Escalation Round 1 problem Miranda

By Taiowaa, in X-Wing

Hey i've an escalation tournament the upcoming weekend and actually have no idea for a 60 point list. Also the rules with an increase of only 30 points per round makes it difficult to add aces after the initial 60 points. Most of all however i'm afraid of Miranda/TLT + Y-wing/ TLT in the first encounter. Is there anyone who has experience with escalation post wave 7? I'm open for any suggestions but if possible i would prefer an imperial list.

Thanks Taio

Edited by Taiowaa

Can't help you specifically with Empire much, but in regards to adding aces in later rounds you basically have to save some points. We did a 60-90-120-150 Escalation tournament fairly recently, I took a points hit on the 90 point round to have room to fit in my Aces later, my lists going...

60 point(60 used)

2x TLT Gold Squadron Y-wing

1 Bandit Squadron Z-95

90 points(78 points used)

+ R5 on a Gold Squadron

+ R3-A2, BTL-A4 on a Gold Squadron

Prototype A-wing w/ Chaardan Refit

120 point(116 points used)

Poe Daemeron w/ Autothrusters, VI, R2-D2

150 points(150 used)

Wedge Antilles w/ BB-8, PTL, Integrated Astromech

The 90 point round was clearly my weakest list but I still came close to pulling out a win despite the deficit. But having that weak round let me be strong in the others. Obviously it's a bit tougher to give up a weak round if you're only doing 3, but you don't have to burn all of your 30 point allotment every round; I think trying to can potentially weaken your list overall for future rounds.

I'd also suggest putting together what you want for the final round, then working backwards from that list cutting things to make your lower point lists, rather than try to build bottom up.

There's usually at least one round in an escalation tournament where you skimp in order to afford something else later on.

Round 1

PILOTS

Darth Vader (30)
TIE Advanced (29), TIE/x1 (0), Advanced Targeting Computer (5)

Soontir Fel (30)
TIE Interceptor (27), Push the Limit (3)

Round 2

88points

PILOTS

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

Soontir Fel (35)
TIE Interceptor (27), Royal Guard TIE (0), Push the Limit (3), Autothrusters (2), Stealth Device (3)

Alpha Squadron Pilot (18)

Round 3

120 points


PILOTS

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

Soontir Fel (35)
TIE Interceptor (27), Royal Guard TIE (0), Push the Limit (3), Autothrusters (2), Stealth Device (3)

Alpha Squadron Pilot (18)

“Howlrunner” (20)
TIE Fighter (18), Swarm Tactics (2)

Academy Pilot (12)

Round 4

150 points

PILOTS

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

Soontir Fel (35)
TIE Interceptor (27), Royal Guard TIE (0), Push the Limit (3), Autothrusters (2), Stealth Device (3)

Alpha Squadron Pilot (18) x 2

“Howlrunner” (20)
TIE Fighter (18), Swarm Tactics (2)

Academy Pilot (12) x 2

You start with a pair of strong, PS9 aces who don't have their full capabilities, but are still very formidable, especially when working together. Should be more than a match for whatever your opponent is putting out. May have to watch out for PS10 Poe, but his damage output isn't high enough to make him a huge threat. Just hard to kill.

Round two, you flesh out Vader (who can now hunt PS10 Poe and other aces) and give Soontir his toys. Add a 3 red dice Interceptor to give them a decoy target. If you like, you can opt to take Howlrunner in that round and fly Soontir and Vader alongside them. This makes you much more predictable, but your aces form a strong jousting squadron, as they can re-roll blanks, which is the weak spot of both of these aces. I'd opt to fly them separately, but this can be done either way.

Round three, flesh it out by giving Howlrunner a couple buddies.

Round four, you have 2 strong aces who can hunt late game stragglers, and a powerful swarm to do the heavy lifting in the early rounds and soak up enemy fire. The Howlrunner Swarm is also great at blocking enemy aces and forcing bumps, which can give you plenty of opportunities to turn the tables on otherwise hard to kill characters, like Poe or Soontir.

Edited by CBMarkham

THE only list almost impossible to use is Brobots. all the others aren't that problematic

personally i'd go

Soontir (35)

PTL AT SD title

Omega Leader (24)

Comms relay

59

____________________

Omega leader add Juke (2)

Palp Shuttle (29)

90

___________________________

Vader (30)

title ATC

120

__________________

Palp + Jammers (4)

Vader + Crackshot Prockets EU (8)

Omega Squad Crackshot and Comms relay (18)

150

Thanks so far but unfortunately the TIE/fo expansion is not yet released in germany and therefore not yet tounament legal! Nevertheless i'm still hoping for it to come this week.

Thanks so far but unfortunately the TIE/fo expansion is not yet released in germany and therefore not yet tounament legal! Nevertheless i'm still hoping for it to come this week.

so if its in the store same day that the tourney is being run get that beast in there. 'on the fly strats'

Edited by Panic 217

THE only list almost impossible to use is Brobots. all the others aren't that problematic

Scum can still get away with using 88B, which is the best Aggressor for most battles anyway.

In the specific case of Miranda with TLT and a TLT Gold Squadron, I'm not sure the best approach to deal with her without the TIE/fo expansion pack. Omega Leader plus another Imperial Ace would be really solid here, but that's not an option. She's got the initiative bid against anything PS8 or lower, and can abuse SLAM to get out of arcs while she puts herself in position to regen. Maybe a loaded Soontir with a Royal Guard pilot?

THE only list almost impossible to use is Brobots. all the others aren't that problematic

Scum can still get away with using 88B, which is the best Aggressor for most battles anyway.

In the specific case of Miranda with TLT and a TLT Gold Squadron, I'm not sure the best approach to deal with her without the TIE/fo expansion pack. Omega Leader plus another Imperial Ace would be really solid here, but that's not an option. She's got the initiative bid against anything PS8 or lower, and can abuse SLAM to get out of arcs while she puts herself in position to regen. Maybe a loaded Soontir with a Royal Guard pilot?

88B is fine, but nowhere near as fun as B+C or B+D if there's a low-skill foe

I would put Vader + Soontir against any 60 point list and bet you have a decent chance. I don't think that the rebels or scum can come anywhere near that quality for 60 points. Imps have the edge on low cost aces so use that to your advantage.

There are plenty of good options, but Miranda +Y in 60 points are shut down pretty hard by a 5 Headhunter list, which then transitions to swarm or alpha-strike in later stages.

If that is all you want to counter I would take bombers

Major Rhymer (26)
Veteran Instincts (1)
Extra Munitions (2)
Homing Missiles (5)

Gamma Squadron Pilot (18)
Extra Munitions (2)
Homing Missiles (5)

Total: 59

View in Yet Another Squad Builder

kill Miranda first then the other Y wing with luck and good dice should only need 2 rounds of combat :D

then start adding Vader with VI, Fel, Jax, and what ever eles you want for fun maybe a bomb or to if you can fit it for later rounds