Store champs list eager for input

By SoontirFel, in X-Wing Squad Lists

Hello all!

So, I consider myself a new player - I played for about a year when the game came out on a semi regular basis, though without any competative games. I stopped playing but have just returned in the last month and am eager to get 'serious' and play xwing competitively... To that end, I consider myself to be a capable player (ie I know the rules well, however I'm lacking in experience and knowledge of newer cards.

So, the list I'm looking at flying...

TIE Interceptor: · Soontir Fel (27)

Push The Limit (3)

Autothrusters (2)

Royal Guard TIE (0)

Stealth Device (3)

TIE Interceptor: · Turr Phennir (25)

Veteran Instincts (1)

Autothrusters (2)

Royal Guard TIE (0)

Targeting Computer (2)

TIE Fighter: Black Squadron Pilot (14)

Predator (3)

TIE Fighter: Black Squadron Pilot (14)

Predator (3)

So, Fel does his normal - arc dodging or turtling and trying to stay untouched until late. Turr (though I understand he isn't very popular apparently) is my early game damage dealer - Vi to come up to aces ps and after shot arc dodging - he's going to get in and get going nice and quick. Both being ps9 gives me some Flexibility on activation order. The ps4 ties are there to rush in quick too, presenting tasty targets to take the heat off of Turr.

Very eager to hear feedback, criticism and advice - please, if you suggest changes provide me some reasoning!

Thanks!

You could save a few points by giving your Black Squadron Pilots Crack Shot instead of Predator.

Those saved points could buy a Stealth Device for Turr and an initiative bid.

I used to run VI Turr when autothrusters first came out, but I have since gone back to push the limit. He is just so much more versatile with push, imho. At PS 7, its true that you can't always benefit from his ability against higher PS enemies, but it depends. You've got Fel, so its not super important to have another PS 9. Being able to boost and/or barrel roll after shooting means he is basically untouchable against lower PS fodder. With VI, he just can't escape arcs in the same way. For example, he's particularly good against the stressbot who has no hope of getting him in arc, even if you fly straight at him...

I 2nd the crack shot idea. Something like this I feel will be more effective:

'standard' Fel (PTL, RGT, SD & AT) = 35

Turr w/ push the limit, royal guard, stealth & autos = 33

2 blacks w/ crackshot = 15 x 2

98

Ok... And what if I didn't have crack? Would calculation make an ok proxy?

I don't think so. Calculation burns your focus to flip only 1 die.

I'd advise borrowing or buying Crack Shot if you can. Otherwise swap out one of the ties for Howlrunner so you can get the re-roll.

Ok... And what if I didn't have crack? Would calculation make an ok proxy?

Ah. Well then. I don't think calculation would cut it, personally.

In that case, I would suggest either:

Fel w/ push & autos = 32

Turr w/ push & autos = 30

2 blacks w/ predator = 36

98

Or, if you have a third interceptor, just run a 3 amigos list:

Fel w/ push, title, autos & stealth = 35

Jax w/ push, title, autos & hull = 34

Turr w/ push & autos = 30

99

Personally, I don't put stealth on Fel (going with Target Comp instead). I prefer the bid of 98, but most people like stealth on Fel as it makes him very tanky to 2/3 attack dice (still can be vulnerable to 4 attack dice, especially crackshot HLCs)

You're right, I'm going to run triple squints.. It's what I wanted to run anywsy but was turned off it by some squiffy ganes...

Going to be...

TIE Interceptor: · Soontir Fel (27)

Push The Limit (3)

Autothrusters (2)

Royal Guard TIE (0)

Stealth Device (3)

TIE Interceptor: · Carnor Jax (26)

Veteran Instincts (1)

Autothrusters (2)

TIE Interceptor: · Turr Phennir (25)

Push The Limit (3)

Autothrusters (2)

Royal Guard TIE (0)

Stealth Device (3)

Give Carnor the PTL and Stealth Device.

Carnor's going to have enough heat as it is, so you almost want Turr to be shot at anyway.

You have 6 points for upgrades for Turr or initiative bidding. Personally I would give him PTL and Stealth Device as well for shennanighans after shooting.

Edited by zerotc

Don't put a stealth device on Carnor. It encourages being at range 3 which is counter productive for Carnor. Carnor wants at range one and even with two other interceptors will be public enemy number 1. He likes a Hull upgrade. Maybe something like:

Soontir Fel 27

-push the limit 3

-autothrusters 2

-title 0

-stealth device 3

Carnor 26

-ptl 3

-at 2

-title 0

-hull upgrade 3

Turr 25

-ptl 3

-AT 2

Don't put a stealth device on Carnor. It encourages being at range 3 which is counter productive for Carnor. Carnor wants at range one and even with two other interceptors will be public enemy number 1. He likes a Hull upgrade. Maybe something like:

Soontir Fel 27

-push the limit 3

-autothrusters 2

-title 0

-stealth device 3

Carnor 26

-ptl 3

-at 2

-title 0

-hull upgrade 3

Turr 25

-ptl 3

-AT 2

Think I'll be going for this...

Thank you all for input

I don't think so. Calculation burns your focus to flip only 1 die.

I'd advise borrowing or buying Crack Shot if you can. Otherwise swap out one of the ties for Howlrunner so you can get the re-roll.

Calculation is actually pretty decent on BSPs. You usually tend to only roll 1 focus with 2 primary anyway. If you do roll two or more focus just flip both of them to hits. You don't have to use Calculation. They really tear up anything with 1 agility (especially Y-wings). That crit always goes through.

Crackshot is just better against higher agility targets.

Edited by Jo Jo