[EMP]What do you pick when you have 20-22p left?

By Fnords, in X-Wing

We have all been there in our list building, you have around 20-22p left in your list and unsure about what to field.

What do you pick?


20p

Alpha Squadron Pilot (18)

Autothrusters (2)

21p

Sienar Test Pilot (16)

Concussion Missiles (4)

Guidance Chips (0)

TIE/v1 (1)

Tempest Squadron Pilot (21)

Accuracy Corrector (0)

TIE/x1 (0)

Omega Squadron Pilot (17)

Juke (2)

Comm Relay (3)

Omicron Group Pilot (21)

"Howlrunner" (18)

Stealth Device (3)

"Zeta Leader" (20)

Wired (1)

22p

Scimitar Squadron Pilot (16)

Extra Munitions (2)

Concussion Missiles (4)

Guidance Chips (0)

"Omega Leader" (21)

Veteran Instincts (1)
edit: adding new ideas from thread
Edited by Fnords

Zeta leader + wired

Omega leader + VI

They're all pretty good choices, but that Sienar Test Pilot would probably be the way I'd go. I'm really liking the look of the TAP. That said, an AC Tempest can be a very solid choice - reliable damage and hard to bring down as you're free to evade every turn.

As a filler, the AC Tempest is a tank with reliable damage.

As Icareane said, Zeta Leader and Wired is a great choice and I also like the Sienar Test Pilot (when we get our hands on her)

Naked Omicron would be my last choice (and I fly Palp shuttles regularly)

It depends entirely on the rest of the list.

Zeta leader is solid. So is an autoblaster Y in certain lists.

AC advanced all the way.

Z-95 Headhunter: •Airen Cracken (21)

Wingman (2)

Z-95 Headhunter: •Lieutenant Blount (21/22)

Wired/Wingman (1/2)

Ion Pulse Missiles (3)

A-Wing: Green Squadron Pilot (22)

A-Wing Test Pilot (0)

Wingman (2)

Push The Limit (3)

Chardaan Refit (-2)

X-Wing: Rookie Pilot (21)

Z-95 Headhunter: •Airen Cracken (21)

Wingman (2)

Z-95 Headhunter: •Lieutenant Blount (21/22)

Wired/Wingman (1/2)

Ion Pulse Missiles (3)

A-Wing: Green Squadron Pilot (22)

A-Wing Test Pilot (0)

Wingman (2)

Push The Limit (3)

Chardaan Refit (-2)

X-Wing: Rookie Pilot (21)

Wrong thread Kenobi!

Yeah, that EMP at the top is for Empire, not Electromagnetic Pulse, I'm thinking ;P

Dark curse. Stealth device.

A good late game defensible option is good ole Dark Curse

"Dark Curse" (16)

Shield Upgrade (4)

OR if you want to save even more points for bid (and it's arguably a better choice anyway)

"Dark Curse" (16)

Stealth Device (3)

"Dark Curse" has saved me many times for no reason other than surviving a ton of shots. Every shot your opponent uses trying to hit "Dark Curse" is a shot they didn't take on any of your other ships. :)

Edit: Ninja'd!

Edited by Zabuzauz

Howlrunner with Swarm/Crackshot/Stealth Device is decent, depending on the other ships you're running. An extra reroll never hurts, and her visibility can often make the enemy focus on her rather than the rest of your list.

Z-95 Headhunter: •Airen Cracken (21)

Wingman (2)

Z-95 Headhunter: •Lieutenant Blount (21/22)

Wired/Wingman (1/2)

Ion Pulse Missiles (3)

A-Wing: Green Squadron Pilot (22)

A-Wing Test Pilot (0)

Wingman (2)

Push The Limit (3)

Chardaan Refit (-2)

X-Wing: Rookie Pilot (21)

Wrong thread Kenobi!

I was wondering why I wasn't seeing any rebel ships. Now that totally makes sense. Lol. My bad.

15pts:

Black Squadron /w crack shot - use crack shot early, then use him as a blocker.


16pts:

Dark Curse - one of the most efficient TIE pilots, and an ability that is useful for filler ships.


