I got 2nd at our store championship with this list. Almost won the last game but I tried to chase boba fett (who had two hull left) and got killed by a tlt Y. Should have just killed the Y's first.
I got 2nd at our store championship with this list. Almost won the last game but I tried to chase boba fett (who had two hull left) and got killed by a tlt Y. Should have just killed the Y's first.
My Double Punishers + Omega Leader has not lost yet.
Took apart a 2 tlt and 3 z95 list last night with whisper, doom shuttle and pair of first order ties, played very well, Intel agent was ok but want to try a few others on whisper
Took a winter kit and store champ (4-0 & 5-1) with Vessery, Omega Leader, epsilon leader and an academy. First and last say in activation is no joke and creates fantastic blocking opportunities. Omega leader and vessery hit hard enough and at long enough range to deal with high agility aces (range helping get them in arc) and three ties plus a TL HLC burn down the big boys fast too. Crackshot on Vess over VI seems the better choice. TLT is a problem, but the correct opening engagement quickly gets you the upper hand. The defender is surprising diff Cult for the tlts to deal with if you keep your focus for defence or focus on bumping and let the free TL do the work
Edited by RauhughesMy Double Punishers + Omega Leader has not lost yet.
That's list I gotta try, I was using vi juno but she kept running into wierd end games where the other ship couldn't get arc on her and she couldn't do damage to it
I've been going pretty heavy Imperial swarm the last few weeks. Admittedly, the last two games I played, I got stomped by both a mixed Rebel build, as well as the dreaded QUAGMIRE list that one of the aces at my FLGS is in love with: three Bandits, two Golds with Autoblaster Turrets and R5 Astromechs, and a third Gold with Autoblaster Turret and R3-A2.
Just a horrible mass of 36 HP, multiple two-dice attacks (including unavoidable damage) and a stress. The Y-Wings also scoff at Direct Hits unless you kill them in the same round. It's surprisingly effective.
I'll probably change out to something Scummy once Wave 8 hits, unless Jumpmasters are too overpowered.
That quagmire list seems great.
I've been thinking of running Crackstim bots, except with the glitterstim and FCS replaced with Sensor Jammer.
Iggy B & C
Crackshot
Sensor Jammer
HLC
Autothrusters
Also thinking I would get more mileage out of Adrenaline Rush. Sensor Jammer is not only a defensive upgrade if your opponent doesn't have a focus token, but it's also an offensive one, encouraging opponents to spend their focus token so they won't have it on defense. Not as good offensively compared to FCS, but it should help you defensively and should basically hand you an autowin against quad TLT, at least until overcharged Astromech comes out. >_>
Glitterstim also only lasts one round and stresses you.
Mostly been flying a proxy list with Pycho Tycho (tycho with rage ptl and experimental interface) and friends (VI Poe and Wedge)
But as soon as I get my ghost expansion I'm planning on switching out Tycho With Hera for the Generation list i've been cooking
Iggy B
-Predator,
-HLC
-Sensor Jammer
-Thrusters,
-(I think) Glitterstim
paired with
Latts
-Gunner
-Bossk
-Weapons Engineer
-Feedback Array
-Maneuvering Fins
Tough to fly, but it's a fun list that says @#$% actions. Not gonna get great MoV, but it's a pretty brutal list when flown well.
I've been toying with 3 die guidance chips, so far all its run into that it can't nuke is a Palp/Kallus supported Phantom
Lt. Blount
-Tracers
Biggs Darklighter
-anti-HLC mech
-integrated mech
Red Squadron Pilot
-Proton Torpedo
-Guidance Chip
Tarn Mison
-R7
-Proton Torpedo
-Guidance Chip
Flying Rebels is wierd, how do you play this game without boost and/or barrel roll?
I've been toying with 3 die guidance chips, so far all its run into that it can't nuke is a Palp/Kallus supported Phantom
Lt. Blount
-Tracers
Biggs Darklighter
-anti-HLC mech
-integrated mech
Red Squadron Pilot
-Proton Torpedo
-Guidance Chip
Tarn Mison
-R7
-Proton Torpedo
-Guidance Chip
Flying Rebels is wierd, how do you play this game without boost and/or barrel roll?
That is exactly the point I just made in another "fix the x wing" thread. People just don't like not having the extra options of movement to get out of trouble. Having a simple dial keeps the game simple in my mind!
