Countering The Meta, Continued

By Astech, in X-Wing Squad Lists

This is part 3 of a 3 part series discussing how a meta-game can be countered without creating meta - defining lists.

Part 1 can be found here: https://community.fantasyflightgames...or-not/page-2#entry2330037

And part 2 here: https://community.fantasyflightgames.com/topic/226011-countering-the-meta/

If you've skipped parts 1+2, here's the summary. I read a topic today stating that rebels were underpowered in the current meta, so I have endeavoured to explain that while the rebel faction has never had meta-defining lists like triple U-boats or Palpatine + Aces, they possess the best tools to counter the best parts of those lists and take the game down to a level where the victor is still decided entirely through pilot skill. Part 2 found that jumpmaster 5000s (JM5Ks) can be beat be the most unorthodox of lists.

Part 3 now moves on to focus on the other Meta-Monster currently lurking under the X-wing bed; Palpatine + Aces. Now, Palp Aces is a wide and varied list that doesn't even have a fixed number of ships, nor a set guideline on the "best" ships to include. This makes a matchup much more difficult to contend with, as Carnor Jax is very different to Sootir Fel. I have decided to use Zach Bunn's Hoth Open list as my Meta-Monster match up, as he placed in the top 8 during the largest X-wing tournament to date. Full coverage can be found on Team Covenant's site.

The Contender:

4 x Green Squadron Pilot (19)

Chardaan Refit (-2)

A-wing Test Pilot (0)

Crack Shot (1)

Juke (2)

Green Squadron Pilot (19)

Chardaan Refit (-2)

A-wing Test Pilot (0)

Crack Shot (1)

Adaptability (0)

The Reigning Champion:

Darth Vader (29)

TIE/x1 (-4)

Advanced Targeting Computer (5)

Veteran Instincts (1)

Engine Upgrade (4)

The Inquisitor (25)

TIE/v1 (1)

Push The Limit (3)

Autothrusters (2)

Captain Yorr (24)

Emperor Palpatine (8)

Ion Projector (2)

Total: 100 Pts.

Zach's list is less of a "monster and an escort" list, but more of a "balanced, difficult targets" kind of list. The good news with it is that you aren't facing Soontir with 4 AGI, 2 focus and an evade every turn, but instead 3 solid hitting ships, two of which will almost certainly wreck you in an endgame scenario. He developed it to counter the meta, so there you go. My personal strategy here (regardless of what I was bringing to the table) would be to gun for Vader right away, as he's a bit of a fragile point sink, but we'll see.

Setup: A formation is key here. Windmill, box, even a tight line would be good enough, but 2 shots a turn won't cut it against turtles like Vader and the Inquisitor. I'd advise the far left or right, that way you have a full 180 degrees from which nothing can shoot you or dodge your arc. In this game, range 2 is your friend, as it is hard to dodge out of, but also negates autothrusters.

Turn 1: Don't gun it. Play slow (or as slow as you can fly an A-wing) and get a sense of what shenanigans they're planning. At least one of their aces will give away their general intent, whether it be to fly through the close packed rocks (a classic gambit for breaking up your formation) or fly by fast and try to distract you while the surprisingly dangerous shuttle does some damage. A range 3 initial volley is in you favour, as crack shot and juke can put some early damage on, which normally makes Ace players nervous.

Turn 2: You should have done 1 of 3 things by now: slow played ad stayed out of arc, set up a range 3 volley, or set up a range 2-1 volley. This all depends on what the opposing player is thinking. remember the golden rules against Palp-aces: focus fire, stay in formation, don't be afraid to break off pursuit if the opposing player legs it with a damaged ship. After turn 2 who knows what the board state will be, but try to keep everyone in formation: 3-4 ships with juke and crack shot is far more deadly than 2. Use your PS 2 A-wing to bump when you can, or just generally reduce the possible spaces an ace can safely move to. A game against aces has always been about player skill, and 4 A-wings should have sufficient arc coverage to get a good few shots in. After turn 2, go with the flow, but always remember: asteroids concern you and your tight formation. They do not concern Vader with boost and barrel roll.

