New running lists for 200pt Double draw Tournaments

By G3n3rAL, in X-Wing Squad Lists

Been playing in double draw tournaments for a while (You have two 100 point squadrons - one of either imperial/S&V/rebellion.

I love this tournament set up as before each match you flip a coin for which squadron you'll use. This has expanded my knowledge and playing styles to those far outside my comfort zone and really got my understanding of the game mechanics really dialled in. As such I limit myself to as few additional upgrades to ships and concentrate on innate abilities and more ships. At least four per squadron. I have really enjoyed pushing outside my comfort zone and usual tactics.

My current double draw list is:

Rebels: Miranda Doni with Gunner, 2x Ywings with Twin Laser Turrets, Bandit Squadron Z-95 with Assault Missiles and munitions Failsafe

100Pts -

The Joust runs as a four spread with the Y's flanking the Z-95 with Miranda guarding the edge with the greatest threat. Miranda takes the drain on her shield on the joust to boost primary attack on biggest threat, TLT's from Y's fire on her target. Z-95 hits the centre of the swarm/central target and causes carnage, failsafe means if it doesn't do the damage I get to keep the ace in my hand and my opponent on the backfoot at the very real 18 point critical danger, this diverts attention away from the Ywings who on the the pass are doing consistent damage and the annoying abilities of miranda keep her dealing the damage and staying very much in the game. Once the Z95's payload is succesfully resolved he retires to the safety of the boards edge circling for easy kills whilst the 3 heavies cross the T and start circling in expanding and contracting circles staying out of most arcs until and infuriated apponent is ground to dust. Rebel Win

Imperial: Darth Vader with Tie/x1 Cluster missiles and advanced targeting computer, Boba Fett with Rebel captive, 2 Academy Pilots.

100pts -

This one is simple, characterful and fun to play. Plus I love having 2 named aces and a big base ship to play with that is as nimble as hell because of Bobas ability. He ducks and dives amongst debris and obstacles and stops an action per turn by doling out a stress token if someone even looks at him. Vader and the academy pilots pick a target, swoop in at a banked approach, pull barrel rolls to come out of the opponents fire arc and open up stripping shields for the next pass. Boba picks off crippled ships like and opportunistic villain and again its a simple win. Never be afraid to zoom off at top speed and forgo a turn of shooting to regroup and refocus fire.

I've yet to put any significant investment into Scum squadrons but have a few in my collection. IG88 D is awesome with his 'Oh you thought I was gonna be there next turn?' I also like IG88 B with his innate gunner ability but I have to buy a canon (Mangler seems best case). His movement dial is awesome but most of my success is coming with running 4 Black sun enforcers which is unexciting to field but great to pull a victory from. One thing I've learned is that Victory comes down to maneuvering, not special rules from a dozen attached cards which I always forget i have in the heat of the moment. Most importantly is to pick the ships that you love the look and character of. You'll enjoy playing far more often.