Trying a new list

By Final Draft, in X-Wing Squad Lists

Hi~ been a while since I've posted in here, and gonna try and be a bit more active starting now.

So, as we all know, we have some people that run the same lists all the time in store leagues, right?

A friend of mine runs a rather effective list and I have been trying to come up with some ways to counter it. I have a few different options in mind, and would like some feedback before the league this coming Thursday.

My Friend's List: (100)

Ten Numb -- Mangler Cannon, Fire Control System, and Veteran Instincts (38)

Gold Squadron -- Twin Laser Turret, BTL-4 Y-Wing, R3-A2 (26)

Gold Squadron -- Twin Laser Turret (24)

Bandit Squadron -- (12)

List 1 that I want to try: (99)

Captain Yorr -- Ion Cannon, Darth Vader (30)

Juno Eclipse -- Veteran Instincts, TIE/x1, ATC, and Engine Upgrade (34)

Maarek Stele -- Push the Limit, TIE/x1, ATC, and Engine Upgrade (35)

Alternatively, I can somewhat change this list to: (99)

Captain Yorr -- Ion Cannon, Rebel Captive (30)

Juno Eclipse -- Veteran Instincts, TIE/x1, ATC, and Engine Upgrade (34)

Darth Vader -- Veteran Instincts, TIE/x1, ATC, and Engine Upgrade (35)
And the last list I can try is rebel: (100)
Poe Dameron -- Autothrusters, Veteran Instincts, R5-P9 (37)
Corran Horn -- Fire Control System, Crack Shot, Engine Upgrade, R2-D2 (46)
Tala Squadron -- Munitions Failsafe, Adv. Homing Missiles (17)
The idea behind the first Imperial list with Darth Vader in the shuttle is to outmaneuver Ten Numb with Juno by giving my opponent the initiative, the adjusting Juno's maneuvers accordingly. The shuttle's job would be to absorb the stress from the stress hog Y-wing, as well as pinning down the low-agility ships with Ion cannon shots. Lastly, dealing deadly crits to the Y-wings and Ten Numb once their shields are down.
The second imperial list is essentially the same, but opts for two ships that can outmaneuver Ten Numb and hopefully burn him down quick while the shuttle whittles at that stress hog and second TLT Y-wing.
Lastly, the rebel list is more for a battle of attrition, by regenerating Corran's shields with R2 and Poe's with R5. The Tala is there to fill out points, but also to potentially get a hard-hitting crit under Ten Numb's shields. Ideally -- even though it's a LONG shot -- he can fire the Adv. Homing missiles at Ten and get a Major Hull explosion that then cascades into a direct hit. Long shot, but would be so great if it worked.
That list is incredibly annoying to me, so I'd really love to come up with an effective counter to it. Thanks for the feedback!

Well, the easiest way to counter that particular list is to run a swarm. However, it looks like you prefer to run 'named' pilots.

Your first list will do poorly. Its a 3 ship jousting list vs a 4 ship jousting list. You can't really win the inevitable battle of attrition unless you totally outfly your opponent, and frankly, the way those three ships are set up, that's extremely unlikely.

Your 2nd list can do better thanks to the engine upgrade, but one of two things will happen: either your opponent will go after Yorr and kill him quick, or he will turn on one of your 'aces' (depends entirely on relative positioning). Whatever ship he burns down, will die quick and not contribute much. Then it becomes a question of whether your remaining 2 ships have what it takes to dismantle the enemy's list.

Your 3rd list is also a jousting list, again 3 vs 4, but you do have regen to even the odds. I think an ion pulse missile would be better than advanced homing missile, because with ion, you take the stress hog out of the fight for a few turns. The crit from advanced homing missile is a crap shoot: either it will do something good or will have zero impact (depending on crit drawn). This list can win if you can force your opponent to split up his fire between your regenerating ships. If he focus fires one to death though, you could be in trouble...

@blade_mercurial Problem I see with the adjustments is that Ion Pulse missiles won't ionize a Y-wing for 2 turns. It gives the target 2 ion tokens, yeah, but they don't behave the same way as stress does. Once the Y-wing moves, it'll remove both ion tokens from the ship, so Ion Pulse isn't gonna keep the stress hog out for more than one turn.

I don't consider Juno and Maarek "jousting" pilots. They're super maneuverable -- Juno in particular as she is the most maneuverable ship in the game -- especially with Engine Upgrade on them both. I don't have it on this list, but if you take Darth Vader in his TIE Advanced, slap on Engine Upgrade with Daredevil EPT and his maneuverability is so awesome that it's fricking scary. They're not full-on arc-dodgers like Soontir Fel, but they're damned close.

The standard PS11 Vader + Howlrunner/Blackshot mini-swarm should mop up that offending rebel list pretty easily.

I've played this game many, many times (thousands). I understand how ion pulse missiles work. And Juno and Maarek (I've used them too----I never give advice on stuff I have never used).

The reason Ion pulse missiles are valuable in this case is becaues of the stresshog (its also good because it can't really miss against any of those particular ships). If he activates R3-A2 and stresses you, he stresses himself. Hit him with an ion pulse missile and he is OUT of the fight for quite a few turns. 1 turn he does 1 forward (white, so can't clear stress). Next turn, he can try turning around unless obstacles/ships prevent him, but only 90 degrees. He'll need at minimum, 3 turns to get back into the fight (maybe 4 depending). Now you have your full list vs 75% of his for 3 - 4 turns....you should be able to kill something in that time (ideally ten numb).

The reason I'm calling them jousters in this case is because of how the list is built. With Yorr in the list, I assume you want to make use of his ability to pass off stress. 2 advanced + shuttle that stick close together as they engage are essentially jousting at least in the opening. Maybe you'll fly it differently, I don't know. Like I said, in order to win that particular matchup, you will need some fancy flying indeed, because that list is at a disadvantage in a straight up exchange of fire.

Vader is my favourite pilot. I've used him more than any other, so I'm quite familiar with what makes him good and what doesn't. I won't say daredevil is crap for him, because it has its uses, but predator/lone wolf are just hands down the best choices for him.

Edited by blade_mercurial

predator/lone wolf are just hands down the best choices for him.

Booo.

I agree with Blade most of the time, he's pretty knowledgeable. That said, VI is far and away the best Vader EPT. I can only conclude that the reason Blade doesn't think so has something to do with his local meta. :P

predator/lone wolf are just hands down the best choices for him.

Booo.

I agree with Blade most of the time, he's pretty knowledgeable. That said, VI is far and away the best Vader EPT. I can only conclude that the reason Blade doesn't think so has something to do with his local meta. :P

Everyone's entitled to their opinion :)

I just don't feel the need for VI on Vader. There's nothing in the game at PS 10 that bothers me if my Vader has to move first. The only things to watch out for are other Soontirs/Vaders. If I can't kill them early, my vader beats them on points ;)

If Whisper becomes more prevalent, then maybe I'd change my mind...