rd ship like Blount.

I have a lot of trouble taking out a single one of these ships, normally I throw the whole weight of my list against one and it skates by on a few health and regens. If you simply had 2 of these ships I don't know how an opponent would take one out.

It's like your Imperial double ace shuttle list or Soontir Whisper Mauler, except with obnoxious regen and the torps as your 3rd ship.

Actually - I've been running nearly this exact list - but with plasma torps on Poe at 98 points - and I am 13-3 with it - all three losses I can trace to my own error in positioning...

I'm curious as to your strategy that makes this go?

Personally, I hate Corran for the point cost, because I'm the guy that could have trick defense dice with evades on all sides and still roll all blanks!

What makes it go is patience, health regen and target switching. You have to force the opponent to give up on chasing a target, but you can't offer too great a shot. So you have to flank on opening, and predict which ship the enemy will go for. Then run bait and switch. Using engine to dodge arcs. Toros spike damage at key times, plasma against heavy shields early and at range (weapons guidance has let them hit for 5 damage against dash, while apt finished him off... The APT should be used at the earliest convenience to remove a ship as soon as possible, but is nice as a late game threat. Apt means soontir cannot end in arc at range 1 of corran, which lets Poe get shots.

When the opponent commits to one ship, your second ship is free to attack, while the first turtles/arc dodges and runs away, while if they commit to both ships they often lack the firepower to deal with either. If they let corran get range one, it's usually good night to a ship on the double tap with apt. If the opponent switches targets for any reason, you can run and switch to offense with the second ship while regen kicks in. I've had games where the opponent has done 10-15 damage over the course of a game, but failed to get any on the hull.

This list will fall apart quickly when you lose a ship, so you need to make sure that happens only after you take down some of the opponents force. If you lose actions, to bumping, or asteroids, or barrel just slightly into enemy fire, and the opponent can punish you for it, and keep pressure on a single ship with enough of his force intact, you will lose. You also must take on high p.s. Aces with both ships, either one of your ships is in for a tough time vs soontir - if you lose one, it needs to be Poe, corran a double tap gives you the spike damage you need to kill tougher ships. (C3pfalcon / kenkirkysard palpatine). While the 98 points gives you enough of an initiative bid to make sure you maneuver after bro-bots - and other p.s.8 ships.

Finally, no third ship means you can survive on time and mod win on ties, while full winning with a single tie/z95 kill. It's a patient list, and often takes a lot of time to play (as more often than not a single ship is on offense) it's high risk high reward, but you have to avoid risky plays and keep your ships as safe as you can if you want to consistently do well with it. You also must have a good sense of target priority, and the real fun is when the opponent knows you need to kill something first, as they can set traps that way.

I would even rate sensor jammer over fcs right now. This list is packed with things that help defend multiple times per turn.

Prototype Pilot — A-Wing 17

Chardaan Refit -2

Autothrusters 2

Ship Total: 17

Corran Horn — E-Wing 35

Push the Limit 3

Sensor Jammer 4

R2-D2 4

Ship Total: 46

Poe Dameron — T-70 X-Wing 31

Veteran Instincts 1

R5-P9 3

Autothrusters 2

Ship Total: 37

Actually - I've been running nearly this exact list - but with plasma torps on Poe at 98 points - and I am 13-3 with it - all three losses I can trace to my own error in positioning...

I think lists featuring PS8 Rebel aces are actually pretty good right now, but they're strongly matchup-dependent. Soontir is still all over the place, at least in the American Midwest, with Vader not far behind--and either one stands to give PS8 a really difficult match.

Although to be fair, after the Phantom nerf not having PS9+ is a lot more manageable. I have always caught Soontirs with guys that were below him in pilot skill. Interceptors are dodgy, but not uncatchable between my own ships and rocks.

I'd rather use the last 13 points to get a 3rd ship.

This sums it up especially with Poe. APTs are not worth the points and only work on a select few pilot abilities. There is just way too much working against it with the range 1 restriction, the set up difficulty and to be honest Poe's ability is terrible with APTs. With Poe you want to have focus not spend it which gives you multiple uses of the focus token. APT makes it so you have to spend the focus token and with Poe having a high pilot skill (8+) you won't be getting much use off the focus token spending it early in the combat phase.

