Help choosing SC list.

By chrisrivers, in X-Wing Squad Lists

I have these two lists that I can't decide between:

Carnor Jax w/PTL, Autothrusters

Omega Leader w/Juke, Comm Relay

Wampa

Omicron Shuttle w/Palpatine

100 pts

or

Vader w/VI, ATC, Engine Upgrade, Prockets

Soontir w/PTL, Autothrusters, Stealth

Omega Leader w/Juke, Comm Relay

99 pts.

I like list two, but worry that it relies too much on evade dice. Played it once and lost because my evade dice went ice cold. List 1 seems good, but I am a little worried about high PS aces, especially Soontir.

So, what do you guys think?

Too much Soontir hate in the meta. Also, Dengar is a serous beating to both Vader and the Shuttle, which is something to consider if this is post Wave 8 release.

The first list is a pretty standard variant, and it's very solid. Hard to score points against, durable, threatening.

Omega/Palp/Wampa are fixed, the last 31pts is open for debate. Some people go VI/ATC Vader (I do not think this is especially useful without the Engine), some Jax with PtL and AT, and some are waiting for Inquisitor with PtL, Title and Thrusters (again, that's a Wave 8 decision).

Other options that generally go unconsidered are Vader with Juke/Accuracy Corrector, which makes him more of a workhorse than a super ace, but I'd argue it's hard for him to do his ace business without the engine and the Juke/AC would make him a more durable workhorse and be consistent with the them of being hard to kill, along with his ability to get consistent work done.

Jax is certainly very powerful, but also he can be fragile and heaven save you if you should bump, in this 4 ship list. No mistakes now.

I also don't think there's anything wrong with Zeta Leader equipped with Predator (some people prefer Wired, but I think Predator is worth the extra 2 points to make sure your 3 dice land home). This has the advantage of being a mere 23pts, leaving you 8pts for additional goodies like Sensor Jammer on Palp, Comm Relay on Zeta, Stealth Device on Omega, etc.

There's also nothing wrong with Zetrik Strom in a Tie Advanced, along with Accuracy Corrector, then either Juke or Crackshot or Outmaneuver or something. It's a defensive guy that's more durable than Jax and helps your whole team out in the R1 furball by denying enemies who are at R1 their bonus attack die, regardless of who they're shooting at. That can be rough in conjunction with OL and Palpatine, potentially. Also still has points for like, a Proton Rocket with guidance chips.

I like your first list better than the second list. I think Jax is good in that list, but I'm not confident he's "best", for reasons of consistency and fragility, although if you're a better pilot than I am (very probable) than I'm sure you can get good results out of it.

Forgot to mention that this is for Sunday, so no wave 8.

I agree with you on Vader, which is one reason for Jax. I also like interceptors and fly them lot. I tend to use them as flankers and try to avoid getting in the middle of the furball.

Forgot to mention that this is for Sunday, so no wave 8.

I agree with you on Vader, which is one reason for Jax. I also like interceptors and fly them lot. I tend to use them as flankers and try to avoid getting in the middle of the furball.

Which is great for lots of Interceptors, but Jax might have a hard time making value out of his ability that way.

Jax is a very strong option for this list.

I still really like Vader with AC and Juke, but that is an experiment which you need not subject yourself too needlessly, if you're already good with interceptors.

Also, Zeta Leader if you just want a beater (although his attacks are likely to have more accuracy than Jax's), not so much for his superiority to the previously mentioned Jax or Vader, but for the fact that he comes in at 8 points cheaper, and there are lots of fun things you can do with those points. Lots of fun, GOOD things.

...I'm repeating myself now. List 1 is a good list. Good luck at your tournament.

Yeah, I so wish Wave 8 was legal. I would take an Inquisitor w/PTL, Title, AT @ 31 pts.

Of the two lists you have there, I'd go with List 1.

I have also had fun with a Palp/Wampa/OL/ZL list, and the points you save dropping Carnor down to ZL can give you some nifty tricks, like Jammers on the shuttle.

Eitehr way, good luck, and give us a Bat Rep once you're done!

Thanks for the input, I decided to run List 1, possibly with some modifications.

Option A

Zeta Leader w/Wired, Comms, TIE Mk2 Engine

OL w/Juke, Comms

Wampa w/Targeting Computer (or Predator on ZL)

OGP w/Palpatine, Sensor Jammer

Figure TC will give Wampa a better chance to activate his ability with a TL for those times when I need to use Palp for something else. I like Wired on ZL because of the defensive boost in addition to the offensive boost.

Option B

Zeta Leader w/Wired, Comms

OL w/Juke, Comms

Wampa

Yorr w/Palpatine, Sensor Jammer

This list would be good against TLT and Stresshogs I would think since Yorr could suck the stress off the others and all the reusable defensive tech.

Or should I just stick with the original Jax list?

I like list 2 better. If running list one I would be inclined to Swap C Jax for Turr with VI. Stay at long range and let the AT kick in. I get compelled to try to get in close with Carnor to use his ability, then I get in trouble... I guess I need to be a better pilot.

OK, tournament tomorrow. Which one?

Carnor Jax w/PTL, Autothrusters

Omega Leader w/Juke, Comm Relay

Wampa

Omicron Shuttle w/Palpatine

100 pts

Or

Zeta Leader w/Wired, Comms

OL w/Juke, Comms

Wampa

Yorr w/Palpatine, Sensor Jammer

Well, ran the Jax list. When people were pulling out their lists, I saw a bunch of turrets so figured the autothrusters were more useful. Finished 3-1, 7th out of 23.

Game 1 was against Miranda/Dash. Ended up killing Miranda after blocking here with OL a couple turns and just losing Jax. Should have not lost Jax as I should have Palped OL shot to kill Miranda a couple turns earlier. He kept trying to shoot wampa, and I kept evading.

Game 2 was against a swarm of OL, ZL, Howl, Wampa, CrackBlack. Ended up losing 85-15. I just could not get any attack rolls to push damage through. Evade dice were horrible. I should have hard turned at the beggining and ran to pull his squad through the asteroids.

Game 3 was against a Brobot list. Won 100-0. Jax was very useful in this game, multiple times he could not use the evade tokens that he got due to Jax being too close. OL was a beast, eating through the aggressors quickly. Felt bad for my opponent as his evade dice were not too good.

Game 4 against IG-88B w/ 2 TLT Ywings. Won 50-0. This was a frustrating game for both of us, he could not push damage through my defensive upgrades, I could not roll attack dice. Ended up finally killing the IG on the last round. OL was again a beast, puching through glitterstim, etc. I love OL!

Overall a good placing. Kicking myself for not just running away in the second game. I missed the cut by 58 MOV pts. Same placing as last years' store championship. Thanks for your help.

Hey, thanks for the quick BatRep.

Gonna use this exact list (by chance) this weekend at a SC and was wondering if you could share some strategy tips regarding ship/obstacle placement and general approach.

Many thanks!

I took the 3 biggest asteroids as obstacles. I tried to create a dense asteroid field in the middle. Setup the shuttle in a corner, facing parallel to your edge. Wampa in front of it so the shuttle can bump first turn. Jax usually setup separate from the others as a flanker, his ability is nice but don't put him in a bad spot just to use it. Try to get Omega Leader to the end game as he rocks against one opponent. I tend to use Palpatine defensively. If e is I can't really give much other advise as I tend to play by feel after the first turn or two.

Okaydoke, sounds good. I've trained a few standard deployments .. hope it's gonna work.

I managed to move all ships "in a line", but biggest problem is to get Jax into Range 1 and not let him die instantly.