I won our winter tournament (out of 27), and came 10/40 in the following store championship with this:
Wes
-VI
-Targeting Astro
-Integrated Astro
Wedge
-R2D2
-Shield
-Predator
Hobbie
-Targeting Astro
-Integrated Astro
Fairly balanced list which can take teams apart pretty easily. Only lists I have struggled against has been Tie Swarms, although strangely it took apart a Z swarm.
The key to the list is consistently being able to deliver hits. Wes strips tokens for Wedge, who with a focus and predator can deal good damage. Hobbie just k turns constantly to always ensure he has focus and target lock. The targeting astromechs are a great droid to build a joust team around. My original plan had been to use T-70s, but I found a solid T-65 list instead.
I've been thinking of running Crackstim bots, except with the glitterstim and FCS replaced with Sensor Jammer.
Iggy B & C
Crackshot
Sensor Jammer
HLC
Autothrusters
Also thinking I would get more mileage out of Adrenaline Rush. Sensor Jammer is not only a defensive upgrade if your opponent doesn't have a focus token, but it's also an offensive one, encouraging opponents to spend their focus token so they won't have it on defense. Not as good offensively compared to FCS, but it should help you defensively and should basically hand you an autowin against quad TLT, at least until overcharged Astromech comes out. >_>
Glitterstim also only lasts one round and stresses you.
I've been flying IG with Sensor Jammer and I can confirm that it should murder TLT ships. As an EPT, I've been using Wired to counter the stress meta we are in and Inertial Dampeners instead of Stim so that I can stay in place in case my opponent didn't pulled the move I expected or to have another shot before running away, also has the benefit to trigger Wired by giving me a stress. So, it's good versus TLT and feed on stress, great against the current meta. Except for Ace that can flank him. That's why I pair him a YV with Bossk, Gunner, Tactician; great versus Aces with his 180 arc. I've been using Moralo a lot with a Ion Cannon (to counter even more the Aces), but am now experimenting with a Generic Slaver and include a third ship into the list (a bandit with Feedback Array).
I've been running a triple YV666 lately, and god is it efficient. Only swarm may do bad stuff to it
Slaver 4-LOM, Zuckuss, Dengar
Slaver Bossk, Gunner
Slaver Tractor beam
Oh god, does Sensor Jammer and Autothrusters murder TLT. If your opponent is running Miranda with 2 TLT Y's or something, he's not going to get any damage through, it's so brutal. Flew it last night in a casual game against someone who pretty much mains TLT ships and the occasional Falcon and the only thing that damaged me were proton bombs.
Oh, I did take a single shield lol. Would have taken more if he focused more instead of trying to TL for R7 but it only would have been another shield or two.
Also, adrenaline rush is great on Brobots.
Oh god, does Sensor Jammer and Autothrusters murder TLT. If your opponent is running Miranda with 2 TLT Y's or something, he's not going to get any damage through, it's so brutal. Flew it last night in a casual game against someone who pretty much mains TLT ships and the occasional Falcon and the only thing that damaged me were proton bombs.
Oh, I did take a single shield lol. Would have taken more if he focused more instead of trying to TL for R7 but it only would have been another shield or two.
Also, adrenaline rush is great on Brobots.
Played my list once against 4 TLT and I must admit I almost felt bad for my opponent.
He could only modify one of his shot if he had a Focus, so maximum one of the two shot, and since I kept out of arc or range 3 (when not into his range 1 bubble) I could always change one of my blank to an Evade. Even funnier when I was stressed and I could reroll all the focus I rolled. I think he only got one hit through during the entire combat.
Haven't tested this against any meta lists yet but I was surprised at how effective this slap together list played casually.
Corran - 35
Push the Limit - 3
Accuracy Corrector - 3
R2-F2 - 3
Stealth Device - 3
Dagger Squadron - 24
Accuracy Corrector - 3
Gray Squadron - 20
Twin Laser Turret - 6
100pts
Non-standard Corran build that swaps out the standard shield regen for the ability to throw a lot of green dice. Nothing terribly special about the supporting ships, just solid, versatile performers to round things out. Definitely more vulnerable against Aces or possibly a swarm when the dice desert me, but the hp allows for some forgiveness.
Big, scary Corran tends to get target priority from your opponents and allows the other two ships to pick off targets one at a time. Matched PS with the Y & B let's me strip tokens as needed with TLT then punch a big hole with the B at range 1.
In one game I only lost Corran after taking out a B wing and Roark (I forget my opponents upgrades), after which my B wing soloed an unmolested Wild Space Fringer sporting a Mangler cannon. Both Accuracy Correctors were a bit of a let down during that particular game due to a unusual-for-me hot steak on red dice but are still a good safety net for continual damage output.
