Talk me into flying something at nationals

By catachanninja, in X-Wing

So US nationals is now less than a week away and I'm in a rough spot here, thanks to work and family I've only got about five games in over the last month. So I'm kinda lost as to what i should fly. Regionals didn't go as well as i hoped with a bunch of 4-2 finishes. It may be too late for me anyway but if anyone can help me it's you lovely folks. I've got it narrowed down to three options.

Option 1 is what I had been practicing, whisper, carnor jax and omega leader. I enjoy mechanics like cloak and bb8, and I look for every excuse i can to bust out agent kallus and his sideburns of justice. I thought this would be especially good if veterans were released. The problem I'm having is getting my openings right, in the few games i played i'd occasionally put ships in bad places without help, and again, i haven't gotten many reps in.

Option 2 is imperial a holes. This is what I played through regional season, it's a strong list and if I make a few better decisions or have a few dice rolls go my way i probably feel better about everything and don't need to post this, but i haven't touched the list in almost two months.

Option 3 is rebel junk, probably with a stresshog and either chopper or ezra. Historically i am a rebel player and all of my past sucess has come with them, even with zero reps I'll have an intimate familiarity with whatever i put on the table, the challenge is that i'll likely either lose to u boats or aces.

Like i said this may be too little too late, family cut off my chance to get games in today so i'm looking at maybe three games before nationals, but if any one can help me it's you wonderful people. Help me x wing forums, you're my only hope.

If you have such limited practice time, I would suggest taking the list you know best, which sounds like it would be Option 2. Then all your practice games need to do is work the rust out, rather than teach you how to fly something different.

If you were to do well with Rebels, you'd be bucking the current trend. If that appeals to you, you have your answer. If not, I'd go with Option 2, because you have more practice and are more familiar with the list.

IG B and D

Both with Mindlink, FCS, HLC, Feedback Array, Autothrusters, IG-2000

It does well against U-Boats and it has answers to Palp Aces. You have Autothrusters for turrets, albeit Dash counters this build.

Alternatively, if you ditch the Feedbacks you can put Tractor Beams and Inertials into the build. Then you can run the old damage deck and take advantage of a bunch of dead draw crits. Lose your secondary? Okay, no more tractor beam. One less primary weapon attack die? Lol HLC. Old blinded pilot? Cannon gunner. Hell, that helps you, forces a miss so you pick up the FCS lock and can wallop something with 4 hits with cannon gunner.

Join scum and ride the party bus to victory.

If you have such limited practice time, I would suggest taking the list you know best, which sounds like it would be Option 2. Then all your practice games need to do is work the rust out, rather than teach you how to fly something different.

I'd do this. Being familiar with a build and having not flown it in a month is better than something you have recent experience with that you're still trying to figure out, or some rebel junk list that loses to the 2 main meta lists that you don't have any experience with.

List 2. It's what you've had success with. You're getting games in today so you'll be able to shake the rust off.

Edited by ParaGoomba Slayer

I love scum. As such, lately I have had great success with the following list:

Dengar (50)

Punishing One title

R4 Agrmech

Adaptability

Recon Specialist

Zuckuss (32)

4-Lom

FCS

VI

N'Dru (18)

VI

Its rub simple. You put Zuckuss and Dengar together and NDru range 3 away from them as a flank. As you are PS 9 and 10 you have almost guaranteed the best PS. Charge your opponents and wipe them out quickly.

Dengar you want facing his opponent so he can shoot twice. Zuckuss you always use his ability for a 4 dice attack, hopefully with focus and target lock. 5 dice at range one. 4-Lom's ability is always a good thing.

N'dru is just a nice Z that your opponent has to take down sometime, and generally not as the last ship where he can toss out 3 dice attacks with ease.

I say what ever you fly, you will fly it well. Your rebel lists you like to fly will be an uphill battle for you. Come to the dark side. I vote 1 first then 2

The problem with option 2 is there are likely going to be other players flying it, and unless you think you are the best pilot in the region with that list, you might be setting yourself up for a mirror match loss.

