Observations on Quickdraw and her role in squads

By Biophysical, in X-Wing

When Quickdraw was first spoiled, I thought she was really cool. She's a PS9 TIE Fighter, she's a jouster, and she's got a cool gunslinger callsign. I wasn't really enamored with the TIE/sf, but I thought I'd try it out just because I thought Quickdraw was pretty cool.

I've run various Quickdraw builds now about 20 times total, in a combination of practice games (vs myself) and games vs actual opponents. In the process, I've focused on 3 builds. Note: all of these builds can make excellent use of TIE Mk2 Engines for a point, but it's not really required:

Rage/Electronic Baffles (31 points): This build is the cheapest, and most powerful on turns where Quickdraw is doing Quickdraw things. In best case scenarios (2 front attacks, 2 rear attacks), Rage is great. It's a little flat on all those other turns, though, where you don't really want to Rage, in which case she's just a 3-dice gun with a weenie rear arc.

PTL/Electronic Baffles (33 points): This build allows you to trigger Quickdraw at will, but doesn't provide the strong modification to all attacks in the turn. You can split TL and Focus between the two shots, or combine them, but if you're in the "sweet spot" of 4 attacks, at least half will be unmodified. That's usually okay, though, because you're not really relying on those attacks.

Predator/Electronic Baffles (33 points): This build forces you to use red maneuvers, asteroids, or debris to trigger Quickdraw at will, but simply waiting for your opponent to do it is pretty decent as well. It is an action-independent build, and gets light modifications for all of its attacks, but it's good at all times.

A build I haven't tried, but have read about, that I think looks good: Draw Their Fire (30+whatever else you want to add). Quickdraw has the shields to use it, and so can keep someone safer while putting out extra damage. If she becomes the target, things are still working as planned.

Soontir Fel Asassin, or something else?

The thing that sprang to my mind and the minds of many other players was that Quickdraw could use Electronic Baffles in the Action phase to get an extra attack, and if it happened before the target moved, they would have no defensive tokens. That's pretty cool if the target is Soontir Fel, and modestly useful if your target is anybody else that moves after Quickdraw, and not notably different from a regular attack if it's anybody that moves before Quickdraw. Here are my thoughts on this:

1.) Firing before Soontir Fel gets tokens is cool, but moving after Soontir Fel is still better, because you can arc dodge him and he can't arc dodge you. Getting the tokenless shot isn't the goal, it's a bonus against Fel and other dodgy PS9s that win the initiative bid. It lets you hunt them quite well in either case. If you move after you can Barrel Roll to gain and avoid shots, and still get a double-attack on them. They'll have tokens, but are not likely to be in as good a position as they would have been if they moved after you.

2.) Electronic Baffles is good in its own right. Even if you elect not to trigger Quickdraw's ability, the chance to take a damage to remove stress when you're not the target of the enemy squad is still very strong. You can fly through a Debris field or make a red move and still get an action (or two with PTL). Alternatively, you can PTL and leave a red move option open for the next turn. Being PS9 lets you make even better use of this, because you can see from the board position if it will be important. Say you S-loop, and find yourself outside the fight without a great shot. Keep your hit point and clear the stress next turn. Now imagine that several ships have brought guns to bear and you only have 2 HP left. Might as well burn one hull and get a Focus/TL with PTL to make one of your pursuers pay before you go down. Similar tricks will be possible when Pattern Analyzers comes out, but with Electronic Baffle costing only a point and letting you trigger Quickdraw's ability at will, it's an excellent upgrade. I'm pretty sure the TIE/sf that Poe flew was equipped with Electronic Baffles, because those things can really move.

3.) Quickdraw is a strong alpha striker. Forget assassinating Soontir Fel and other aces. Quickdraw can drop 6-8 dice on a target in one round. Are Ghosts popular in Rebel builds? Regen got you down? Really want finish off a ship before it fires? Quickdraw is your girl. Because of this, she's a target. Most people don't want a couple of turns of that damage coming their way. If you've got other winners, say, like everyone's favorite Omega Leader, they're either forced to weather 3 double-attack Quickdraw turns, or OL has a smooth path to the end-game. She's good against aces, she's good against beef, she's PS9. There's not a lot of ships that can claim those strengths in a modestly priced package.

4.) Quickdraw can punch through damage in weird ways. Think about Dengaroo, think about any 2AGI scum ship with Glitterstim, think about Rebel token passing. Think about Palob stealing Focus. Just about all of these things happen at the beginning of the combat phase. A self-triggered Quickdraw attack happens before this. You get to squeak dice through when all these defenses aren't yet up. It's not consistently useful, because it can only happen 3 times max, but let's say Dengar is targeting one of your ships going after Manaroo. Quickdraw in pursuit can put a Focus+reroll shot into him before he has any tokens or has blown countermeasures. Without much luck, that can drop a 3rd of Dengar's hit points, not even counting what the regular attack manages. That's a big hit against Dengar even if you only ever get to do it once.