Just a terrible idea all together, ditch the APT, look for R5-P9 or something else.

If APT figures into your plan, let alone two of them, you done ****** up

also, imo, r5-p9 Poe is weaksauce. He;s by far easier to kill than Corran with the lower agility letting 3+ damage through automatically; no evade.

same deal applies: one block and he's toast

now, bb-8 + ptl Poe will piss the crap out of you; opposite reaction if you're the one using him :D

IT depends, against TLTs which right now the meta is chalk full of them Poe is awesome and Corran gets the punch. Actually Poe with focus beats Horn any day.

The main thing though I see Is that people don't run focus farms or passing abilities. Even Garven works well with Poe and usually higher pilot skill can't work with Garven but since R5-P9 can spend the focus to recover shields and Poe can keep the focus for defense it is great.

Personally I run Kyle with Recon title and TLTs. That right there watches Corran get slaughtered into space dust. And that is not including horton TLT

1.) The APT's are just a bonus. Look at it this way: If Phantoms had ordnance slots, would you run 86 double phantom or would you slap on a missile for the hell of it?

2.) You don't have to plan your tactics around them, they're just there in case you happen upon a range 1 shot.

3.) Even though you don't have to plan your battle around them and they're superfluous to the list, you actually have the requisite action economy and perhaps even high enough PS to pull them off. If you have that focus token to modify them with it's pretty much always 5/5 hits.

4.) If not APT's, then some other sort of torp combo. This also has the benefit of freeing up points for weapons guidance tech on Poe.

5.) List only has 11 health - behind a wall of tokens and regen and abilities and super offense. I've flown a 79 point super Whisper and Soontir build before, you can do pretty well with a mere 7 health. The list wouldn't magically get significantly better with a filler ship.

6.) On the Advanced Sensors vs. FCS debate: FCS all the way. From a defensive perspective, wiping something in the end phase and preventing it from existing to potentially hurt you next round is pretty good. It also synergizes with the torps and frees up action economy for boost/barrel roll and for fully modified offense without having to PtL. Then again, in order to be really obnoxious when running away, you could alter your course pre-movement with an angled boost in either direction with advanced sensors. It does open up K-Turns, but I think FCS is better in general despite the advanced shenanigans. A 4 dice TL + F shot has a 93% chance of going 4/4, too much to give up IMO.

7.) Well, now that I think about it, maybe advanced sensors is the way to go. I've seen that obnoxious advanced sensors PtL green maneuver combo done before on aggressors. And I'm not used to flying Corran, so the few times I have I've flown him as one would a TIE Fighter, with occasional K-Turns which ends up bad. If I could suffer less negative effects from K-Turns that would be good.

Edited by ParaGoomba Slayer

It would become better. Blocked aces are dead aces, people shouldn't forget about that. You bring Corran Poe versus Corran Poe + filler (preferably an A-Wing, like here: http://geordanr.github.io/xwing/?f=Rebel%20Alliance&d=v3!s!175:27,-1,78,-1:-1:15:;75:18,36,-1,3:-1:3:;32:72:-1:-1:) and that one turn were one of your aces is blocked with incoming shots from your opponent is going to get you into trouble. The value here compared to APTs is through the roof. A Z-95 can work similarly, but not as reliable since it has no repositioning.

2 ship lists with small bases will not be a thing outside of "look, this is kind of viable". "Kind of viable" doesn't cut it for high level tournament play.

Edited by Admiral Deathrain

It's funny that this list keeps popping up. I was running a 95 point variant before the new core came out using:

Corran+PtL+R2-D2+FCS+EU+ION Torpedoes

and

Luke+Lone Wolf+R5-P9+EU+ION Torpedoes

It's way too much fun to fly, regardless of what you go up against. Essentially my game plan was to treat both ships as if they were already in the end game. Luke is admittedly squishier and gets targeted first, but if he can just hold on long enough, the right Corran Double Tap from the often ignored E-wing generally does a good job of landing a solid killing blow with the torpedoes that leaves everything ioned, creating enough space to allow Luke to escape. I feel like I won a lot more than I should have with this, but it definitely opened my eyes to a different playstyle for the Rebels.