Any feedback/thoughts are appreciated.
My Double Punishers + Omega Leader has not lost yet.
Interesting. Any more details on this list?
Haven't tested this against any meta lists yet but I was surprised at how effective this slap together list played casually.
Corran - 35
Push the Limit - 3
Accuracy Corrector - 3
R2-F2 - 3
Stealth Device - 3
Dagger Squadron - 24
Accuracy Corrector - 3
Gray Squadron - 20
Twin Laser Turret - 6
100pts
Non-standard Corran build that swaps out the standard shield regen for the ability to throw a lot of green dice. Nothing terribly special about the supporting ships, just solid, versatile performers to round things out. Definitely more vulnerable against Aces or possibly a swarm when the dice desert me, but the hp allows for some forgiveness.
Big, scary Corran tends to get target priority from your opponents and allows the other two ships to pick off targets one at a time. Matched PS with the Y & B let's me strip tokens as needed with TLT then punch a big hole with the B at range 1.
In one game I only lost Corran after taking out a B wing and Roark (I forget my opponents upgrades), after which my B wing soloed an unmolested Wild Space Fringer sporting a Mangler cannon. Both Accuracy Correctors were a bit of a let down during that particular game due to a unusual-for-me hot steak on red dice but are still a good safety net for continual damage output.
Any feedback/thoughts are appreciated.
I feel like you'd be better off with another systems upgrade that AC if you're going for a pure defense Corran. Sensor Jammer or Advanced Sensors to PtL and then immediately green to clear stress and be immune to bumping.
My Store Championship list is one I've been using a lot lately. It seems to do well against TLT lists and Stresshogs, as it's thoroughly independent of actions and does superbly well against low PS lists thanks to its ample use of Predator (everyone in the squad's got it).
Against double Decimators it's a total crapshoot. It all depends on the first two rounds of firing. If my TIE fighters get crappy evades, then I lose hard. If they get good evades, then the first Decimator will drop in 2, 3 rounds tops.
Against Cheweebo builds it does very well too. I've yet to be beaten by one. Outriders drop incredibly quickly unless their evade rolls are amazing. And Rexler gets past both pilot abilities.
Against Vader or other Ace builds or Palp Aces, i haven't fought them but I would imagine that I would get creamed.
I got 2nd at our store championship with this list. Almost won the last game but I tried to chase boba fett (who had two hull left) and got killed by a tlt Y. Should have just killed the Y's first.
99 Points33 points• Jake Farrell A-WingA-Wing Test Pilot Proton Rockets Push the Limit Autothrusters Veteran Instincts35 points• Tycho Celchu A-WingA-Wing Test Pilot Proton Rockets Push the Limit Autothrusters Wired31 points• “Dutch” Vander Y-WingR7-T1 Ion Cannon Turret
I'm intrigued by this list. What sort of lists did you face and do well against?
Boba & Friends (100)
Boba Fett (46) - Firespray-31
Veteran Instincts (1), Greedo (1), Inertial Dampeners (1), Slave I (0), Engine Upgrade (4)
Hired Gun (27) - Y-Wing
Bomb Loadout (0), Twin Laser Turret (6), Unhinged Astromech (1), BTL-A4 Y-wing (0)
Hired Gun (27) - Y-Wing
Bomb Loadout (0), Twin Laser Turret (6), Unhinged Astromech (1), BTL-A4 Y-wing (0)
I've been playing this a lot. It works for me.
For the past month or so I've been mostly running this list:
Whisper
- Veteran Instincts
- Agent Kallus
- Sensor Jammer
- Advanced Cloaking Device
Omega Leader
- Juke
- Comms Relay
Backstabber
Night Beast
I tried an Omicron, Jax and Vader before settling on the TIE Fighters. I chose Backstabber over Dark Curse partly because of the extra firepower. Been considering Wampa in place of Night Beast, but having a sort of "tank" (as much as a TIE Fighter can be tanky) that can run straight at the enemy is useful sometimes, as any sort of focus fire on the Beast lets my other ships flank more easily.
I've had good success with
(31) Poe Dameron
(3) Predator
(4) R2D2
(2) Autothrusters
_____ 40
(25) Horton Salm
(6) TLT
(3) R5P9
_____ 34
(18) Gold Squadron
(6) TLT
(2) R3A2
(0) BTL-A4
_____ 26
Really, for rebels you can fly just about anything as long an you pair it with the Stresshog.
