Need Help in Picking Best of Two Lists

By JediPartisan, in X-Wing Squad Lists

So I have a tournament coming up (just a store tourney) and I think I've narrowed it down to two lists. I would really appreciate some help, so let me know which one you like better or if both suck outright. ;-)

Thanks for your help.

1st List "Gold Ghost" 100pts

VCX-100 > Kanan Jarrus 56pts

Sensor Jammer

Twin Laser Turret

Recon Specialist

R2D2 (crew)

Ghost (title)

Tactical Jammer

Y-Wing > Gold Squadron Pilot 26pts

Twin Laser Turret

R3A2

BTL-A4 Y-Wing (title)

Attack Shuttle > Zeb Orrelios 18pts (docked)

Phantom (title)

2nd List "Under Contract" 100pts

YV-666 > Latts Razzi 44pts

Weapons Engineer

Dengar

Gonk

Experimental Interface

G-1A Starfighter > 4-Lom 29pts

Wired

Zuckuss

Star Viper > Black Sun Enforcer 27pts

Autothrusters

The second one is just bad. The first one looks really boring, but I think it could be effective.

The second one is just bad. The first one looks really boring, but I think it could be effective.

Thank you. That does help, but why is the second so bad?

Latts, right now, is the worst YV pilot to field.

And the generic Viper is not only overcosted, but a terrible choice on the 27-pt range for Scum.

If you're going to a tournament (with a tournament-mindset) and are actually worried about the squad you're taking, then you have a problem.

Any proposed change at this point requires you to field a different squad. If you're down for it, say the word.

I do not want to be discouraging, but both lists could use a little tweaking if you want them to be competitive. Maybe like this?

Kanan Jarrus (38)
Fire-Control System (2)
Dorsal Turret (3)
Tactician (2)
Recon Specialist (3)
Ghost (0)
Ezra Bridger (20)
Push the Limit (3)
Autoblaster Turret (2)
Nien Nunb (1)
Gold Squadron Pilot (18)
Twin Laser Turret (6)
R3-A2 (2)
BTL-A4 Y-Wing (0)
Total: 100
So here's what I'm thinking: You can now double stress with the Stresshog (obviously, that's what it's for) but also with your Kanan using the Tactician. Because you have a docked shuttle, you can fire from the primary or rear arc and anything in R2 gets stressed. If you have the shuttle docked, you can use the Dorsal turret to fire at that ship in R2 again during the end phase to deal a second stress.
You need to be careful, because the Dorsal Turret will not be able to harm a Soontir or Inquisitor who comes up on your flank, although there's a slim chance that you'll get lucky with the second shot if the first shot strips tokens (I still wouldn't count on this). Another option for taking out enemys with autothrusters is wait until you're pretty sure you can get a good block with your Ghost, then deploy Ezra prior to moving. If Ezra can then PtL to barrel roll into position and then take a focus action, you might be able to push damage through with your autoblaster turret. FCS is key if you're going to use the title so that you can actually deal damage with those extra shots.

I don't see the value in taking TJ on the Ghost unless you have Biggs following. I mean who is going to shoot through the Ghost in that situation? Also TLT isn't great on the Ghost. The title only nets 3 shots not 4 and its dial lets it close range quickly and easily. ABT and Dorsal should net you more bang for your buck than the TLT ever will.

As mentioned Latts isn't in the best place, there are some ways to make em work a bit better but there are better options on the YV. Either Bossk or the Slaver can be far more effective in that ship. As for the Star Viper, sadly it is in a pretty bad spot and is over-costed for what you get (its a TIE defender, it needs similar lovin') If you want to fly one then totally kitting out Guri will net some success but outside that its rough flying. And if you are only bringing 1 G-1A then you really should run the title, even if you don't use a TB, the 1 pt. for barrel roll is too good to pass up.

If you're wanting to use Kanan, don't forget that you can actually pile on TWO Rec. Specs. Yes, you only get 3 focus tokens, but I flew it a couple weeks ago casually and it REALLY pissed off my opponent... maybe not the most efficient use of points and a crew slot in a tournament, but certainly annoying for any opponent.