Now for the math:

First let's assume you always take an evade action. Since your opponent doesn't have a bottomless token supply like in the previous battle against triple U-boats, it will do you far more good than an offensive focus. Then, let's assume Vader and the Inquisitor always have a target lock where they wants it, and that they both choose focus and evade as their actions, yet somehow still avoid 2 or your arcs every turn. This is fairly generous to the aces, essentially giving them perfect positioning and powerful actions. Then, let us assume the shuttle will always target lock for maximum damage and always has a shot, which is rare for a shuttle. Finally, let us assume that 1 of the two A-wings that can't shoot an ace has a shot on the shuttle at range 1, and the final A-wing has no shot.

Turn 1: Call it a range 3 exchange, except for your PS 2 A-wing that went for a block and missed, so is left at range 1 of the shuttle, but out of its arc. Vader will shoot at an A-wing, spending a focus to deal 1 damage after you cancel 12/8 damage with 4 evade dice. You'll take the damage. Then, the inquisitor shoots, spending his target lock and focus to deal about 1.4 damage to the same A-wing. This time you'll spend the evade token to block a bit of damage, so call it 4/8 total damage. The shuttle shoots at the same A-wing (which it has a target lock on) and rolls 18/8 damage, of which you cancel 12/8, leaving you to take another 6/8 damage. finally, you get to shoot. You'll take 3 range 3 shots at Vader, then 1 range 1 shot at the shuttle.

Your range 3 shots each roll 1=8/8 damage, and Vader rolls 12/8 evades, so absolutely no damage. But wait! Juke will activate and reduce that down to 4/8 evades, then you cancel his evade token with a single crack shot, leaving him to take 12/8 damage or 20/8 damage depending on whether or not you sped your additional crack shots. Let's say you do. Then you'll do a range 1 shot on the shuttle, against which you roll 1.5 hits and use juke to cancel the shuttle's evade die, but you opponent Emperor Palpatine's it so he only takes 4/8 damage.

At the end of the first round, your opponent has reduced one A-wing down to 14/8 health, while you've stripped either all or 2 of Vader's shields with our opening salvo and started peppering the shuttle.

Round 2: Do some 2 straights/ banks to point you squarely at vader and evade again. This time it'll be a range 1 or 2 exchange, which is far more in your favour. The closer you get the more damage you'll do. Significantly more. Every now and then you'll have to turn your attention to the shuttle, and 5 shots should melt it in a turn or 2, especially with juke.

So there you have it. This match up is a lot tougher than the JM5Ks because of the superior pilot skill and maneuverability aces, but also because of their durability in this particular list. But that's the point. You're taking the "obviously superior" list and making your opponent sweat because he has to consistently roll 3 evades or the Juke/crack shot combo will shred his list. And next turn, you could just fly that damaged A-wing out of there and preserve the points. Those things are fast.

In conclusion:

Remember, this was just a fun list. It can give a triple U-boat list a sound defeat if flown skillfully, but Palp-aces is a long, hard match. The whole point of it was just to demonstrate that you can completely negate the "super powers" of Meta-monsters through quirky combos, clever tricks and player skill. The developers have done a good job of developing the character of the 3 X-wing factions: scum is full of tricks, imperials have an Ace in the hole and swarms but rebels? The rebel faction was born out of need, not privilege or greed, and that is reflected by their game style. Rebel players at the top tables don't win by superior numbers, nor by a cheap combo (I'm looking at you Dengaroo), but instead though running the knife's edge between hard counters and adaptability.

That's it for now. I think I'm going to try this list out as soon as I can get 5 copies of Juke and Crack shot.

"Sensational news! I have found a meta-breaking list that none of the top players know about."

If I had a penny for every time I have heard that...

Edit:

Ok, that sounded a bit harsh when I read it a second time. I was just trying to promote a healthy dose of scepticism.

Edited by MrAndersson

I know right. But this was meant as a fun list that doesn't break the meta, but ignores it.

I love your signature by the way.

But this was meant as a fun list that doesn't break the meta, but ignores it.

I think the meta will ignore it right back.

Well played, sir.