Help me choose between two Krassis Trellix lists

By Pity, in X-Wing Squad Lists

I bought a Firespray and want to use it in an Imperial list (I know, more fool me...) I'm still basically a beginner, which is why I'm having trouble evaluating things! I've hashed out a couple of lists based on the stuff I've got, which means no Interceptor or Lambda.

Krassis Trellix (36)

HLC (7)

Recon Specialist (3)

Omega Leader (21)

Juke (2)

Comms Relay (3)

Stealth Device (3)

Zeta Leader (20)

Juke (2)

Comms Relay (3)

Total - 100

The basic idea here is for Zeta to strip tokens with three dice and Juke, leaving an opening for the HLC with rerolls and focus. El Presidente just flies around being a pain, with good end-game and ace hunting ability plus Stealth Device for extra longevity.

or...

Krassis Trelix (36)

HLC (7))

Recon Specialist (3)

Darth Vader (29)

Juke (2)

Cluster Missiles (4)

Engine Upgrade (4)

Tie/x1 (0)

ATC (1)

Obsidian Squadron Pilot (13)

Total - 99

Vader's going to be doing some heavy lifting here, so I stuck Cluster Missiles on him for some extra damage when i need it. Not sure if the points would be better spent upgrading the Obsidian, maybe to Dark Curse or Backstabber?

I'm not looking for some meta-beating list, obviously. I'm just genuinely undecided :-)

I like the 2nd list better.

Drop Juke + Cluster Missiles, and add Predator. Without a way to re-roll your cluster missiles, it's all luck based and not worth it b/c you want that TL to proc ATC and get a free crit.

Then (if you've got it) add Engine Upgrade to Krassis. Big ships need that EU to move around and point the HLC in the right direction. If you don't have a 2nd EU, then spend the points giving Proton Rockets to Vader. Range 1 with Predator/TL/Focus is almost always a guaranteed 4-5 hits.

If I had Predator, another EU or Prockets then they'd definitely be in. Alas...

I think I like the 1st list better but if I was going to run the second i would drop the missle and use backstabber. Someone I hold in high esteem recommended the ps12 f/o if you have 17 points.

Juke is great on high ps ships, dont drop it for predator on a 2 attack ship unless you dont think youll be taking evades.

*im not really experienced with f/o but i feel like vader can be real squishy against turrets for his cost

Edited by channellockjon

In the end I took:

Krassis Trellix (36)

HLC (7)

Tactician (2)

Omega Leader (21)

Juke (2)

Comms Relay (3)

Zeta Leader (20)

Predator (3)

Stealth Device (3)

Comms Relay (3)

Total - 100

and went 1-5 in my first ever tournament. Given that my aim was to win a game I was happy, but the list was definitely better than I flew it. Full report here.

As far as changes go, I felt that this list definitely didn't fit my playstyle as well as it might have. I had real trouble keeping Krassis at the right range to get HLC shots, with him ending up in the mix in most games. However, I have fallen in love with the Firespray after chasing Fel around the board for 15 mins with one, so it stays. Zeta should have had Hull Upgrade instead of Stealth, although I'm going to trim him down to save some points. Predator was nice, but I think Wired will help on defense as well whilst still giving me a dice modification after K-turns or S-loops (I do love an S-loop!) as well as synergising with his primary. Although Omega Leader is a great endgame piece I'm not good enough to get him there, so I'm going to drop him and try to get a stronger midgame instead, probably by swapping in Carnor Jax. Hopefully the combination of his ability and the Ion Cannon on the BH will enable some shenanigans :)

So, I think the next list I fly will be something like:

Bounty Hunter (33)

Ion Cannon (3)

Gunner (5)

Carnor Jax (26)

Push the Limit (3)

Autothrusters (2)

Royal Guard Tie (0)

Stealth Device (3)

Zeta Leader (20)

Wired (1)

Comms Relay (3)