Some people might think the critique was harsh, but that did help.

I have decided to go with list #2, but with some modifications.

I'm going to ditch the autothrusters and put the title and tractor beam on the G-1A.

This drops me to 99 points. I may add inertial dampners since my somewhat low pilot scores means there are few ships that will be at my level, lower or higher, but not at. This means that one less point may give me initiative, but it wouldn't help much, as people tend to the extremes in pilot skill.

As for Latts, I don't disagree with your assessments... entirely.

The ability to reduce someone's defence dice is a BIG deal. I think that's why the point value for Latts may seem skewed.

Keep in mind, she is not like a tractor beam, which needs to hit first to reduce agility. Latts reduces the agility automagically and can still attack, what's more, she can do it twice in one round (with WE). So against those arc-dodgy ships they go from 4 dice to 3 and if they had a stealth device, they more than likely will be at 2 dice for the very next attack (bye-bye Sootir). For Solo and 1 dice ships, it means no C3PO (no dice, no guess). The only point where Latts' ability doesn't help much is the Ghost or Deci (0 dice ships), but hopefully it means quick removal of any support ships.

As for the Star Viper... well here I agree with you 100%. Why am I still keeping it? The truth is, I played a list where I came in 4th in a tournament where I used an E-Wing as the blocker. Yep, it's pricy, but three defence dice and three attack dice, as well as barrel roll and boost, making it able to get where I want it when I want it. This means that not only would the arc-dodgy's agility be reduced by 1, but it would also have no actions... I hope. ;-)

Thanks so much for your help, it did make me re-evaluate everything, even though I kept much the same list.

It's probably a list I should have tried before a tournament, but health issues keep me at home too much. :-(

I will let everyone know how I did, even if it is exactly as you would think. ;-)

Thanks again, and wish me luck... I'm going to need it.

Green dice are fickle. That's why Latts' ability is always the subject of inquiry. It's not bad per se, though.

If you really wish to keep Latts, then:

Latts Razzi (33):

• Dengar (3)

• K4 Security Droid (3)

• Weapons Engineer (3)

Total: 42 pts

Dengar for mods. No mystery here.

K4 is mandatory on her. Means you don't waste actions when prepping her ability and you can attack with full mods (by taking focus as your action and letting Dengar re-roll dice).

Weapons Engineer spreads out the love. With K4, it activates twice on a green move, saving you loads of trouble. You should be trying your best to focus-fire, though. And you can't take TL on the same target twice. That means you can trade it for something else, should you need room.

With the leftovers, you can still keep AT on the Viper, give 4-LOM his title and either keep the bid (unnecessary, IMO) or go the more interesting route: Inertial Dampeners on Latts. Double full-stop is a nice trick for a YV and if you're bringing WE, chances are you still have a TL to burn.

And if you still wish to lose AT on the Viper, give FCS to 4-LOM. Wired only re-rolls eyeballs, you still need to deal with blanks.

Edited by K Genesis

Green dice are fickle. That's why Latts' ability is always the subject of inquiry. It's not bad per se, though.

If you really wish to keep Latts, then:

Latts Razzi (33):

• Dengar (3)

• K4 Security Droid (3)

• Weapons Engineer (3)

Total: 42 pts

Dengar for mods. No mystery here.

K4 is mandatory on her. Means you don't waste actions when prepping her ability and you can attack with full mods (by taking focus as your action and letting Dengar re-roll dice).

Weapons Engineer spreads out the love. With K4, it activates twice on a green move, saving you loads of trouble. You should be trying your best to focus-fire, though. And you can't take TL on the same target twice. That means you can trade it for something else, should you need room.

With the leftovers, you can still keep AT on the Viper, give 4-LOM his title and either keep the bid (unnecessary, IMO) or go the more interesting route: Inertial Dampeners on Latts. Double full-stop is a nice trick for a YV and if you're bringing WE, chances are you still have a TL to burn.