Edited by LordVoglMy Store Championship list is one I've been using a lot lately. It seems to do well against TLT lists and Stresshogs, as it's thoroughly independent of actions and does superbly well against low PS lists thanks to its ample use of Predator (everyone in the squad's got it).
Against double Decimators it's a total crapshoot. It all depends on the first two rounds of firing. If my TIE fighters get crappy evades, then I lose hard. If they get good evades, then the first Decimator will drop in 2, 3 rounds tops.
Against Cheweebo builds it does very well too. I've yet to be beaten by one. Outriders drop incredibly quickly unless their evade rolls are amazing. And Rexler gets past both pilot abilities.
Against Vader or other Ace builds or Palp Aces, i haven't fought them but I would imagine that I would get creamed.
What's the list?
My Store Championship list is one I've been using a lot lately. It seems to do well against TLT lists and Stresshogs, as it's thoroughly independent of actions and does superbly well against low PS lists thanks to its ample use of Predator (everyone in the squad's got it).
Against double Decimators it's a total crapshoot. It all depends on the first two rounds of firing. If my TIE fighters get crappy evades, then I lose hard. If they get good evades, then the first Decimator will drop in 2, 3 rounds tops.
Against Cheweebo builds it does very well too. I've yet to be beaten by one. Outriders drop incredibly quickly unless their evade rolls are amazing. And Rexler gets past both pilot abilities.
Against Vader or other Ace builds or Palp Aces, i haven't fought them but I would imagine that I would get creamed.
What's the list?
Rexler Brath + Predator + HLC + TIE Mk. II
Black Squadron Pilot + Predator
Black Squadron Pilot + Predator
Black Squadron Pilot + Predator
In the SC I took it to, it's two biggest weaknesses were Crack Swarm and it's own poor evade luck. Taking that info with me I've since been testing it against whatever meta lists people have the ships to use against me including TLT Y-Wings and Stresshogs. Haven't flown against Palp Aces so I can't comment other than I think that list type would consistently beat me. Both in the SC and after I found that low PS, low agility ships were its easiest prey, usually destroying something like a B-Wing or Y-Wing before it can fire, and about half the time that is after only Rexler and two of the three TIEs have fired, leaving the last TIE to start plinking at something else.
I know people have been saying that TLT is really good against regular TIEs but by taking evades each turn and relying solely on Predator for my attack mitigation I've been able to consistently land damage while avoiding more than the TLT players would like, surviving a little beyond what it seems people have been saying is the life expectancy of those ships in this situation.
Rexler Brath + Predator + HLC + TIE Mk. IIMy Store Championship list is one I've been using a lot lately. It seems to do well against TLT lists and Stresshogs, as it's thoroughly independent of actions and does superbly well against low PS lists thanks to its ample use of Predator (everyone in the squad's got it).
Against double Decimators it's a total crapshoot. It all depends on the first two rounds of firing. If my TIE fighters get crappy evades, then I lose hard. If they get good evades, then the first Decimator will drop in 2, 3 rounds tops.
Against Cheweebo builds it does very well too. I've yet to be beaten by one. Outriders drop incredibly quickly unless their evade rolls are amazing. And Rexler gets past both pilot abilities.
Against Vader or other Ace builds or Palp Aces, i haven't fought them but I would imagine that I would get creamed.
What's the list?
Black Squadron Pilot + Predator
Black Squadron Pilot + Predator
Black Squadron Pilot + Predator
In the SC I took it to, it's two biggest weaknesses were Crack Swarm and it's own poor evade luck. Taking that info with me I've since been testing it against whatever meta lists people have the ships to use against me including TLT Y-Wings and Stresshogs. Haven't flown against Palp Aces so I can't comment other than I think that list type would consistently beat me. Both in the SC and after I found that low PS, low agility ships were its easiest prey, usually destroying something like a B-Wing or Y-Wing before it can fire, and about half the time that is after only Rexler and two of the three TIEs have fired, leaving the last TIE to start plinking at something else.
I know people have been saying that TLT is really good against regular TIEs but by taking evades each turn and relying solely on Predator for my attack mitigation I've been able to consistently land damage while avoiding more than the TLT players would like, surviving a little beyond what it seems people have been saying is the life expectancy of those ships in this situation.
With the evade action bit; that's one of the reasons X7 defenders are going to be extremely effective. Focus and evade most turns without stress? Yes please.