What squads beat imp-aces, palp-aces and u-boats?

By The_Brown_Bomber, in X-Wing

What squads beat imp-aces, palp-aces and u-boats?

Pretty much the question of the current meta.

5x Green Awings

Crack ties

So swarms it seems is an answer

Edited by Luke C

Spring may be a difficult time getting that answer as most people are trying to figure that out as well. I'd imagine anyone who has found successful combos beyond Carnor Jax and Palob would want to keep it to themselves for their SCs.

Spring may be a difficult time getting that answer as most people are trying to figure that out as well. I'd imagine anyone who has found successful combos beyond Carnor Jax and Palob would want to keep it to themselves for their SCs.

Or Regionals.

I have a theory, that both IMP-aces and Palp-aces have the same weakness, and that is blockers. If you can lock on of the triple threats down long enough, by either denying movement/action, or stressing/ionizing to destroy one, the sand castle pretty much collapses as long as you set yourself up so that you lose the least amount of points possible in the first turns for setting up the kill.

Contracted scouts.... well that's the question.

Edited by FlyingAnchors

Just remember- that which beats Palp Aces may die to TLTs and stresshogs. Any list you build will have weaknesses that another list can exploit. At least, until they add the Suncrusher to the game, then all bets are off. Hahaha.

Just remember- that which beats Palp Aces may die to TLTs and stresshogs. Any list you build will have weaknesses that another list can exploit. At least, until they add the Suncrusher to the game, then all bets are off. Hahaha.

Well, at least the Suncrusher would be crud at offensive power (except its bumping should do some damage), until it fired its one use torpedo that destroys everythning on the map (except itself).

But hey, at least the Suncrusher's opponent will get some points from when the rest of the suncrusher's friends all die in the supernova!

Suncrusher (301pt)

Oh well...

Edited by Sciencius

im testing out some scum variants using 2 torp carrying contracted scouts and 1-2 support ships. you have quite a number of options with what u can do with those remaining 28-34pts. Misthunter, 2x headhunters or hawk all are pretty decent.

Edited by The_Brown_Bomber

What squads beat imp-aces, palp-aces and u-boats?

The squads that are consistently beating imp-aces, palp-aces, and u-boats are the squads that:

  1. Are well balanced against a variety of threats
  2. Have been tested against popular Meta lists and tweaked and tested again
  3. Have been flown in practice to learn all the nuances of the list.
  4. A lot.
  5. Are in the hands of seasoned Veteran players, who know the ins and outs of the game by heart and know how to read their opponents, navigate the map, and mitigate dice luck

So really, asking "what squads are beating the Meta Monsters right now?" is placing a lot of emphasis on point #1 and mostly ignoring points #2-5, when really it should be the opposite.

(But if you're looking for something fun and different to try, I saw this list do really well at our 34-player Store Championship a month or so ago, so it was before wave 8 was released but it should still do well against U-boats I think:

As I recall, the list was:

  • Omicron Group Pilot + Darth Vader
  • Captain Yorr + Emperor Palpatine
  • Wampa
  • Black Squadron Pilot + Crackshot
  • Black Squadron Pilot + Crackshot

The guy who flew it had obviously practiced it a lot and was very good at controlling the engagement to his advantage. Most everything is PS4, going before U-boats and giving you a lot of flexibility in activation order. Has a good variety of tools for dealing with a variety of lists, and has a healthy amount of hit points to chew through.)

I don't have a magic bullet, but if you're looking for an interesting list, do what I do and follow the recipe of ace + blocker + fill the rest with reliable damage-dealers that have some tricks on the side.

Paul Heaver's list is obsolete because of the Scout Menace, but it doesn't mean the core concept is flawed, methinks. I've been playing around with:

Inquisitor

Advanced: Storm, AC, clusters, chips

Bomber: Gamma, protons, extra munitions, bombs of choice, chips

Fighter: Academy pilot

My experience is that the list blows away scouts pretty convincingly, and while the bomber will usually not get to fire its torpedoes versus any imperial aces, it will help to take down the shuttle quick. 3 Imperial aces is tough, but you have a blocker and bombs to set up potential kill situations - and the cluster storm and procket inquisitor are pretty good at exploiting those.

Definitely not a magic bullet, though, just something that is fairly reliable.

Crack swarm is a good bet.

Beer.

either imp-aces, palp aces or u-boats

I've had good luck using a Bumpmaster (Intimidation, Anti-Pursuit Lasers, Intelligence Agent, and Feedback Array) with some type of glass cannon ship such as Talonbane Cobra or N'Dru. Bumpmaster is the perfect setup man for high damage ships like those.

Rebel control.

:D :D :D

I'm going to toy around with Manaroo-Adaptability + Palob-Opportunist-Blaster + Kavil+Blaster.

If I can get a good block with Manaroo that leaves me with two ships that can repeatedly throw four dice with a TL+Focus.

I'm going to toy around with Manaroo-Adaptability + Palob-Opportunist-Blaster + Kavil+Blaster.

If I can get a good block with Manaroo that leaves me with two ships that can repeatedly throw four dice with a TL+Focus.

A similar list made me look exceptionally bad at recent kit tourney. I had no idea how to attack this.

I literally LOL'd when I read the header. That's like trying to find out how they get the caramel into the caramilk bar! But seriously, really to win against anything requires practice and a game plan. Using a low point squad (98 or 97) allows you to be more consistent with how you play. Deciding how to play with or without initiative leads to quick thinking (aka mistakes on tactical assessment) and potential for botched game plans! Some people would disagree, but I also think having a consistent method for putting down asteroids helps too. Otherwise, hope for lucky dice!

well imo you can tweek U-Boats to beat imp-aces and palp-aces, the mirror is tricky as you really need initiative or a counter to their ordnance, thats why i think 2 boats and something else like Palob could be the answer. ur really trying to give yourself some type of edge in those specific matchups and then its up to you to play well and capitalize on it. iv had success with feedback arrays, they dont help vs other u-boats but palob looks like a nice counter to their focus economy. Positioning him where he can do that is going to take some skill and thats where other variables like experience, asteroid placement, ship placement and your ingame tactics early on will make the difference.

Edited by The_Brown_Bomber