Quickdraw + Defenders

By Sk3tch, in X-Wing Squad Lists

Anyone had much fun with SoT Baffle Quickdraw? I might run him with 2 x defender for a little tourney. Seems to me SoT baffle just frees the enemy up to nuke Quickdraw down in one round I'm think just Crackshot, FCS and Title, Which allows either 2 x Juke Glaives or VI Vessery (seems a good choice for the target locks) and VI Stele. Or ever Crack shot on both, although Their seems to be a lot of PS action at 6-10 though.

So there choice is get shot by quick draw or hopefully spend a few more rounds killing a defender and keeping my guns on the board a bit longer

Any thoughts better ideas? Is it even worth getting the Tie S/F, not seen much love for it on here or locally which is what drew me to it.

Rage + Baffle seems to be more popular. However, I've run her with just Title + GCS + Sensor Cluster + EPT of your choice, alongside Backdraft and Inquisitor. Wasn't perhaps Tier 1 but it felt solid.

Rage baffle gives you dice modifiers which you need to get any sort of returns out of your attack

Then you get 2 juke defenders

Personally found VI FCS backdraft to be very solid alongside juke x7 Glaive and vess

Carnor Jax is awesome with rage + baffle quickdraw. Carnor moves before Quicky, so he can get range 1 and the enemy cant use their tokens anyways. Full modded double tap for Quicky against ships that cant spend their precious tokens. With Jax's help, Quickdraw can take out an x7 Defender...quickly.

“Quickdraw” (32)
Special Forces TIE (29), Rage (1), Electronic Baffle (1), Special Ops Training (0), Twin Ion Engine Mk. II (1)

Carnor Jax (32)
TIE Interceptor (26), Push the Limit (3), Royal Guard TIE (0), Autothrusters (2), Twin Ion Engine Mk. II (1)

Countess Ryad (35)
TIE Defender (34), Juke (2), TIE/x7 (-2), Twin Ion Engine Mk. II (1)

99 pts. Gives you a little init bid in case you are in a quickdraw vs quickdraw match. MK.II's on everyone cause I predict Ventress gonna be popular. You could remove all Mk.II and place a hull upgrade or stealth device on Jax.

I've been all about Quickdraw lately. I have more fun flying her as a threat, giving her the Title, advanced sensors to make her a bit less predictable, Predator so I have something to mod my dice every roll even if I spend my action barrel rolling, and, if I have spare points, TIE Mk.II. She sticks around longer if you don't intentionally fire off her double shot every turn, but instead stick very close to enemy ships. Barrel roll, then pull a 3 sloop, get right up to an enemy (or better yet, between two of them) and you'll find your opponent shooting at your other ships early in the engagement. Keeping Quickdraw as a constant threat, and maneuvering aggressively can act as a buff to her low agility.

Some lists I've had success with:

Quickdraw (36) - Special Ops Training, Advanced Sensors, Predator, TIE Mk.II

Soontir Fel (35) - Royal Guard Tie, PTL, Autothrusters, Stealth Device

Omega Leader (29) - Juke, Comm Relay, Stealth Device

This list speaks for itself. Two hard to hit aces, and a crazy jouster your opponent won't want to shoot at.

Quickdraw (35) - Special Ops Training, Advanced Sensors, Predator

Countess Ryad (36) - TIE/x7, PTL, TIE Mk.II

Omnicron Group Pilot (29) - Emperor Palpatine

I like to move slowly with Palpatine at first, and move Quickdraw and Ryad together into the first engagement. I get range one shots at all costs (unless they have Proton Rockets) and hope they make the mistake of shooting Quickdraw. Bring the shuttle in slowly to close off some maneuvering options and present an appealing target, and then pick away at your enemy. Palpatine can also help in interesting ways: I had an opportunity to get into range 1 of a PS 10 Corran by barrel rolling and 3 banking in over a rock. I rolled for damage, fingers crossed I'd lose a shield to get a shot at a tokenless Corran before he can use R2. I rolled a blank, used Palp to flip it to a hit, peeled off a shield and smoked out Corran before he got to move.

2x Delta Squadron Pilot (31) - TIE/ X7, Stealth Device

Quickdraw (36) - Special Ops Training, Advanced Sensors, Predator, TIE Mk.II

98 points gives you a great initiative bid for Quickdraw, and two cheap pesky Defenders.

I love your Carnor Jax build. I'll definitely try it out.

I'm loving these ideas, should really by that Imp aces pack avoided it so far, also no Palp for me.

I managed to play very badly with my list above and lost opportunities with Quickdraw. I think it's definitely on my 'to fly more' list. Damned defenders, I only just lost, with my below average dice, opponents very hot evades and my poor QD flying.

I've been all about Quickdraw lately. [sNIP]

No way... :P :P :P :P

Edit: could not highlight username

Edited by Malasombra