17pts:

Seinar Test Pilot /w title - this is an unproven ship, but it seems obviously good at this point level. The title gives it good action efficiency, with better defense and offense than a similarly costed TIE/fo. It also has a great dial and action bar for blocking, which is a common use for filler ships.


18pts:

Omega Squadron /w crack shot - use crack shot early, then use him as a blocker.

The Seinar Test Pilot is also a good choice here. Take a 1pt initaitive bid.


19pts:

Seinar Test Pilot /w title and autothrusters - autothrusters make a good ship better.


20pts:

Zeta Leader - a good "pocket ace". The TIE/fo has enough green maneuvers that he can easily blow off stress.

The Seinar Test Pilot with an initaitive bid is also a good choice. Proton Rockets might be a good option instead of autothrusters.


21pts:

Tempest /w accuracy correctors - deceptively good damage output, and great action efficinecy (you're free to do purely defensive actions without sacrificing offense).

Tempest /w sensor jammer - a tanky ship that excels at blocking.

Zeta Leader /w wired - same as above, but getting free re-rolls.

Omicron - the basic space cow is quite shooty and tanky for how much it costs.


22pts:

Tempest /w advanced targeting computer - ATC gives you extremely good damage output.

Edited by Daniel Beaver

with imp aces coming,

Tie bomber Fleet officer int agent for 20

Tie Bomber Vader for 19

Tie Bomber Rebel Captive Tactician for 21

tie bomber Kallus Tactician for 20

Tie bomber Int agent Tactician 19

Tie Bomber Int Agent Vader 20

Tie Bomber Mara Jade Int Agent 20

Tie Bomber Jade Rebel Captive 22

Personally I think it really depends on the rest of your list. But in your list for me the best general options are:

Tempest Squadron Pilot (21)

Accuracy Corrector (0)

TIE/x1 (0)

Omega Squadron Pilot (17)

Juke (2)

Comm Relay (3)

"Zeta Leader" (20)

Wired (1)
These are all stable options and can hold their own. The Tempest might be the best choice against lower agility targets. But with the tempest you will have trouble on anything with 3 plus evade dice and token modification (eg. Soontir,Brobots). OSP and Zeta Leader have amazing dials and Juke/extra die will help you get the damage through. Also both have higher PS... tough choices ;)

Z-95 Headhunter: •Airen Cracken (21)

Wingman (2)

Z-95 Headhunter: •Lieutenant Blount (21/22)

Wired/Wingman (1/2)

Ion Pulse Missiles (3)

A-Wing: Green Squadron Pilot (22)

A-Wing Test Pilot (0)

Wingman (2)

Push The Limit (3)

Chardaan Refit (-2)

X-Wing: Rookie Pilot (21)

Wrong thread Kenobi!

I was wondering why I wasn't seeing any rebel ships. Now that totally makes sense. Lol. My bad.

I like both Omega and Zeta Leaders with VI.

Omega Leader with VI isn't as spicy as 26pt Omega Leader, but he still demands your attention. It's a 22pt Biggs who can beat on an ace if left unattended. Solid.

with imp aces coming,

...

Tie bomber Int agent Tactician 19

Interesting...

with imp aces coming,

...

Tie bomber Int agent Tactician 19

Interesting...

I like the Tie Shuttle, Fleet Officer, Ion Engines (for more greens) and Int Agent or Tactician, at 21/22 points. Great support ship. And the Tactician makes it a super obnoxious little bugger, too boot.

In addition to Crack Shot Black Squadrons, I'd also take a look at Wampa plus 6-8 points of upgrades for the rest of the squad. That buys you some Hull Upgrades, Engine Upgrades, or Mk II Twin Ion Engines.

Any of the above options except the Alpha. I have never seen an Alpha worth it's points.

Any of the above options except the Alpha. I have never seen an Alpha worth it's points.

A Howlrunner, Alpha Sq. x3 Academy x2 list won a Regionals event here a few years back. :)

Any of the above options except the Alpha. I have never seen an Alpha worth it's points.

A Howlrunner, Alpha Sq. x3 Academy x2 list won a Regionals event here a few years back. :)

chicago cubs won the World Series a few years back, i hear they're super relevant in baseball these days.