Dracon's variants of some popularly discussed Wave 8 lists.

By DraconPyrothayan, in X-Wing

Step 1: Youngster's Rageswarm

​Youngster + Rage + Hull

Epsilon Leader

Wampa

4x Academy

Wampa and the Hull are here as counters to currently powerful lists.

Wampa is anti-Ace, and Hull is anti-TLT (and anti-Swarm, for that matter).

I have seen variants of this with Black Cracks, losing one of the Alphas to pay for it all, but I don't think that's as powerful.

Moreover, you could also chunk Wampa and the Hull, in favor of upgrading all (now 5) Academies to Obsidians.

However, I think there's one more worth considering: Youngster, Rage, and 7 more TIE fighters. That's a hell of a punch.

Step 2: Blountracer Ordnance

Lt. Blount + Tracers + Guidance Chips + Veteran's Instinct

2x Bandits + Concussions + Guidance Chips

2x Bandits + Clusters + Guidance Chips

Bandit + Assaults + Guidance Chips

​Oh hey, that's... that's weird, isn't it?

See, I realized that 5x Concussions are hilarious overkill with Focus-Tracers-Guidance... meaning there's room to diversify.

So, I split it in halvsies with Clusters, both for the superior raw damage vs low agility ships (Y-Wings, lookin' at you here), but also to solve the Range Control of the Aces.

And finally, the Assaults are teched in as anti-Formation, which makes them anti-Swarm and anti-Mirror, while also providing an additional threat to the Aces (You get damaged if you're even ​near a​ hittable target.)

Also, being without an initiative bid may be an issue vs other Alpha-Strike lists and TLTs, so I may wind up swapping the Assaults back for Concussions.

​Any others of the burgeoning archetypes you'd like to see me discuss?

JumpMaster 5000: Contracted Scout (25)

Deadeye (1)

Extra Munitions (2)

Plasma Torpedoes (3)

Guidance Chips (0)

R4 Agromech (2)

What about the very anticipated triple torpedo JumpMaster build? Do you have any takes or suggestions regarding how to use (or better yet, how to go up against such a list)?

JumpMaster 5000: Contracted Scout (25)

Deadeye (1)

Extra Munitions (2)

Plasma Torpedoes (3)

Guidance Chips (0)

R4 Agromech (2)

What about the very anticipated triple torpedo JumpMaster build? Do you have any takes or suggestions regarding how to use (or better yet, how to go up against such a list)?

Well, there's not much wiggle-room for variation there, except for one key area.

You can take Overclocked Aggro rather than R4, for 1 point less.

There are subtle yet potent differences there, I'll grant you, but Overclocked can basically give you a rechargeable Glitterstim for die modifications, rather than the 1-2 punch of Focus followed by TL.

It does seem rather potent, though, and has been making its rounds as a combosome trio on Vassal for a while, as you've listed.

The Overclock version is more defensive, and more reliant on its green maneuvers, where as the R4 is offensive and free-wheeling.

How to fight against it?

​Good question.

​You'll want to shoot before it does for the two rounds in which its firing its torpedoes, and move after it for the rounds following (to avoid the Range 1 bubble), but you want to have enough ships on the ground to deal enough damage to it effectively.

PS 4 sits advantageously, but not necessarily advantageously enough to justify the price....

I dunno. Maybe A-Wings?

JumpMaster 5000: Contracted Scout (25)

Deadeye (1)

Extra Munitions (2)

Plasma Torpedoes (3)

Guidance Chips (0)

R4 Agromech (2)

What about the very anticipated triple torpedo JumpMaster build? Do you have any takes or suggestions regarding how to use (or better yet, how to go up against such a list)?

1.) Most important thing about using Overcharged instead of Agromech is that it saves you one point, which can be used on Intel Agent for blocks or Boba Crett or 4-LOM crews, either of which are excellent for a single point.

2.) I'm going to suggest this not only for this build, but on any ordnance carrier: Flechette Torpedoes instead of Extra Munitions. Autostress on Acewings and Aggressors. You lose a little bit of damage output but gain a decent amount of control. We'll see how the meta pans out and how often that wave 7 Acewing builds still show up. We'll still see Soontir and Poe often, but maybe not to the point that it's absolutely vital to run flechettes to counter them.