I'm coming around to the fact that Quickdraw isn't just an ace-hunter. She's an equal opportunity meat grinder that has tools against every type of ship. She's not tough, and shes not going to last all game, but if you build your squad to take advantage of the damage she does, I think she's got a place in strong Imperial lists.

Quickdraw is a strong alpha striker. Forget assassinating Soontir Fel and other aces. Quickdraw can drop 6-8 dice on a target in one round.

by George, he's got it!

A guy was playing QD to very good effect at a tournament last weekend - rage baffle at range one is unholy. I think Quickdraw is a great new tool that allows for a uniquely imperial alphas strike, whilst still leaving you with a potent ace if you can keep it out of arc.

I can't imagine the /sf enjoying a resurgence in turret lists, however.

Great assessment.

Would you suggest any particular ships/builds to compliment Quickdraw well? I know you mentioned Omega Leader, and I've definitely looked at that myself. Are there even certain ships that gel well with each build you've described above?

A guy was playing QD to very good effect at a tournament last weekend - rage baffle at range one is unholy. I think Quickdraw is a great new tool that allows for a uniquely imperial alphas strike, whilst still leaving you with a potent ace if you can keep it out of arc.

I can't imagine the /sf enjoying a resurgence in turret lists, however.

I don't know. It's not your end-game ship. If you have 2 other ships that are solid against Turrets, Quickdraw softening the main target up or almost 1-shotting a TLT Y-wing and then taking all the fire for a turn is probably sufficient.

Great assessment.

Would you suggest any particular ships/builds to compliment Quickdraw well? I know you mentioned Omega Leader, and I've definitely looked at that myself. Are there even certain ships that gel well with each build you've described above?

Omega Leader is definitely strong. I'm not settled on a 3rd ship, but you've got ~40 points to build it, so you've got some flexibility with a solid ace and a bid (or some gear on QD and OL) or 2 small ships like Omega Crack Shots, or even 3 TIE Fighters if you want mass.

I've actually been wanting to get Deathrain in my squad lists recently and I think it would be interesting to see it fly with Omega and Quickdraw.

Quickdraw: Rage, Baffle, Spec Ops, TIEMKII

Omega Leader: Juke, Comm Relay

Deathrain: Extra Muns, Connor Net, Conner Net, Accuracy Corrector, TIEMKII

98 pts. I've thought about changing a Conner Net for a Homing Missile for those pesky defenders in the first pass. The extra TIEMKIIs as upgrades I like, but they give me room if I want to try different Quickdraw builds.

Edited by RStan

A friend of mine has been experimenting with QuickDraw to nasty effect. He's also got Omega Leader and a Tie/D Vessery. The list is a bit of a meat grinder with some tough choices as to who to shot first.

Yep.

There's nothing so fun as dropping QD in a range 1 joust with pretty much anything, Baffled Rage > average of 7 to 8 hit/crit results > boomski.

List I was going to try was:

Inquisitor with PtL, title and AT

Vess with VI, x7 title and MkII engine

Quickdraw with Rage, Baffle, Title and MkII engine

98 points

Vess and Inquisitor are solid, hard to crack ships outside of Zuckuss crew. Quickdraw I am hoping shores up the weakness against swarms by enabling some double tapping through good positioning.

However, I feel weird leaving Omega Leader and my stealth devices at home. :(

Very good review. I haven't had the cash to pick up the SF yet, but I want one. It seems like a quite unique ship that does have a place. I like that.

If you have a way to add tokens... opportunist + baffle leads the a baffling situation

I've actually been wanting to get Deathrain in my squad lists recently and I think it would be interesting to see it fly with Omega and Quickdraw.

Quickdraw: Rage, Baffle, Spec Ops, TIEMKII

Omega Leader: Juke, Comm Relay

Deathrain: Extra Muns, Connor Net, Conner Net, Accuracy Corrector, TIEMKII

98 pts. I've thought about changing a Conner Net for a Homing Missile for those pesky defenders in the first pass. The extra TIEMKIIs as upgrades I like, but they give me room if I want to try different Quickdraw builds.

So I think you drop a Connor Net for a Seismic. Saves you 2 points, and lets you take advantage of Deathrain's funky maneuverability. 2 Connors should probably be enough on him, anyway. Drop TIE Mk2 for Long Range Sensors, and that saves you a point. Those 3 points + 1 point of your bid gives you enough for Concussion Missiles, so you can enter combat with two shots for Quickdraw, Omega Leader's shot, and a 4-hit shot from Deathrain. That makes Deathrain a little more versatile all around.