Total - 99 points

As far as changes go, I felt that this list definitely didn't fit my playstyle as well as it might have. I had real trouble keeping Krassis at the right range to get HLC shots, with him ending up in the mix in most games. However, I have fallen in love with the Firespray after chasing Fel around the board for 15 mins with one, so it stays. Zeta should have had Hull Upgrade instead of Stealth, although I'm going to trim him down to save some points. Predator was nice, but I think Wired will help on defense as well whilst still giving me a dice modification after K-turns or S-loops (I do love an S-loop!) as well as synergising with his primary. Although Omega Leader is a great endgame piece I'm not good enough to get him there, so I'm going to drop him and try to get a stronger midgame instead, probably by swapping in Carnor Jax. Hopefully the combination of his ability and the Ion Cannon on the BH will enable some shenanigans :)

So, I think the next list I fly will be something like:

Bounty Hunter (33)

Ion Cannon (3)

Gunner (5)

Carnor Jax (26)

Push the Limit (3)

Autothrusters (2)

Royal Guard Tie (0)

Stealth Device (3)

Zeta Leader (20)

Wired (1)

Comms Relay (3)

Total - 99 points

Your experiences with a cannon-toting firespray are somewhat typical. Large-based ships do not make good cannon carriers because they are 'too fast' and take up too much space. You get 1 turn of shooting with the cannon and then you have to spend a whole bunch of time getting back into position to use the cannon again. I don't recommend a cannon on a firespray. Besides, the rear-arc is quite useful----you'll get far more value out of upgrade choices that exploit BOTH firing arcs on a 'spray.

As to your new list, I think if you struggled to get good use out of Omega Leader, you will have a similarly hard time with Carnor Jax. He is not an easy ship to use and it takes quite a bit of practice before you can more confidently keep him alive and contributing. If you stick with Jax, expect a long period of learning (i.e. getting Jax killed) before he starts becoming good value for you.

So definitely drop the ion cannon----its going to be just as questionable as the HLC was.

Some good crew choices for firespray include: tactician, recon spec, rebel captive & gunner. Bombs are also handy on a firespray (if you can remember to use them).

Your zeta leader build is good though. ;)

Edited by blade_mercurial

Sorry, i should have mentioned before. Only use stealth device on tie interceptors. Hull is almost always a better value (still not great). Also, I think tactician is not the best for krassis as then you give them twice the incentive to rush you. Rebel cap or mara jade would better for him imo.

Thanks for all the advice, it's greatly appreciated :-)

I realise that Jax is tricky, but I just bought Imperial Aces and wanted to take him for a spin. Plus Vader has been TLT'd to death the last two times that I've run him, so the lure of Autothrusters is strong. Swapping him out for Vader would be an easier list to fly, no doubt.

Tactician was on Krassis because I had two points over and wasn't sure what to do with them. I don't own either Rebel Captive or Mara Jade so those aren't options.

For a slightly more beginner-friendly list I'm now thinking:

Bounty Hunter (33)

Gunner (5)

Darth Vader (29)

Veteran Instincts (1)

Engine Upgrade (4)

TIE/x1 title (0)

ATC (1)

Zeta Leader (20)

Wired (1)

Comms Relay (3)

Total - 97 points

This leaves me with three points. I'm definitely going to fly some casual games with the Ion Cannon on the BH just to have a play with it, but I'm thinking either Hull Upgrade on Zeta or Prockets on Vader for the next tournament.

The Gunner Bounty Hunter looks good, that's something I'm going to have to try at some point! :)

Comms Relay is a really solid upgrade for Zeta Leader (or for /fos in general, to be honest). The Wired synergy is nice, and that's a pretty solid seeming 24 points right there.

I'm a big fan of prockets for Vader, particularly when combined with VI. It'll create a huge no-go bubble of potential pain that may have a major impact on how your opponent flies.

I wasn't trying to discourage you from using Jax. I love that little bugger----he is a serious pain to deal with :)

I just didn't want you to have any 'unrealistic' expectations ;)

As long as you don't mind the learning curve, the reward when you get good with an interceptor is very satisfying :)