List to Stop Triple Torpedo Scouts

By brownj23, in X-Wing Squad Lists

Hi All,

I was wondering if anybody has put together a list that they think would do well against the triple torpedo scouts that is sure to take over the meta after Wave 8 hits?

Or if anybody has strategic suggestions to offer to help mitigate some of the claws of the list?

I have played a game against them and got slaughtered. Given my strategy against them probably wasn't great, but I am looking for suggestions on ways to improve/attack the list.

Thanks!

I was surprised I haven't seen a topic like this yet....

An easy option if alpha strike lists become too prevalent would be any list including:

Biggs Darklighter (25)

R4-D6 (1)

Integrated astomech (0)

Aside from crits, it will take a minimum of 4 attacks to bring him down, which would probably expend all the available munitions and leave you with 2 dice attacks against the rest of your ships.

Inquistor (ptl, tie/v1, thrusters) [31]

Gama squadron bombers (homing missile, munitions, seismic charges; g-chips) [54]

Black Squadron Tie (crackshot) [15]

100 points total

3 PS 4s and an 8; wax a fattie before it fires

Yeah if you are really worried about the torpedo boats, take ships higher than PS 3. Arc-dodgers are also good because 2 attack turret is laughable against more high agility ships.

An easy option if alpha strike lists become too prevalent would be any list including:

Biggs Darklighter (25)

R4-D6 (1)

Integrated astomech (0)

Aside from crits, it will take a minimum of 4 attacks to bring him down, which would probably expend all the available munitions and leave you with 2 dice attacks against the rest of your ships.

Unfortunately, I don't think this is accurate. If the Scouts are carrying Proton Torpedoes, odds are extremely high at least one crit will happen, as a focus can be turned into a crit. Add in the 42% chance that at least one natural crit is rolled in the initial dice roll (and the 12.5% chance a crit is rolled per die re-rolled from the Agromech target lock) and suddenly two hits/two crits is a scenario that comes about frequently.

Without delving too far into the math, I'd say it's far more likely that Biggs dies in two proton torpedo shots than your "minimum of four".

Plasma torps are a slightly different story, but then again the first plasma torpedo attack will almost certainly bring down Biggs' shields, as one hit is just as good as two due to the plasma effect.

All that said, I don't disagree with your underlying premise that Biggs is a good choice against torpedo Scouts. I just don't believe the math is nearly as favorable as you stated.

Edited by Blue Nine

Palob nullifies one on the first engagement since they wont be able to Target Lock and he can take their Focus. You could try Palob w/ Wired/TLT/Zuckuss, N'Dru with Concussion Missiles, Glitterstim, Deadeye, and Chips, and 2 Black Sun Aces with Crack Shot. This would let you Palob one of the Scouts and gives you plenty of firepower to kill the other that you don't Palob. Two 3 dice attacks w/ crack shot, a 5 dice attack, and a TLT should be able to finish off one of the Scouts on the initial pass. You just have to figure out how to deliver N'Dru. If you don't want to bother with N'Dru just add another Black Sun Ace w/ crack shot. I'm not sure how good that list would do in general, but it would probably be pretty good against 3 Scouts.

Hmmm Palob would be a good start if you can ensure that you get into range 2 of your target. Stressing the scouts would also be a good method as then they can't focus to trigger the missile.

In the game I played, my opponent moved his scouts in formation which made it hard to dodge all of the arcs. I wasn't playing with a well known ace so taking a missile in the face was very hard to dodge. I was able to block one of the JMs but the remaining 2 were sufficient to kill my blocker.

http://geordanr.github.io/xwing/?f=Scum%20and%20Villainy&d=v4!s!174:19,126,136,-1,182,-1:-1:25:;174:19,126,136,-1,182,-1:-1:25:;174:19,126,136,-1,182,-1:-1:25:&sn=Torp%20Scouts

To beat Triple scouts.. At least IMO, anything with soontir fel. A phantom probabaly has a pretty awesome chance as well. Oh, and Carnor Jax stops dead eye.

Edited by BleakSquadron

Wes Janson will be handy for stripping TL/Focus tokens to stop one of them firing per turn at least.

Stay out of range/arc whilst killing them.

Easy(!)

