Developing List: Echo 999

By Rakky Wistol, in X-Wing Squad Lists

A 4 ship list Variation on Echos of Vader's Past... using decoy to buff Echo.

The List-

Echo + Decoy + Kallus + FCS + Advanced Cloaking Device

Scourge + Vi

Mauler + VI

Zeta Leader + VI + Comms Booster

100pts

The Trick

It shouldn't be too hard to keep Echo in range 2 of 1 of the three other ships; the ideal target is Scourge so that Echo + others taking out shields before Scourge hits. The real trick will be killing their ace before they kill all 3 other ships making Echo just PS 6.

The Bonus:

4 ship list with a combined potential for 17 dice at range 1...not too many lists that can boast that...especially considering it's just some tie fighters.

The Problem:

There isn't really a point or 2 to spare outside of Kallus or FCS to make the combo work...This list really wants an init bid Vs. other Aces. Also, only 14hp... Pray for those green dice to work.

What's it good against? What does it struggle with? Any suggestions to take it under 100pts?

I would switch out FCS for Sensor jammer on Echo and take away Comm Relay from Zeta Leader. This leaves you at 99 points for that small bid you were looking for and boosts your echo's defense up quite a bit. FCS is nice, but it can make you predictable, especially with Decoy.

I would switch out FCS for Sensor jammer on Echo and take away Comm Relay from Zeta Leader. This leaves you at 99 points for that small bid you were looking for and boosts your echo's defense up quite a bit. FCS is nice, but it can make you predictable, especially with Decoy.

I'm not sure Echo can ever be called 'predictable'. I get what you're saying, but with so many decloak options, Echo can easily keep hounding a target without the opponent knowing for sure where he will end up. I still think your suggestion has merit though----keeping Echo alive is key for this list I think, and SJ will definitely help. Kallus also helps keep some die modification for attack, even if he has to use a token defensively (well at least against one enemy ship).

That was pretty much the original build. I liked comm booster to help either keep 1 9 alive longer. But yah. SJ probably makes the most sense.

How about the new FO pilot that gets PS 12 till they take hull? Seems like a nice Biggs for Echo really and should shave a few points.

That was pretty much the original build. I liked comm booster to help either keep 1 9 alive longer. But yah. SJ probably makes the most sense.

How about the new FO pilot that gets PS 12 till they take hull? Seems like a nice Biggs for Echo really and should shave a few points.

Well, in case you missed it:

https://community.fantasyflightgames.com/topic/195730-bringing-echo-back-back-back-and-ps12/

I did miss that a little... I used to run Decoy Vader + Echo for fun just to make flying the phantom more difficult pre-nerf. Time to revisit...

Still for fun? Or moderately competitive?

Echo + 2 aces or Echo + 3 9s?

A few games in on Vassal with the list... 2-0... nothing really stands out to change as I dont' feel my opponents gave me a real good game.