Very Scary Aces ( or how to make u-boats cry).

By Psalm 112, in X-Wing Squad Lists

Here's a build that even u-boats will have a hard time hitting.

Standard Soontir (35)

Same setup Carnor (34)

Standard Inquisitor (31)

Total (100)

Seriously the probably hardest to hit squad in the game, and it packs out decent damage.

If you have ideas on how to improve please tell me, though I can't think of any better way to deny u-boats and really every body in general from actually hitting me.

if by cry you mean "cry havoc and let loose the dogs of war"

nothing to improve list-wise (they're "standard" for a reason), it's just that the execution is easier said than done

you have to be especially careful with carnor. there isn't much room between carnor being a boss and carnor being a fly on the windshield

sadly can't find the picture of it, so just enjoy it happening to vessery instead

13122951_10156813730610142_1390155922225

basically if you don't stick your approach you'll end up with an actionless carnor jax staring down a range 2/3 fully modified proton torpedo :(

honestly, you also have to be careful with lil 'quizzy

see, the dial's arranged such that you will get auto-blocked by a large base if you're stuck doing greens. the only non blocked maneuver (sometimes) is the 4 foward, and that'll get you stuck in range 1 with a PWT

this I learned playing AS the inquisitor, sadly :P

12440648_10156619563915142_4653406101154

Edited by ficklegreendice

Anyone else have ideas.

It's a tricky to hit list but with only 10 health it would be real fragile against anything that forces through damage, feedback array, Vader, Ten Numb, LT Blount, well places Connor nets etc.

A good list against certain ships but there are plenty of counters out there.

It's a tricky to hit list but with only 10 health it would be real fragile against anything that forces through damage, feedback array, Vader, Ten Numb, LT Blount, well places Connor nets etc.

A good list against certain ships but there are plenty of counters out there.

True but none of the mentioned above are used competitively (most of the time).

It hits hard, but like all Ace list requires precision flying and has limited room for mistakes.

Having said that, it's the kind of list I'm trying to get practice on. I like it.

My flatmate is playing the exact same list right now. It's brutal if flown correctly

Is there any imperial list that is harder to hit? I'm trying to make the most agile list possible and would be very thankful if someone could recomend something more effective.

Seconding what people are saying. Fundamentally your list is solid. Everyone should have focus/evade at all times but knowing this, no experience Triple JM5K player will dare fire at you. They will block you and then fire at you.

Your game is over the moment any one of your aces slams into a JM5k and ends up actionless with a focused JM5K staring at you. Avoid that and I think you are fine. Carnor will be the first target, then whomever makes a mistake next.

The issue you have then is when you come up against something like:

5 A wings with adaptability and Crackshot. Bump and Crack.

Howlrunner with Crackshot, three Black Sqd with Crackshot and three Academies. Again, bump and Crack.

VCX with autoblaster turret and an ace (maybe biggs). He flies at you, anyone that finishes within range 1 of him will get a nice auto-hit double tap.

If you can practise against these lists and win consistently, then I don't think you have anything to worry about. (except your green dice failing right when you need them most).

I've been flying fully kitted Carnor Jax. Howlrunner with Crackshot and 3x Black Sq. with Crackshot @ 98 pts. It has worked pretty well agains U-boats and Lothal Rebel & Super Dash.

It feels lite the best of two worlds. :)

Thank you for all the feedback.

Hey, would it be wise to switch out the Inquisitor for Omega Leader?

Is there any imperial list that is harder to hit? I'm trying to make the most agile list possible and would be very thankful if someone could recomend something more effective.

If you're insane, keep carnivore but replace the other ships with generic phantoms packing sensor jammers

I flew a similar list in our regional tournament...

Darth Vader (29)
Lone Wolf (2)
Stealth Device (3)
TIE/x1 (0)

The Inquisitor (25)
Push the Limit (3)
Autothrusters (2)
TIE/v1 (1)

Soontir Fel (27)
Push the Limit (3)
Autothrusters (2)
Targeting Computer (2)
Royal Guard TIE (0)

Total: 99

View in Yet Another Squad Builder

Five of my six rounds were played against scum - and I lost three of those rounds to lists that included one or more contracted scouts.

Soontir did as well as can be expected, but was often out by mid game since he was typically targeted as the main threat. I found the Inquisitor and Vader just didn't have enough punch between themselves to take down jumpmasters and firesprays in the end game.

I went 3 and 3, but all my games were close. Each of the games I lost, could have been won if I had made better use of Vader in the early game, or flown Soontir and the Inquisitor in a less tight formation (which ended up in a tangle once that cost me a game).

I really struggled with taking the Inquisitor over Carnor Jax, but I reasoned that I was going to use Vader as bait, and needed the Lone Wolf and Stealth on him to suck up as many volleys of proton/plasma missiles as possible. So I went with the Inquisitor to save points.

If I could change anything about the way I played, I would have kept Soontir and the Inquisitor out of the fray for as long as possible - letting those u-boats waste their ordinance on Vader - who routinely came away from a full on four hit volley unscathed.