Tournament this weekend; Which Palp Aces list should I use?

By StriderZessei, in X-Wing Squad Lists

After getting completely stomped last week in a tourney that primarily had scum like Dengaroo, Mando Mercs, and a few Rebel Aces (Montana is so behind the times,) I've narrowed it down to two picks:

Palp/Inq/Vess:

-Lambda-Class Shuttle: Omicron Group Pilot (21)

· Emperor Palpatine (8)

-TIE Avanced Prototype: · The Inquisitor (25)

Push The Limit (3)

Proton Rockets (3)

Autothrusters (2)

TIE/v1 (1)

-TIE Defender: · Colonel Vessery (35)

Veteran Instincts (1)

Stealth Device (3)

TIE/x7 (-2)

-- TOTAL ------- 100/100p. --

-Or-

Palp/Soontir/Ryad:

-Lambda-Class Shuttle: Omicron Group Pilot (21)

· Emperor Palpatine (8)

-TIE Interceptor: · Soontir Fel (27)

Push The Limit (3)

Stealth Device (3)

Royal Guard TIE (0)

Autothrusters (2)

-TIE Defender: · Countess Ryad (34)

Outmaneuver (3)

Twin Ion Engine Mk. II (1)

TIE/x7 (-2)

All input is welcome.

What about Palp/Soontir/Vessery?

-Lambda-Class Shuttle: Omicron Group Pilot (21)
· Emperor Palpatine (8)

-TIE Defender: · Colonel Vessery (35)
Juke (2)

Twin Ion Engine Mk. II (1)
TIE/x7 (-2)

-TIE Interceptor: · Soontir Fel (27)
Push The Limit (3)
Targeting Computer (2)
Royal Guard TIE (0)
Autothrusters (2)

Comes in at 99 and gives a more aggressive Soontir that can help get locks for Vessery.

With PS6, Vessery probably won't be able to make much use of Fel's TL or Juke.

With PS6, Vessery probably won't be able to make much use of Fel's TL or Juke.

Meaning he would be dead before firing? The title keeps him alive a little longer.

As far as turn order, Fel's PS9 push evade/TL gives him both tokens and a lock before Vessery fires. Then, in theory, Fel shoots and strips tokens then Vess jukes the die with no remaining modifiers. And an aggressive shuttle comes in (possibly with a TL of its own) and cleans up at the end.

Too many variables there?

No, just that I imagine Vessery will have to burn his Evade before he can return fire.

That, and I hate having Fel lose his SD.

With PS6, Vessery probably won't be able to make much use of Fel's TL or Juke.

Meaning he would be dead before firing? The title keeps him alive a little longer.

As far as turn order, Fel's PS9 push evade/TL gives him both tokens and a lock before Vessery fires. Then, in theory, Fel shoots and strips tokens then Vess jukes the die with no remaining modifiers. And an aggressive shuttle comes in (possibly with a TL of its own) and cleans up at the end.

Too many variables there?

You're right, Fel gets the TL and tokens before Vessery's shot. He also gets to shoot before Vessery, probably using the TL to reroll.

About Juke, at PS 6, chance is that Vessery will get shot before shooting, using the evade. So..... no Juke.

Vessery wants to be paired with things that KEEP target locks, not want to spend them like Soontir would (and yes, Soontir can be pretty sad without SD, too).

I've been running:

OL w/ Juke and Comm Relay

Vessery w/ Juke and x7

Jendon w/ Palp and Title.

The reason why I'm spending points on Jendon is to counter Dengar's Countermeasures in a Dengaroo list -- if the opponent has initiative, you can still pass Jendon's lock to OL after Dengar removes OL's lock via the Countermeasures. Requires flying them close, but it's generally better to have more guns on Dengar than not, anyways.


IF Dengaroo isn't a concern in your area, drop Jendon back to Omicron w/ Palp, Title, then use your points to put a SD on one of the other ships (I tend to choose OL).

The evade stays on Vessery FAR more than you think -- every shot he took in my last local League Night has Juke active (though two of those matches were against Dengaroo).

Nearly like your Soontir list:

PalpRyadFel

I used targeting computer because I want to be at 99 points. I've ended up third in my last 22 persons tournament.

Well, I ran my Inq/Vess list as listed above, and went 3-0.

Only one undefeated, and I never lost a ship (although in two matches I lost half points on Palpatine.)

The first list was a triple A-Wing, double B-Wing swarm that went to time, the second was Hera Syndulla with title and Jake, and the last list was a Dengaroo.

Now I have the alt-art Corran Horn and a shiny new coin!

post-269070-0-70165700-1472364164_thumb.jpg

Edited by StriderZessei

Good job, Strider. That's the list I would have recommended.

VI Vess with Inquisitor is a strong combo. They're so tanky and efficient that the initiative doesn't even matter.

With PS6, Vessery probably won't be able to make much use of Fel's TL or Juke.

Meaning he would be dead before firing? The title keeps him alive a little longer.

As far as turn order, Fel's PS9 push evade/TL gives him both tokens and a lock before Vessery fires. Then, in theory, Fel shoots and strips tokens then Vess jukes the die with no remaining modifiers. And an aggressive shuttle comes in (possibly with a TL of its own) and cleans up at the end.

Too many variables there?

You're right, Fel gets the TL and tokens before Vessery's shot. He also gets to shoot before Vessery, probably using the TL to reroll.

About Juke, at PS 6, chance is that Vessery will get shot before shooting, using the evade. So..... no Juke.

About the Juke Vessery, I really like him with it for the most part. There's games where he gets it off every roll and then there's games he doesn't use it at all. However, I'd have it over VI because I feel I can predict my opponents moves very well and I like the low PS for blocking if I need to. Crack shot would be the other option, but I like the potential continuous use of Juke.

With PS6, Vessery probably won't be able to make much use of Fel's TL or Juke.

Meaning he would be dead before firing? The title keeps him alive a little longer.

As far as turn order, Fel's PS9 push evade/TL gives him both tokens and a lock before Vessery fires. Then, in theory, Fel shoots and strips tokens then Vess jukes the die with no remaining modifiers. And an aggressive shuttle comes in (possibly with a TL of its own) and cleans up at the end.

Too many variables there?

You're right, Fel gets the TL and tokens before Vessery's shot. He also gets to shoot before Vessery, probably using the TL to reroll.

About Juke, at PS 6, chance is that Vessery will get shot before shooting, using the evade. So..... no Juke.

About the Juke Vessery, I really like him with it for the most part. There's games where he gets it off every roll and then there's games he doesn't use it at all. However, I'd have it over VI because I feel I can predict my opponents moves very well and I like the low PS for blocking if I need to. Crack shot would be the other option, but I like the potential continuous use of Juke.

I like VI because with each pilot's respective ship title (and Inq with PTL), I effectively have two PS8s who have a Focus token, an Evade token, and a Target Lock every turn. That's some darn good action economy, particularly when coupled with Palpatine.

Edited by StriderZessei