Rule of Two

By CBMarkham, in X-Wing Squad Lists

So here's the list I'm thinking of:

[RULE OF TWO]

98 points

PILOTS

Darth Vader (35)
TIE Advanced (29), TIE/x1 (0), Veteran Instincts (1), Engine Upgrade (4), Advanced Targeting Computer (5)

Commander Kenkirk (63)
VT-49 Decimator (44), Push the Limit (3), Emperor Palpatine (8), Ysanne Isard (4), Engine Upgrade (4)

This list isn't exactly new or super innovative. Similar builds have been around since the Emperor was spoiled, before we ever got our hands on him, though in many of the builds, Vader uses the last 2 points for Predator. I myself flew this list in a recent tournament and did fairly well (3rd place out of 52) using Lone Wolf on Vader. That build was 99 points, and I only lost to a 97 pt Decimator/Soontir build because my Vader got out flown when I had to take initiative.

I'm just wondering what we all think of this list in the current meta, with the new large ship scoring rules.

The strengths:

You are the last word in mobility: Vader can boost or barrel roll, or BOTH, all at PS11. He ends up where he wants to end up; right where your opponent doesn't want you. Nobody outflies this guy. Once Ysanne is activated, even your PS6 Kenkirk is now boosting at relative PS12, making it neigh impossible for enemy aces to get R1 shots on him. He can even dodge arcs and enemy swarms.

Dependable: Every turn Vader gets 1 auto crit, the Emperor fixes one bad roll, and Ysanne chips in a free Evade token. When you can't count on lucky rolls to win the day for you, you can count on your ability to dodge arcs and modify your dice like crazy. Not getting unlucky in a clutch moment can spell the difference in a match.

Durable: Both of these ships are very hard to bring down. Once damaged, they can run like there's no tomorrow, due to their ability to move (or for Kenkirk, to boost) last, along with their multiple defensive actions per turn, coupled with the Emperor making sure your green dice operate at maximum capacity. I've won many games shooting with one ship while they chased the other in near futility.

The weaknesses:

Low damage output: Your two ships are dependable. One shoots in any direction, and the other can always find his arc. They also have plenty of combat modifiers between them. That said, it's still only 8 red dice per turn, tops. It can be tricky to force damage through against enemies with lots of HP or stacks of focus/evade tokens.

Twin Laser Turrets: Vader doesn't have autothrusters, and Kenkirk doesn't have enough green dice to stop these pests from picking away at him. It can be a problem. The only real solution is to move last and carefully pick your engagements so that you only fight a couple tlt ships at any given time, until their numbers are such that you can boost into R1 of the remainders. It's delicate work, and Ysanne doesn't do much here.

Stress Mechanics: Vader needs his two actions each turn, and Kenkirk loses Ysanne and PtL if he should get hit with a stress. Your mobility and action economy gets blasted into oblivion if you take shots from a K-Wing with Tactician at R2 or a Stresshog, and it's especially devastating since your entire fleet is only 2 ships.

So I guess I'm looking for thoughts and opinions on the merits of this build. I love it for the flavor, but I'm not 100% sure it's still relevant in the current meta.

The standard version of this list uses a 29pt Emperor Shuttle and a 35 point Soontir over the 63 point Decimator. That's precisely why I'm not using the last 2 pts for a bomb of some kind on Kenkirk; so that when I pop the shuttle and 1 ace, I can still win with a score of 63 to 64. It also enables my PS11 Vader to move after a 99pt build using PS11 Vader. Still, I'm not sure the Decimator is the right call over Soontir + Shuttle, considering that TLTs and stress mechanics are activate in the field right now.

What do you guys think?

Edited by CBMarkham

Okay, I'm confused. Where do the 8 red dice come from? And why is Kenkirk boosting at a relative PS 12 when Isard activates?

Other than the confusion, I like the build.

Okay, I'm confused. Where do the 8 red dice come from? And why is Kenkirk boosting at a relative PS 12 when Isard activates?

Other than the confusion, I like the build.

Four dice from each ship, if you count Vader's added die from the advanced computer. That's also assuming both ships are at R1, of course.

Isard grants an Evade action, which you can use to trigger PtL, thus boosting at the start of the combat phase, which makes you the last ship to move. Very handy for when your Deci needs to get out of range or arc of a PS9 or PS10 ace.

Edited by CBMarkham

Very nice. I really love this build. I think the "Stresshog" is probably your biggest enemy.

Okay, I'm confused. Where do the 8 red dice come from? And why is Kenkirk boosting at a relative PS 12 when Isard activates?

Other than the confusion, I like the build.

Four dice from each ship, if you count Vader's added die from the advanced computer. That's also assuming both ships are at R1, of course.

Isard grants an Evade action, which you can use to trigger PtL, thus boosting at the start of the combat phase, which makes you the last ship to move. Very handy for when your Deci needs to get out of range or arc of a PS9 or PS10 ace.

Wasn't thinking of R1. That makes perfect sense now. Like the build even better.

59809774.jpg

yeah, rule of 2 died with the mov nerf. Time for variety :D!

also, Vader does not get the final word in mobility

stress and ion do :P

That Kenkirk build wants LW or Pred, not PTL IMHO

Also if you PTL you can't Isard at the start of combat. Just a thought

Well he said he's planning on using ptl off Issard, so he probably isn't planning on using it earlier...

Exactly. During your normal action, you only take either TL or Focus. Then when Ysard gives you an Evade action, you trigger PtL off that and Boost (or take your other action).

Being a fan, I want to throw out there that the rebels do have two ways to move later than Kenkirk+Isard, those being Kyle+Jake (pass focus at start of combat, Jake boost/roll from that then push from that), and Airen Cracken+anything with boost (free action after Cracken shoots at PS8 or PS10). The first I wouldn't expect at a tournament, but Cracken and Poe is a real possibility and with autothrusters Poe might get a little cheeky. Other than that curveball I think you're spot on with your prediction that TLTs or Stresshogs would be your biggest challenge and it sound's like you've already formed a plan to handle them. Problem is those are pretty popular at the moment so you better practice up!