Tarn Mison with R7 astromech will be more resilient against incoming ordnance. Downside is that at PS3, he will not be guaranteed to fire first.

Omega Leader for the Imps can hamper at least one per turn. Downside is that the JM you have locked could simply pick another ship to target. Still, OL with Comms Relay and Juke has a good chance of surviving until late game. With the Tie/Fo's good dial and 3 agility + evade, it should be able to grind them down once their ordnance is spent.

An easy option if alpha strike lists become too prevalent would be any list including:

Biggs Darklighter (25)

R4-D6 (1)

Integrated astomech (0)

Aside from crits, it will take a minimum of 4 attacks to bring him down, which would probably expend all the available munitions and leave you with 2 dice attacks against the rest of your ships.

That potentially leaves 3 tough ships, all with 2AD turrets to chase your last surviving ship. Might take a while but unless it has Regen, chances are they will grand it down eventually.

To be honest, I think a rebel regen list + Biggs would probably be a fairly strong contender.

36 Poe, R5-P9, Autothrusters

38 "Red Ace", R2 D2, Autothrusters, Comms relay

26 Biggs Darklighter, R4-D6, IA

100 Total

Keep both your regenerators within R1 of Biggs. Biggs will probably die in the opening salvo unless your opponent seriously whiffs his attacks. With only 2 agility, Biggs is unlikely to save enough to take him below R4-D6's cutoff. With this in mind, you might as well spend Biggs action on TL-ing or focussing to attack so he goes down swinging.

On the next turn, close as fast as you can with Poe and Red Ace. Boost if necessary if it puts you inside Range 1 and/or out of primary arc. After that it is a risky game of trying to dodge the second salvo of torpedos. Don't let your enemy unload more than one torpedo on either ship if you can help it. With 3 shields and 2 agility, the T70s can survive a single torpedo hit and start regening the next turn but 2 hits will likely kill them.

Eh, if I was running a list with OL I'd be using him as bait against them. Get them to attack him to get them out of position to my other ships could get in and kill them.

He's a great closer, but he's also a great ship for screwing up enemy strategy early because he's a great closer.

And I'll usually run lists with at least one other great closer.

The other interesting thing to do would be to run Carnor and just get him right up close and personal with them ASAP. Deadeye? Nnnnnope.

Palob nullifies one on the first engagement since they wont be able to Target Lock and he can take their Focus.

The other interesting thing to do would be to run Carnor and just get him right up close and personal with them ASAP. Deadeye? Nnnnnope.

Also, remember that Deadeye is optional, there's nothing stopping the Scouts from firing torpedoes with a TL.

The other interesting thing to do would be to run Carnor and just get him right up close and personal with them ASAP. Deadeye? Nnnnnope.

Carnor could really screw with them but he is fragile and his ability only works at range 1. With SD, Autothrusters and an Evade + Focus token, there is still a good chance that a torpedo hit or two would kill him as he closes. Remember each torpedo is a nearly guaranteed 4 hits. A turtled up Soontir fairs slightly better but even so, the first shot is likely to strip his tokens leaving him vulnerable to a second.

A Squint should be able to control range well enough to go from outside range 3 to range 1 in a single turn though.

Soontir fully turtled has around a 5% chance of being hit by a 4 die torpedo that rolls all good results for the attacker. Obviously this does increase if he has to spend tokens, but it still stays relatively low, his chances of weathering 3 4-hit shots at range 3 are still pretty good, I think better than 50:50, though the maths get into more complex conditional probabilities after the first shot and I'm not confident of being able to work those out.

But of course, if he does take a hit, he's then entirely screwed, so he's high-risk, high-reward in that situation.

Also, remember that Deadeye is optional, there's nothing stopping the Scouts from firing torpedoes with a TL.

An easy option if alpha strike lists become too prevalent would be any list including:

Biggs Darklighter (25)

R4-D6 (1)

Integrated astomech (0)

Aside from crits, it will take a minimum of 4 attacks to bring him down, which would probably expend all the available munitions and leave you with 2 dice attacks against the rest of your ships.

Unfortunately, I don't think this is accurate. If the Scouts are carrying Proton Torpedoes, odds are extremely high at least one crit will happen, as a focus can be turned into a crit. Add in the 42% chance that at least one natural crit is rolled in the initial dice roll (and the 12.5% chance a crit is rolled per die re-rolled from the Agromech target lock) and suddenly two hits/two crits is a scenario that comes about frequently.

