12 points: Bandit Squadron/Academy Pilot or upgrades?

By WingedSpider, in X-Wing

This question keeps coming up with my list building: What is the value of a 12 points grunt? Whenever I have a bunch of points racked up in upgrades, I always wonder, "Would a Bandit Squadron Pilot be better?" Likewise, when I have a Bandit Squadron Pilot in a list as filler, I wonder if I should be dedicating those 12 points to making my other ships actually matter. So I guess the question comes down to this: What is the worth of these 12 cost pilots? Can a single one as list filler pull its weight, and is that value enough of a tradeoff for my other ships being less survivable and killy?

In my experience, they either act as three shield upgrades for Soontir Fel, or they get a lick or two in due to Soonts stripping tokens. Either way, the humble Academy Pilot is always a good investment.

On the other hand, watching 12 points of your list sail down the drain first shot of the game is always disheartening, and that one shot isn't always enough to save your ace. Furthermore; two regular dice with only a single modifier just don't seem to get the job done in today's meta.

It really depends on the rest of the list, I think. If your filler is drawing points away from ships that need them to be effective, get rid of the filler.

For instance, if you've taken Dash's HLC and Outrider title away to fit in a bandit, you'll probably be disappointed in the results.

On the other hand, if you're throwing advanced proton torpedoes on every ship, you're better off spending those points on filler.

There's not really a right or wrong answer to this but when you're constructing lists you've got to consider why you're spending points where you are. What are you hoping to get out of the investment? How likely are you to get a return on it?

Only worth it if you have good blocking skills... If you don't have good blocking skills, well, that just means you need to put more grunts in your list! :)

Seriously, I love running a blocker -ever since I played a guy who knew what he was doing with one, my eyes were opened! I'm mediocre at best at the dark art, but that doesn't stop me from taking an academy whenever I can. It also tends to make you much more interested in the psychology of your opponent, which is a good habit to encourage. X-wing is a really hard game to hide your intentions in, there are so many potential ways to 'tell' your opponent what your considerations and objectives are.

If you're rebel, then 15 points for the best blocker in the game is a very fine investment...

Edited by banjobenito

Bandit always. Good cost efficiency. You'll never be unhappy with it if you can block.

I'm not sold on a single tie. Imo, it just dies too fast. And wanting to BR to block just makes it die faster.

I've gotta say it depends solely on how you play, rather than the rest of your list. If you're an offensive risk taker then it will get in the way. If you prefer to chip away slowly and hold the big guns back then you'll want more numbers. So really I don't think their worth is determined by a list, but by their commander

The thing I like about having a 12 point redshirt is that it's one ship that just has a single purpose - to get in the way and be as big of an annoying little troll as possible. I never need worry about efficiency, optimal flying etc, I just have to try to work out what would be the most annoying thing to do and do that. Sometimes even giving him up on a platter will count!

The only thing in terms of Z95/TIE is that I find the TIEs are missing the all-important 1-forward.

Edited by __underscore__

I personally get better returns from a single bandit than a single tie. I can say the same about 3 bandits vs 3 ties. The tie might be a better blocker strictly speaking but the bandit can make itself a "blocker" in the sense that it can position itself for a range-1 shot where it becomes very costly to ignore. When I watch top-level games it seems much more common to see a bandit get that last kill rather than an academy tie.

It's less of a risk competitively now - with the large ship MOV change - as before a filler bandit/tie was likely to be a 12 point drop in score that could matter.

beyond blocking - the other benefit of these ships is that they deal damage. 2 Attack may not seem like much - but a bandit can afford to target lock, and then focus the following round - for a spike of damage every other round - while flying in range 1, and getting 3 die attacks. If you're focusing on my other ships - I'm getting some free damage in, possibly after your tokens are gone. - while if you stop focusing on my other ships to deal with the damage source - you're giving my aces more time to do what they do best.

If your filler is at range 3 and not blocking - it's not going to do much of a job. These little filler ships can be flown hyperagressively, while you play moderately with your other pieces.

Did anybody see the finals at worlds? Nuff said.

The thing I like about having a 12 point redshirt is that it's one ship that just has a single purpose - to get in the way and be as big of an annoying little troll as possible. I never need worry about efficiency, optimal flying etc, I just have to try to work out what would be the most annoying thing to do and do that. Sometimes even giving him up on a platter will count!