And if you still wish to lose AT on the Viper, give FCS to 4-LOM. Wired only re-rolls eyeballs, you still need to deal with blanks.

Dam!

That's brilliant!

Now I feel like I have a better chance. ;-)

Thank you!

Your second squad has all its points wrapped up into ships that lack maneuverability and are non-turreted; So you'll have some real problems against Aces.

Additionally, when you compare Latts' ability to that of Zuckuss, you really see how she'll have low impact on the game. However, If you did want to fly a supporting vessel that lowers agility, pretty much any ship with a Tractor Beam is going to be superior to Latts. (Tractored Ships Lose agility throughout an entire round, not just for a single attack) A great Tractor Beam ship is the Mist Hunter itself, flown by Zuckuss. (I'd probs fly Zuckuss with Adaptability and Dengar)

To really take advantage of a ship with lowered agility, you want to roll as many attack die as possible; The best way to do that is with a swarm (I'd probs just fly some headhunters)

Your second squad has all its points wrapped up into ships that lack maneuverability and are non-turreted; So you'll have some real problems against Aces.

Additionally, when you compare Latts' ability to that of Zuckuss, you really see how she'll have low impact on the game. However, If you did want to fly a supporting vessel that lowers agility, pretty much any ship with a Tractor Beam is going to be superior to Latts. (Tractored Ships Lose agility throughout an entire round, not just for a single attack) A great Tractor Beam ship is the Mist Hunter itself, flown by Zuckuss. (I'd probs fly Zuckuss with Adaptability and Dengar)

To really take advantage of a ship with lowered agility, you want to roll as many attack die as possible; The best way to do that is with a swarm (I'd probs just fly some headhunters)

Your reasoning, while not wrong, fails to consider two points:

1. Latts is an independent attacker here, who may or may not support other attackers.

She uses her ability to her own benefit, at first. You don't need to worry about the rest of the squad, unless Latts doesn't have a clear shot. If she doesn't, and only then, her support side kicks in. Weapons Engineer allows her to double down as both. Against T-Beam, she earns her keep twofold - she's a damage dealer (while the T-Beam ship isn't) and works no matter how many ships you're fielding.

2. Whatever is packing T-Beam dedicates itself entirely to it.

Not only a T-Beam ship is relegated to a no-damage role, it must have specific qualities. High PS, low point cost (so it's not a sink AND allows you to fit a numerous squad) and disposable. Finally, not only it depends on the rest of the squad, it focuses only one ship. Latts with WE can take on different ships if, for some reason, you're not able to focus fire.

I'm not saying Latts is better. I'm saying T-Beam doesn't make her obsolete. Apples and oranges.

Your reasoning, while not wrong, fails to consider two points:

1. Latts is an independent attacker here, who may or may not support other attackers.

She uses her ability to her own benefit, at first. You don't need to worry about the rest of the squad, unless Latts doesn't have a clear shot. If she doesn't, and only then, her support side kicks in. Weapons Engineer allows her to double down as both. Against T-Beam, she earns her keep twofold - she's a damage dealer (while the T-Beam ship isn't) and works no matter how many ships you're fielding.

2. Whatever is packing T-Beam dedicates itself entirely to it.

Not only a T-Beam ship is relegated to a no-damage role, it must have specific qualities. High PS, low point cost (so it's not a sink AND allows you to fit a numerous squad) and disposable. Finally, not only it depends on the rest of the squad, it focuses only one ship. Latts with WE can take on different ships if, for some reason, you're not able to focus fire.

I'm not saying Latts is better. I'm saying T-Beam doesn't make her obsolete. Apples and oranges.

Latts and Tractor Beam certainly have strengths and weaknesses of their own, and although Tractor Beam does put a few more restrictions on your squad list, I'd still rather accommodate for it. The subtracting of one green die over the course of an attack doesn't compare to the subtracting of four green die over the course of a combat phase.