Without delving too far into the math, I'd say it's far more likely that Biggs dies in two proton torpedo shots than your "minimum of four".

Plasma torps are a slightly different story, but then again the first plasma torpedo attack will almost certainly bring down Biggs' shields, as one hit is just as good as two due to the plasma effect.

All that said, I don't disagree with your underlying premise that Biggs is a good choice against torpedo Scouts. I just don't believe the math is nearly as favorable as you stated.

I definitely forgot about the proton torpedo's innate modification for a crit, to go with the guidance chips crit. At that point, R4-D6 probably isn't even the best option. I did napkin math without thinking about crits at all. Biggs will probably last 2-3 torpedoes, and if the red dice are cold there is a chance at 4. R5 isn't too great as an alternative, because I don't expect Biggs to live through the opening salvo. Either could have their uses, I guess.

Ok What is the Triple Torpedo Scout list??? I have not been able to find anything on it and would just like some clarity on it. I take it involves the Jumpmaster 5000 given its name?

Edited by jeframdenkar

Ok What is the Triple Torpedo Scout list??? I have not been able to find anything on it and would just like some clarity on it. I take it involves the Jumpmaster 5000 given its name?

http://geordanr.github.io/xwing/?f=Scum%20and%20Villainy&d=v4!s!174:19,126,136,-1,182,-1:-1:25:;174:19,126,136,-1,182,-1:-1:25:;174:19,126,136,-1,182,-1:-1:25:&sn=Torp%20Scouts

Here is 1 variant of it.

Basically 3 JM5000 scouts with deadeye, guidance chips, extra munitions and a missile of choice. For astro you can use R4 agromech or the overclocked r4. Both would give you the ability to further modify your missile roll to try to guarentee 4 hits.

The list is dangerous because of the 2 salvos of missiles that can be launched and then the 2 attack turret that is available after the missile salvos. Additionally with 9 hp it will take some focus fire to take down each JM5000.

To oppose this list you have to have good ability to dodge missiles or agility to avoid damage AND the ability to burn down the JMs in fairly quick order. Another thing to note is that the JM has a VERY good dial of green maneuvers that can help mitigate stress.

An easy option if alpha strike lists become too prevalent would be any list including:

Biggs Darklighter (25)

R4-D6 (1)

Integrated astomech (0)

Aside from crits, it will take a minimum of 4 attacks to bring him down, which would probably expend all the available munitions and leave you with 2 dice attacks against the rest of your ships.

Unfortunately, I don't think this is accurate. If the Scouts are carrying Proton Torpedoes, odds are extremely high at least one crit will happen, as a focus can be turned into a crit. Add in the 42% chance that at least one natural crit is rolled in the initial dice roll (and the 12.5% chance a crit is rolled per die re-rolled from the Agromech target lock) and suddenly two hits/two crits is a scenario that comes about frequently.

Without delving too far into the math, I'd say it's far more likely that Biggs dies in two proton torpedo shots than your "minimum of four".

Plasma torps are a slightly different story, but then again the first plasma torpedo attack will almost certainly bring down Biggs' shields, as one hit is just as good as two due to the plasma effect.

All that said, I don't disagree with your underlying premise that Biggs is a good choice against torpedo Scouts. I just don't believe the math is nearly as favorable as you stated.

I definitely forgot about the proton torpedo's innate modification for a crit, to go with the guidance chips crit. At that point, R4-D6 probably isn't even the best option. I did napkin math without thinking about crits at all. Biggs will probably last 2-3 torpedoes, and if the red dice are cold there is a chance at 4. R5 isn't too great as an alternative, because I don't expect Biggs to live through the opening salvo. Either could have their uses, I guess.

Chimps DON'T get an autocrit on a torp scout; the scout only has a 2 primary weaponso the GCs only guarantee a hit.

Chimps DON'T get an autocrit on a torp scout; the scout only has a 2 primary weaponso the GCs only guarantee a hit.

I was thinking about this - would it make sense to line up on the JM5k's right side, especially if they're in a line? Since they have a harder right than left, is that something that can be exploited, especially if you have the ability to stress them prior to them having to turn right?