The only thing in terms of Z95/TIE is that I find the TIEs are missing the all-important 1-forward.

I think the 1-hard is more broadly useful than the 1-forward.

I think the 1-hard is more broadly useful than the 1-forward.

I used to think that too, then I tried flying ships with that setup and really missed the 1-forward, way more than I expected. I'm as surprised as you are. :)

Edited by __underscore__

I think the 1-hard is more broadly useful than the 1-forward.

I used to think that too, then I tried flying ships with that setup and really missed the 1-forward, way more than I expected. I'm as surprised as you are. :)

I usually find when I run Z-95s I rarely do 1-forwards in any case- The Kihrakz fighter did well for me maneuverability-wise. That being said, it's not really a choice- if you have a 12 point blocker you don't get to pick which one it is.

I have really come around to the additional ship. Blocking is always good. And do not underestimate 2 Atk die. Especially in a Y-wing/Shuttle heavy environment.

For what it's worth, I find a Bandit Squadron Pilot tends to be more fun to play with than additional upgrades because I have another ship to maneuver.

Also I love narrating for my Bandit Squadron Pilot as if he's the biggest threat on the table.

Edited by WingedSpider

A fun troll list to fly is Biggs and 6 bandits. It's smoked everything it's faced so far.

Depends what you're flying, but generally the upgrades. Also depends what you're facing, if that extra 2 firepower would actually be relevant or if it could actually block. Or if the 12 point initiative bid would benefit your list, haha.

2 attack dice ships are obsolete unless you have 7-8 of them or 5-6 Crackshots. Or Accuracy Corrector of course. When you have to get through 3-4 evade dice, a focus, an evade, and R2-D2 regen on Corran your TIE Fighter would be better off as 12 point initiative bid.

2 attack dice ships are obsolete unless you have 7-8 of them or 5-6 Crackshots. Or Accuracy Corrector of course. When you have to get through 3-4 evade dice, a focus, an evade, and R2-D2 regen on Corran your TIE Fighter would be better off as 12 point initiative bid.

If a single bandit or TIE is shooting at Corran who hasn't had to use any of his defensive tokens, then you're not focusing fire. That doesn't mean 2 dice attacks are obsolete, but poor flying surely is.

It really depends on the rest of the list, I think. If your filler is drawing points away from ships that need them to be effective, get rid of the filler.

For instance, if you've taken Dash's HLC and Outrider title away to fit in a bandit, you'll probably be disappointed in the results.

On the other hand, if you're throwing advanced proton torpedoes on every ship, you're better off spending those points on filler.

There's not really a right or wrong answer to this but when you're constructing lists you've got to consider why you're spending points where you are. What are you hoping to get out of the investment? How likely are you to get a return on it?

That's missing the point of a filler though. Filler is that you have already built up your ships. You don't take Dash + Outrider + HLC to fill 48 points in your list. You start out with Dash + Outrider + HLC then you add in cheap bandits or blue squadron pilots to fill your list.

As for missiles/torpedoes/bombs the general rule is that if you spend 12 or more points (including upgrades like deadeye or bombadier) then it is best to drop all of them and just pick up another ship.

It really depends on the rest of the list, I think. If your filler is drawing points away from ships that need them to be effective, get rid of the filler.

For instance, if you've taken Dash's HLC and Outrider title away to fit in a bandit, you'll probably be disappointed in the results.

On the other hand, if you're throwing advanced proton torpedoes on every ship, you're better off spending those points on filler.

There's not really a right or wrong answer to this but when you're constructing lists you've got to consider why you're spending points where you are. What are you hoping to get out of the investment? How likely are you to get a return on it?

That's missing the point of a filler though. Filler is that you have already built up your ships. You don't take Dash + Outrider + HLC to fill 48 points in your list. You start out with Dash + Outrider + HLC then you add in cheap bandits or blue squadron pilots to fill your list.

As for missiles/torpedoes/bombs the general rule is that if you spend 12 or more points (including upgrades like deadeye or bombadier) then it is best to drop all of them and just pick up another ship.

It seems that you and I agree on when to spend on filler and when not to, so I'm not sure how I'm missing the point...