The rebel list is tough because, well, it's rebels, and Option 1 is Palp Aces - Palp. I probably like that option the best, but when it comes down to it, fly what you enjoy, and then fly what you are comfortable with.

I haven't lost a league match or a tournament match with Imperial A-holes. Record is like 16-0 or something like that. Granted it's just local competition, but I love the list, it has all the components I love about Imperials built into one list. So I would say pick that one.

TIE FIGHTERS!!!!!!

TF2-750x319.jpg

I don't envy you your situation. None of those squads are really scary. Worse even, you are out of practice. Aholes is the default strong build you posted so I say stick with that. Aholes has a really high ceiling and if you get a hot dice game it can bone a great player. So you have some dice and bad play insulation, and you have some solid matchups.

Is it just me or is Palp easy mode?

I default to trip aces, but they are only great if you play them well. Trip aces have a bunch of inherent matchup favorability. And people notoriously play badly against them.

I don't envy you your situation. None of those squads are really scary. Worse even, you are out of practice. Aholes is the default strong build you posted so I say stick with that. Aholes has a really high ceiling and if you get a hot dice game it can bone a great player. So you have some dice and bad play insulation, and you have some solid matchups.

Is it just me or is Palp easy mode?

I default to trip aces, but they are only great if you play them well. Trip aces have a bunch of inherent matchup favorability. And people notoriously play badly against them.

If you've ever seen Zack Mathews fly those squads they are scary

Make a statement and get yourself recognized -- Scyk swarm!

Well, you could always say screw everything and bring last year's list. You might actually have enough stress to trip up Palp-Aces Aces if you can double stress two aces, since Palp+Autothrusters is usually enough to keep one stressed ace alive long enough to cripple your squad, but two keeping two action less ships alive would stretch your opponent thin. But that's going to be a herculean task, and of course U-boats laugh at Panic Attack.

So, I'd say go with your regional list.

Edited by Squark

Make a statement and get yourself recognized -- Scyk swarm!

He needs no introduction

Make a statement and get yourself recognized -- Scyk swarm!

He needs no introduction

Perfect opportunity to start a new trend then.

Go with what you have the most experience flying.

Make a statement and get yourself recognized -- Scyk swarm!

He needs no introduction

Perfect opportunity to start a new trend then.

He would just say it would be better off to have 100 point initiative bid

8 Bynaree Pirates with Deadman's switch :)

Thanks guys, i was leaning towards imperial a holes but i wanted to hear it from somone smarter than me to make sure my brain wasn't stil work fried. Got a pair of games in today and a few more for tomorrow.

I bet tomorrow you will get some good practice in

I bet tomorrow you will get some good practice in

Looking forward to seeing ya bud

Bit late to the thread, but something that has been serving me well lately is a fat ghost:

Kanan Jarrus

Ghost title, ion turret, recon specialist, Chewbacca, reinfoced deflectors.

(total 53 points)

Zeb orellios w/ phantom title

(18 pts)

Jake Farrel

test pilot, VI, PTL, autothrusters, chardaan refit

(28 pts)

(99 pts all together)

I haven't managed to get as much play as I'd like with the list, (and I haven't had chance to fly it against u-boats yet) but it's held up nicely against everything I've been able to throw at it.

Having the combination of a nice tanky ghost and a fast & slippery Jake seems to give a lot of flexibility in how you can approach other lists.

Although I have been giving some serious consideration towards swapping chewie out: Changing him for Jan Ors shouldn't detract from the ghost by any appreciable measure, and should give Jake a decent initiative bid.

If you have chance to fit it in, I recommend taking it for a flight or two, you may be pleasantly surprised by the results.

Namdoolb, i was actually looking at a similar list but with chooper and stresshog, it was kinda fun, but stresshog got taken off the board too easily