A friend of mine has been experimenting with QuickDraw to nasty effect. He's also got Omega Leader and a Tie/D Vessery. The list is a bit of a meat grinder with some tough choices as to who to shot first.

Yeah, I've been looking at TIE/D Vessery, too, but haven't tried him yet. x7 with Inquisitor that Viktus106 mentioned seems strong as well. It's making me look at Quickdraw as an alternative to a PalpShuttle. Its similar points, especially if you equip your Palp with a system to boost his defenses. You sacrifice defense for your two aces (while Palp would be alive) in exchange for a massive boost in offense for a few turns.

If you have a way to add tokens... opportunist + baffle leads the a baffling situation

This sort of works, but I'm not sure it's worth it. You'd trigger with a red move or moving through debris, which means it would be your unmodified 4/5 dice vs their unmodified defense dice, and you'd have a stress leftover. PTL, which lets you trigger on any move, gives you 3/4 Focus/TL dice, with no stress left after you Baffle away the stress.

It was a lot crazier before I read once per round :)

Okay, this is a little hilarious:

"The Felons"

Scourge 17, Crack Shot 1 = 18

Mauler Mithel 17, Crack Shot 1 = 18

Youngster 15, Rage 1 = 16

Backstabber 16 = 16

Quickdraw 29, Crack Shot 1, Electronic Baffle 1 = 31

99

On full Rage-Out, you have up to 5 4-dice Focus/Reroll attacks, 3 of them with Crack Shot, with 1 3-dice attack. It's much more likely that some are outside of Range 1, but you're looking at 1-rounding a Ghost, even in sub-optimal situations.

Okay, this is a little hilarious:

"The Felons"

Scourge 17, Crack Shot 1 = 18

Mauler Mithel 17, Crack Shot 1 = 18

Youngster 15, Rage 1 = 16

Backstabber 16 = 16

Quickdraw 29, Crack Shot 1, Electronic Baffle 1 = 31

99

On full Rage-Out, you have up to 5 4-dice Focus/Reroll attacks, 3 of them with Crack Shot, with 1 3-dice attack. It's much more likely that some are outside of Range 1, but you're looking at 1-rounding a Ghost, even in sub-optimal situations.

I.....I have to try this.....

Okay, this is a little hilarious:

"The Felons"

Scourge 17, Crack Shot 1 = 18

Mauler Mithel 17, Crack Shot 1 = 18

Youngster 15, Rage 1 = 16

Backstabber 16 = 16

Quickdraw 29, Crack Shot 1, Electronic Baffle 1 = 31

99

On full Rage-Out, you have up to 5 4-dice Focus/Reroll attacks, 3 of them with Crack Shot, with 1 3-dice attack. It's much more likely that some are outside of Range 1, but you're looking at 1-rounding a Ghost, even in sub-optimal situations.

I.....I have to try this.....

I feel like there should be a movie-trailer clip showing each pilot doing a signature move, with a gravely voice-over and big block letters announcing their callsigns.

Okay, this is a little hilarious:

"The Felons"

Scourge 17, Crack Shot 1 = 18

Mauler Mithel 17, Crack Shot 1 = 18

Youngster 15, Rage 1 = 16

Backstabber 16 = 16

Quickdraw 29, Crack Shot 1, Electronic Baffle 1 = 31

99

On full Rage-Out, you have up to 5 4-dice Focus/Reroll attacks, 3 of them with Crack Shot, with 1 3-dice attack. It's much more likely that some are outside of Range 1, but you're looking at 1-rounding a Ghost, even in sub-optimal situations.

I.....I have to try this.....

I feel like there should be a movie-trailer clip showing each pilot doing a signature move, with a gravely voice-over and big block letters announcing their callsigns.

Give them a Borderlands type of character introduction would be great! They all have to look angry because of all the raging too.

I get how this is a star trek attack wing mechanic, but I still don't think it's that amazing here. It's a ship with 2 agility and 3 shields. The likelihood of that ship having those 3 shields before he can sneak into range 1 of a Soontir is going to really depend on what else the opponent brings. If he's got ships with good alpha attacks or lots of blockers, there's no way he gets near the "target" ace. I've already played a casual game recently against the Nationals runner up who played a list with this ship with baffle and rage and my Soontir list prevailed.