Corran+PtL+R2-D2+FCS+EU+ION Torpedoes

and

Luke+Lone Wolf+R5-P9+EU+ION Torpedoes

Heh! That's simmilar to what I had been running - I went from Corran + Etahn to Corran + Lw Luke to Corran + Poe.

Corran+PtL+R2-D2+FCS+EU+ION Torpedoes

and

Luke+Lone Wolf+R5-P9+EU+ION Torpedoes

Heh! That's simmilar to what I had been running - I went from Corran + Etahn to Corran + Lw Luke to Corran + Poe.

Totally fun right?

I have not used Poe and Corran, despite owning the new core, since I have been so busy with work and my divorce. I feel that at some point soon I might get some more free time, but right now the few games I get I dedicate to helping guys in my group that are heading to Worlds by flying Net-List spam.

I really want to substitute Wedge for Luke, just for fun, to see how he handles the aggro. I have no doubts that he will get forced down quickly, but I'm sure that it will be fun.

So I've tried this out twice. Pretty decent. Some errors on my part forgetting things, and APT's aren't as good as ion torps or proton torps + weapons guidance poe. I also played against two lists that weren't really optimized, like 58 point super dash with lando instead of kyle, and a non-regen BB-8 poe, and vader with 3 TIE FO's.

A lot of my errors with this can be attributed to easy to fix mistakes on my part, like wasting my double tap at range 3 instead of closing for range 1 next turn and /then/ double tapping. Or firing off an unmodified APT instead of just firing with the better 4 dice range 1 primary with TL modification should I need it. Or forgetting to PtL as I was running for an evade token or whatever.

Haven't faced a ps 9 palp shuttle double ace imperial list yet, and haven't faced a 58 point Kyle katarn super Dash. Dash with kyle may be a bit of a problem, but you do have PS on him. Having to get through 35 point Soontir with palp behind him seems tough though.

It would become better. Blocked aces are dead aces, people shouldn't forget about that. You bring Corran Poe versus Corran Poe + filler (preferably an A-Wing, like here: http://geordanr.github.io/xwing/?f=Rebel%20Alliance&d=v3!s!175:27,-1,78,-1:-1:15:;75:18,36,-1,3:-1:3:;32:72:-1:-1:) and that one turn were one of your aces is blocked with incoming shots from your opponent is going to get you into trouble. The value here compared to APTs is through the roof. A Z-95 can work similarly, but not as reliable since it has no repositioning.

2 ship lists with small bases will not be a thing outside of "look, this is kind of viable". "Kind of viable" doesn't cut it for high level tournament play.

Not saying "I told you so", but I kind of did :P Nathan pretty much proved my point here with his amazing flying of his Prototype Pilot.

It would become better. Blocked aces are dead aces, people shouldn't forget about that. You bring Corran Poe versus Corran Poe + filler (preferably an A-Wing, like here: http://geordanr.github.io/xwing/?f=Rebel%20Alliance&d=v3!s!175:27,-1,78,-1:-1:15:;75:18,36,-1,3:-1:3:;32:72:-1:-1:) and that one turn were one of your aces is blocked with incoming shots from your opponent is going to get you into trouble. The value here compared to APTs is through the roof. A Z-95 can work similarly, but not as reliable since it has no repositioning.

2 ship lists with small bases will not be a thing outside of "look, this is kind of viable". "Kind of viable" doesn't cut it for high level tournament play.

Not saying "I told you so", but I kind of did :P Nathan pretty much proved my point here with his amazing flying of his Prototype Pilot.

Good call!! His flying was on point aswell!

Though - I think the APT variant would've allowed Corran to fly in and destroy the Y'wing.

Though - I think the APT variant would've allowed Corran to fly in and destroy the Y'wing.

Maybe, I didn't watch the final, yet, but I would say that K^3 would have had a better shot at the APT list, way better. Maybe he wouldn't have made it to the final. His superb blocks won him that game.