Sigma, Sigma, Fel?

By DanDoulogos, in X-Wing Squad Lists

Has anyone played, or played against a list like this?

Soontir Fel (27)

Royal Guard (0)

Push the LImit (3)

AutoThrusters (2)

Targeting Computer (2)

(Total: 34)

(x2) Sigma Squadron Pilot (25)

Sensor Jammer (4)

Stealth Device (3)

Intelligence Agent (1)

(Total : 33 x 2 = 66)

Total: 100 pts.

The idea is to play a highly defensive game, with Phantoms remaining turtled for the game while Soontir looks for opportunities to (safely) take out some low hanging fruit. Not looking for 100-0 victory, but rather looking to win through marginal (or near marginal) victories.

I have very little practice flying Phantoms and I don't think I do all that well flying Soontir for that matter, so I have mused to myself that a good way to "practice" with these ships would be to build a and fly them defensively - training myself to both wait for, and to create, if possible, opportunities for Soontir. Eventually, I would like to swap out the sigmas for three TIE/x1 Tempests with Accuracy Correctors and Twin Ion Engine Mk. IIs. For now, though the focus will be on flying Soontir, and getting some familiarity with those Phantoms.

I don't get to play a great deal, and because the buddy I play most with only flies Imps (and I don't want to infringe on his turf, as it were), I don't fly Imps all that much. So I'm not sure if this is a dud build or not. I know my buddy tends to be hyper-offense (he won our regionals with Echo, Whisper, both with gunner and advanced cloak, and a single Tie) and I've wondered if this sort of defensive build would be an effective counter to that. The idea is that my Phantoms would just be bait...

Anyway, I figure most players would see Soontir as the linch-pin to this build, so it'd be a flying game... well, it'd be interesting to try, since I've been playing Super Dash with some naked B's and I think I've had my fill of that. This should be a nice change. But I offer this up to the community of people who've tried a bunch of stuff already - and maybe I can glean some pointers or gotchas..?

I'd probably switch the Stealth Devices on the Sigmas out for Stygium Particle Accelerators and switch Fel's Targeting Computer out for a Stealth Device.

I have very little practice flying Phantoms and I don't think I do all that well flying Soontir for that matter, so I have mused to myself that a good way to "practice" with these ships would be to build a and fly them defensively - training myself to both wait for, and to create, if possible, opportunities for Soontir. Eventually, I would like to swap out the sigmas for three TIE/x1 Tempests with Accuracy Correctors and Twin Ion Engine Mk. IIs. For now, though the focus will be on flying Soontir, and getting some familiarity with those Phantoms.

If you are trying to focus on flying Soontir better I'd hesitate to fly him with a pair of Sigmas. All of those ships are prone to catastrophic failure if you make a mistake. The 3 AC Tempests would be better training wheels for learning to use Fel more effectively because they are fairly beefy and don't require too much mental horsepower.

Edited by WWHSD

You *could* fly soontir with Sigma Phantoms, but Jax is much better and for the same cost:

Jax w/ Push the Limit, royal guard title, autothrusters & hull = 34

Sigma w/ intel agent, sensor jammer & stygium particle = 32

Sigma w/ rebel captive, sensor jammer & stygium particle = 34

The rebel captive is almost guaranteed victory against named phantoms because not only do you gimp their tokens with Jax, but the stress means they can't recloak after they shoot, so only 2 green dice against your Sigma's 4 reds (assuming you still have Jax + the captive sigma vs whisper or echo). PTL users hate it as well.

I should mention that while it is technically a defensive list, it is not easy to fly. Learning how to engage the enemy and bring Jax in without getting him killed can be tricky and takes some practice. My recommendation with this sort of list is to keep the Sigmas out in an open part of space. Its okay if asteroids are nearby, but not so close as to foul up your decloak options (you want to keep your opponent guessing). Once combat begins and ships get close, it doesn't matter as much, as long as you are using the info from intel agent to get a block (again it doesn't matter which of your ships makes the block, as long as at least one if not both other ships have shots).

Stygium Particle + sensor jammer provides excellent defense against most enemies, especially if Jax is close by!

Thanks for the input guys! Jax especially sounds doable....