Going to start learning PalpAces, have some questions

By burningaa, in X-Wing

So my loadout is as follows:


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Inquisitor: PTL, Tie/v1, Autothrusters


Omega Leader: Comm Relay, Juke


Omicron Group Pilot: Emperor Palpatine


Wampa

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This comes out to 100 points total. I've only played squads based around large ships thus far (Dash+Ghost and Dengar+Kath mostly), so I have no clue how to fly this list. Overall my questions are as follows.


1. How am I supposed to use Wampa effectively? Is he going to chip away at someone each turn while staying at range 3? Should I just evade with him every turn?


2. What tips are there for flying the shuttle? It seems like everyone will be gunning for it first, and the thing has godawful maneuvering. Am I supposed to use it like a Ghost and have it block a ton? Or is there a better way to maneuver it?


3. How does this list do vs other ace lists, namely the PS9 aces? I know Omega Leader and Wampa can put some hurt on but it seems like a daunting matchup.


Thank you guys so much for considering this post and I look forward to all answers and criticism!

Edited by burningaa

I honestly do not understand why this list even works at all. or even what you'd do against anything, ps9 or large ships. I know you can block, but still, having the higher ps works out better in most cases

I honestly do not understand why this list even works at all. or even what you'd do against anything, ps9 or large ships. I know you can block, but still, having the higher ps works out better in most cases

From what I've seen this list does well at tournaments in general. If I had to guess, it's that Soontir can't actually use Autothrusters against anyone in this list and Contracted Scouts don't care what your PS is, but being tankier does help. This is only my guess though.

Edited by burningaa

Keep Inquisitor at RB3 as much as poss. Push crits through with Wampa using PayPal to guarantee the crit unless desperate for it on defense. Keep the shuttle on a slow for as long as possible, if they gun for it hit their flanks.

That is how i would use them anyway, but I'm not a Torniment player.

I just have no idea. I think my opponents have been good enough that if I even look like Inq is going to be R3 and far, they'll burst straight for something else and pop that in one turn. So, our matches become precision each literal move counts, one move of ceasefire and you've lost the match due to lack of firepower.

(Psst, don't ask me why I'm bad at Soontir. =D )

I just have no idea. I think my opponents have been good enough that if I even look like Inq is going to be R3 and far, they'll burst straight for something else and pop that in one turn. So, our matches become precision each literal move counts, one move of ceasefire and you've lost the match due to lack of firepower.

(Psst, don't ask me why I'm bad at Soontir. =D )

Seriously, this list murders the **** out of Soontir.

I've found it to be a reasonable list. It just won the Fresno regional too. Palp does a lot of work, can be a 3 dice attack and can also block when necessary. Omega Leader can solo against the best of them, Inquisitor is always turtled up and does great work against thrusters.

And Wampa is an amazing little tool to have. He's only a TIE fighter and he's only 14 points so they don't get much for killing him. But he can just evade and snipe anything from range 3. His ability to take down otherwise very hard to kill targets like Fel, Omega Leader, Whisper, Corran, Red Ace, is awesome.

I have been running this list and the precursor with Vader since December at tournaments. The reason this list works is because there are four different targets that are all powerful, so target priority for your opponent is difficult. I will typically set the shuttle up in the corner perpendicular to the other ships and take a full stop for turn 1, 1 forward turn 2 to bump and clear stress, and then after that I set my movements based on what the opponent is doing. I am not afraid to send the shuttle in to get some shots/block because 4 dice at R1 with Palp backing up can tear stuff apart really quickly. As for the other ships, I usually put Wampa next to the shuttle a little over a range ruler's width away with Omega Leader behind. Turn 1, I usually do a left hard 1 or 2 depending on how aggressive I need to be, so that I can charge up Omega Leaders Comm Relay. Inquisitor is another range ruler's width away, and I will bank him to the left with a 2 or 3 or send him forward depending on the the location of the opponent's ships. I like to slow roll the ships until I see where the opponent is moving and then I will move in for the kill. Keep Inquisitor at R3 to use your AT; don't be afraid to K turn or Sloop with Omega Leader once you have the evade and TL and are attacking the TL'ed ship. Wampa is a great little blocker as well and remember that the dice cancellation happens after the opponent rolls their dice, so if they blank out, it might be better to not cancel the dice. This worked against me with a blocked Whisper. I rolled Hit + Crit, Whisper blanks out, loses last shield and takes direct hit. After that I just had to finish off RAC. Hope this helps.

I have been running this list and the precursor with Vader since December at tournaments. The reason this list works is because there are four different targets that are all powerful, so target priority for your opponent is difficult. I will typically set the shuttle up in the corner perpendicular to the other ships and take a full stop for turn 1, 1 forward turn 2 to bump and clear stress, and then after that I set my movements based on what the opponent is doing. I am not afraid to send the shuttle in to get some shots/block because 4 dice at R1 with Palp backing up can tear stuff apart really quickly. As for the other ships, I usually put Wampa next to the shuttle a little over a range ruler's width away with Omega Leader behind. Turn 1, I usually do a left hard 1 or 2 depending on how aggressive I need to be, so that I can charge up Omega Leaders Comm Relay. Inquisitor is another range ruler's width away, and I will bank him to the left with a 2 or 3 or send him forward depending on the the location of the opponent's ships. I like to slow roll the ships until I see where the opponent is moving and then I will move in for the kill. Keep Inquisitor at R3 to use your AT; don't be afraid to K turn or Sloop with Omega Leader once you have the evade and TL and are attacking the TL'ed ship. Wampa is a great little blocker as well and remember that the dice cancellation happens after the opponent rolls their dice, so if they blank out, it might be better to not cancel the dice. This worked against me with a blocked Whisper. I rolled Hit + Crit, Whisper blanks out, loses last shield and takes direct hit. After that I just had to finish off RAC. Hope this helps.

This is exactly what I wanted. I was unsure of the placement and how to play each one. I take it aggressively flanking isn't what this list wants to do unless it goes against a swarm or a ship like the Hound's Tooth that can't turn around easily.