T-70/VXC/Shuttle for regions first store champs!

By brandonsosoli, in X-Wing Squad Lists

I urgently need your help people, Store Champs this weekend and am undecided between 2 lists. It is my areas for ever Store Champs in Nowra, Australia.

I can tell you already, nobody is play triple toilets. The most common meta build currently is Palp/Aces or Imperial Aces. A few Dengar builds but mostly with a small mini swarm to go alongside him.

The guy who has won the most games and is pretty much undefeated in competitive games is running triple Predator T-70's.

"Zeb" Orrelios (18)
Phantom (0)
Ello Asty (30)
Adaptability (0)
R2-D2 (4)
Autothrusters (2)
"Chopper" (37)
Fire-Control System (2)
Autoblaster Turret (2)
Dash Rendar (2)
Hera Syndulla (1)
Ion Projector (2)
Ghost (0)
Total: 100
or
"Zeb" Orrelios (18)
Autoblaster Turret (2)
Saboteur (2)
Phantom (0)
Hera Syndulla (40)
Accuracy Corrector (3)
Autoblaster Turret (2)
Navigator (3)
Dash Rendar (2)
Engine Upgrade (4)
Ghost (0)
Bandit Squadron Pilot (12)
Bandit Squadron Pilot (12)
Total: 100
I have had success with both against the only mate of mine available to play prior to the tourney. He plays Whisper/Inquisitor and Valen
Let me know your thoughts please.

Build 2 looks best placed to take advantage of your auto blaster turret for hunting ships down as opposed to just creating a zone of deterrent.

Having said that, I do like Build 1 but I think the use of Chopper is a bit confused. Chopper is going to need to bump to work and so Zeb crew becomes a high priority. I do like the Ghost/Phantom/T70 combo but I would be tempted to restructure it a bit to trim the Ghost, boost the Phantom and swap Ello Asty for Red Ace. How does this look?

Ezra Bridger (20)

Rage (1)

Phantom (0)

Red Ace (29)

Adaptability (0)

R2-D2 (4)

Comms Relay (3)

Integrated Astromech

"Lothal Rebel" (35)

Fire-Control System (2)

Dorsal Turret (3)

Dash Rendar (2)

Hera Syndulla (1)

Ghost (0)

Total: 100

Doubling the range of the turret compensates for the fact that this build is not so proficient at actively hunting down enemy ships. It also means you can comfortably launch Raging Ezra whenever you feel he will be best unleashed with decent offensive and defensive mods. Trading Ello Asty for Red Ace gives you a late-game tank who will be very hard to kill. Throw the Ghost and Phantom into the fray aggressively with Red Ace in support and aim to do as much damage as possible before they go down. Very few ships have the firepower to take down Red Ace one-on-one when you get to the end-game.

Edited by Karhedron

Build 2 looks best placed to take advantage of your auto blaster turret for hunting ships down as opposed to just creating a zone of deterrent.

Having said that, I do like Build 1 but I think the use of Chopper is a bit confused. Chopper is going to need to bump to work and so Zeb crew becomes a high priority. I do like the Ghost/Phantom/T70 combo but I would be tempted to restructure it a bit to trim the Ghost, boost the Phantom and swap Ello Asty for Red Ace. How does this look?

Ezra Bridger (20)

Rage (1)

Phantom (0)

Red Ace (29)

Adaptability (0)

R2-D2 (4)

Comms Relay (3)

Integrated Astromech

I like using Red Ace with the Ghost but he doesn't have the elite pilot ability slot. Not that it really matters adaptability is "0" points so your build still works