Wampa, or a black w/ crackshot

By Krynn007, in X-Wing

As the list might struggle against arc dodgers, I'd take Wampa. A Black crack is only scarry as long as Crack Shot is unused. Wampa is scaryy all the time.

And it does

Tried it last night with 3 blacks and had a hard time trying to catch jax.

I'll admit I'm not normally a swarm player, but o figured this should do well as you do have 5 ships with crackshot.

I'd say I lost the game when I turned from the shuttle and tried catch jax. Tried to block but he squeaked by, had I done a barrel roll with the ties I would have caught him. After that I couldn't get any shots. The Ion bombs helped a bit as I caught wampa and he landed on an asteroid.

It'll take practice, but how do swarm players tend to try and deal with arc dodgers? Just block, or try get multiple guns pointing in the right direction?

I guess the difference with this type of list is I only have 3 ships which are my blockers. The bombers want to stay out of that range 1, so I guess that's the difference? Plus having 6-7 ties with crackshot means more ways to clog up lanes, vs 3

I try to use one as a blocker and focus fire with the rest. Other times, they may have two equally viable moves and I have to use two to block. When I do, I try to have each ship cover what the other ship can't shoot at so I still have five ships shooting.

It'll take practice, but how do swarm players tend to try and deal with arc dodgers? Just block, or try get multiple guns pointing in the right direction?

That's a question I need to spend a lot more time learning the answer to. In my experience as the aces player it's a mix of both - blocking is generally preferred, but if you can predict movement well enough you should be able to catch the opponent in arc occasionally.

Personally i dont like Wampa. His ability is rather difficult to get off even if you have palp because you do his ability in the "compare results" step, meaning after defense dice are thrown. Every time i run him i either never get a crit or they dodge everything.

It sounds like you are doing it wrong. Wampa received an errata as soon as he was released. His ability is used at the start of the Compare Results step. The defender has already rolled and done their modification but no dice have been canceled yet.

What WWHSD said, they can throw all the defense dice they want, but you are cancelling the attack die at the start of compare results step. If you cancel 1 or more Crits you apply a damage card to the target. If you are a lucky enough to fluke a crit 2 phases in a row, means a dead Corran Horn. I personally like Wampa. he is only 2 points more than an Academy Pilot, but has a much much larger target on his back because of his potential. The enemy would spend a lot more time trying to kill Wampa than other ships his Squad Points worth, depending on their list of course.

I do both

3X Black with Crack

Howlrunner with Crack

Wampa with Hull

Dark Curse with Stealth Device

Thats my list.

Wampa is generally nice, and probably the better choice in your already crack-loaded list. BUT Wampa really wants some kind of rerolls. Quite some lists posted here have Howlrunner in them, where Wampa becomes more of a threat. So I would go for Wampa without a second thought if you have some kind of reroll (Howrunner or Targetting Computer) or Palp (of course). Without either Wampa might have a greater psychological impact on your opponent, but don't count on it. Wampa is a long term thing, the longer he lives the more dangerous he becomes, and he really works kinda like Biggs, you can make that work for you.

You've already got 4 crackshots in a munitions build, so I'd be inclined to stick with it - the power of crackshot increases as you include more of them due to their token-stripping nature, so emphasise that brutal first turn engagement and giggle madly accordingly. Ion Bombs are cute, but dropping at PS5 is always a little tricky, and if you're trying to hound an opponent you risk tagging your own ships with the thing.

That last point, though? Well, taking initiative might actually pay off if you face crack-swarms. If not, an option might be to grab a Tracer Missile on one of the Vets - so if their Long Range Scanner shot messes up, you can swap everyone to a new target and go to town there instead. Alternatively, you might consider swapping a Black Squadron for Backstabber (or if Jumpmasters are still everywhere in your meta, Dark Curse) - a nice little pocket flanker can do wonders and mess with enemy target priority a surprising amount.

All in all, not a bad list. Good luck with it!