Solid write up sir! Think you may have sold me on the SF, I held off on picking one up with my wave 9 purchases but now I'm interested. Looking forward to trying out the Rage/Baffle combo with my Fun Police/Public Enemies squad

Quickdraw (Rage, Baffles, title)

OL (Juke, Comm Relay)

Carnor Jax (PTL)

Wampa

Im sure my casual group will love em haha

Reading this actually makes me want to go out and buy the Tie/SF, which up until now I have had little inclination and planned to get it at same time as Wave 10 release.

Bravo OP!

I have tried the Draw Their Fire version on Quickdraw and it is likely just my flying ability but it was extremely difficult to keep one of my two other ships within range 1 of QD. In 2 games DTF worked once due to being outside range 1 or the opponent just rolls hits and no crits. The exact list I flew is:

Colonel Vessery — TIE Defender 35
Veteran Instincts 1
Tractor Beam 1
TIE/D 0
Ship Total: 37
"Quickdraw" — TIE/sf Fighter 29
Draw Their Fire 1
Fire-Control System 2
Sensor Cluster 2
Special Ops Training 0
Ship Total: 34
"Omega Leader" — TIE/fo Fighter 21
Juke 2
Comm Relay 3
Stealth Device 3
Ship Total: 29
Squad Total: 100

Okay, this is a little hilarious:

"The Felons"

Scourge 17, Crack Shot 1 = 18

Mauler Mithel 17, Crack Shot 1 = 18

Youngster 15, Rage 1 = 16

Backstabber 16 = 16

Quickdraw 29, Crack Shot 1, Electronic Baffle 1 = 31

99

On full Rage-Out, you have up to 5 4-dice Focus/Reroll attacks, 3 of them with Crack Shot, with 1 3-dice attack. It's much more likely that some are outside of Range 1, but you're looking at 1-rounding a Ghost, even in sub-optimal situations.

Is it worth losing the initiative bid and Scourge (or Mithel) to put epsilon leader in the group? with Youngster's range requirement you're already in close - and now you're able to more easily deal with the double stress.

I wonder if QuickDrawTheirFire wants to fly next to something else that everybody wants to kill first, like say Howlrunner.

"Quick! Draw Their Fire from Howlrunner!" 99pts

"Quickdraw" 29pts

Draw Their Fire 1pt

Electronic Baffle 1pt

Shield Upgrade 4pts

"Howlrunner" 20pts

Expert Handling 2pts

"Wampa" 14pts

Black Squadron Pilot 14pts

Crack Shot 1pt

Black Squadron Pilot 14pts

Crack Shot 1pt

There's probably a more efficient way to get at this idea.

Edited by digitalbusker

I get how this is a star trek attack wing mechanic, but I still don't think it's that amazing here. It's a ship with 2 agility and 3 shields. The likelihood of that ship having those 3 shields before he can sneak into range 1 of a Soontir is going to really depend on what else the opponent brings. If he's got ships with good alpha attacks or lots of blockers, there's no way he gets near the "target" ace. I've already played a casual game recently against the Nationals runner up who played a list with this ship with baffle and rage and my Soontir list prevailed.

That's why one of the poitns of the write-up was to discuss other things that Quickdraw is good at. I don't think there needs to be a "target" ace. Quickdraw can just rip through whatever else is in front of her and leave the rest of the squad to deal with Fel if she can't get to him. It's not like an autoblaster turret or Omega Leader, who are amazing against high defense/low HP targets, but pretty poor against low AGI beef. Quickdraw is going to shred no matter what her target is.

Okay, this is a little hilarious:

"The Felons"

Scourge 17, Crack Shot 1 = 18

Mauler Mithel 17, Crack Shot 1 = 18

Youngster 15, Rage 1 = 16

Backstabber 16 = 16

Quickdraw 29, Crack Shot 1, Electronic Baffle 1 = 31

99

On full Rage-Out, you have up to 5 4-dice Focus/Reroll attacks, 3 of them with Crack Shot, with 1 3-dice attack. It's much more likely that some are outside of Range 1, but you're looking at 1-rounding a Ghost, even in sub-optimal situations.

Is it worth losing the initiative bid and Scourge (or Mithel) to put epsilon leader in the group? with Youngster's range requirement you're already in close - and now you're able to more easily deal with the double stress.

Maybe. Mauler is certainly the most expendable of the bunch. Epsilon Leader gives more power on subsequent turns at the expense of the mass alpha strike. I'd have to play a few games with both builds to have a meaningful opinion.

The main problem with the SF / FO / LN are the different turnarounds, the FO and LN can fly together somewhat well - but the combination pins formations to speed 4 k-turns and no sloops (till you break formation) The SF further eliminates most 3 turns, 1 turns, kturns, sloops and the 5 forward. It'll fly in formation on the approach - but really wants to break formation after the merge.

Edited by Ravncat