No alpha just omega

By Spaceman91, in X-Wing Squad Lists

So I still haven't tried the SF out yet. For my first attempt:

Quickdraw + Marksmanship + FCS + Pattern Analyser + MKII engine + title

Omega Leader + Juke + Comms

2x

Omega Squadron (tie/fo) + Crack shot

Anyone have thoughts about this list?

Flaws/serious problems with this list?

Edited by Spaceman91

So I still haven't tried the SF out yet. For my first attempt:

Quickdraw + Marksmanship + FCS + Pattern Analyser + MKII engine + title

Omega Leader + Juke + Comms

2x

Omega Cracks

Anyone have thoughts about this list?

Flaws/serious problems with this list?

Sorry this isn't clear for me. Are the omegas TIE f/o or TIE s/f? I would think they are f/o but i just want to make sure.

So I still haven't tried the SF out yet. For my first attempt:

Quickdraw + Marksmanship + FCS + Pattern Analyser + MKII engine + title

Omega Leader + Juke + Comms

2x

Omega Cracks

Anyone have thoughts about this list?

Flaws/serious problems with this list?

Sorry this isn't clear for me. Are the omegas TIE f/o or TIE s/f? I would think they are f/o but i just want to make sure.

My bad. They're crack Fo's

Ok that clarifies things.

Maybe just take off as many points as possible on quickdraw. Her job is to die, plain and simple. I would run her with rage and electronic baffle, that's it. You drive up to someone, rage, baffle the stress and tear them to shreds. Unless you want to a tually use the ship legitimately, and just have the extra attack as a bonus, then your build should work.

Anyways maybe upgrade one of the crack omegas to an ace (say Zeta Leader with wired) and drop the other to an epsilon to block. That might help your damage output and help mess with your opponent.

As far as Quickdraw is concerned, building her to self-damage and expending her as quickly as possible isn't the only way to run her - in my experience it's been better to treat her ability similarly to Dengar's, as you'll get more use out of the ship over the course of the game this way. Quickdraw is more limited in the number of times she can use it (a maximum of 3), but has more freedom in using it (since the shot does not have to be back at the firer), and it can really discourage your opponent from firing at her at all.

I've had success with the following two builds:

'Quickdraw' (TIE/SF)

-'Special Ops Training'

-Adaptability

-Accuracy Corrector

-Sensor Cluster

-Twin Ion Engine MKII

35pts

This one is more defensive in nature, but also very reliable on offence (maximising the potential of the rear arc). Since actions arn't needed for attack modification, she's free to take a Focus for Sensor Cluster, and at PS10 with a counter-attack, she's all but guaranteed to get shots in.

'Quickdraw' (TIE/SF)

-'Special Ops Training'

-Push the Limit

-Electronic Baffle

-Pattern Analyzer

-Twin Ion Engine MKII

36pts

This is my current go-to build, since Push the Limit, Pattern Analyzer and Twin Ion Engine MKII combine so well together to make the SF a much scarier prospect to face. Electronic Baffle is on there to allow her to self damage and fire out of sequence, but this should only be used when most opportune - catching Fel or Fenn Rau without defences, for example - rather than immediately, and requires the list to have an initiative bid to ensure Quickdraw is moving first.

I think Quickdraw's ability is a bit of a trap, and after trying it I don't think Rage+Baffle is the way to go with her. The remaining stress can be too limiting on your movement, and self-damaging right away, before your opponent has solidifed their choice of target, invites them to finish her off, or at least remove her remaining shields and shut down a lot of her functionality.

As far as Quickdraw is concerned, building her to self-damage and expending her as quickly as possible isn't the only way to run her - in my experience it's been better to treat her ability similarly to Dengar's, as you'll get more use out of the ship over the course of the game this way. Quickdraw is more limited in the number of times she can use it (a maximum of 3), but has more freedom in using it (since the shot does not have to be back at the firer), and it can really discourage your opponent from firing at her at all.

I've had success with the following two builds:

'Quickdraw' (TIE/SF)

-'Special Ops Training'

-Adaptability

-Accuracy Corrector

-Sensor Cluster

-Twin Ion Engine MKII

35pts

This one is more defensive in nature, but also very reliable on offence (maximising the potential of the rear arc). Since actions arn't needed for attack modification, she's free to take a Focus for Sensor Cluster, and at PS10 with a counter-attack, she's all but guaranteed to get shots in.

'Quickdraw' (TIE/SF)

-'Special Ops Training'

-Push the Limit

-Electronic Baffle

-Pattern Analyzer

-Twin Ion Engine MKII

36pts

This is my current go-to build, since Push the Limit, Pattern Analyzer and Twin Ion Engine MKII combine so well together to make the SF a much scarier prospect to face. Electronic Baffle is on there to allow her to self damage and fire out of sequence, but this should only be used when most opportune - catching Fel or Fenn Rau without defences, for example - rather than immediately, and requires the list to have an initiative bid to ensure Quickdraw is moving first.

I think Quickdraw's ability is a bit of a trap, and after trying it I don't think Rage+Baffle is the way to go with her. The remaining stress can be too limiting on your movement, and self-damaging right away, before your opponent has solidifed their choice of target, invites them to finish her off, or at least remove her remaining shields and shut down a lot of her functionality.

Very good point, Malus, and i had briefly touched on that. Either way works, it just depends on how you want to play her.

Tbh I see the idea behind the "kill yourself" style but I'm not a fan of it. I would rather the ability be there as a plus then as something to throw at people. Like Dengar i want people to go "do I really want to shoot that cus it's only gunna shoot me again anyway"

Agreed. She's nice as a Mini-Dengar. Accuracy Corrector is a nice thought, too....at which point I find myself wondering if guidance chips and cluster missiles might be worth it?

Following the Rage/Baffle idea on Quickdraw briefly. Get in range, rage to double stress, lose a shield to baffle one of the stress which gives a shot that you can reroll. Then do your normal shot?

Exactly. With Quickdraw being PS9, you should normally be activating last and shooting first - meaning a double-tap with your primary weapon before anyone gets to respond. It's expensive in terms of damaging a points-heavy ace, but dropping 6 (or worse, 8) rerolled attack dice on a ship can gut it very, very fast.

One question; can anyone think of a way of reliably damaging a friendly ship in the activation phase other than electronic baffle? I was wondering if there was any way to use Enhanced Scopes to trigger Quickdraw's ability at PS0.

Edited by Magnus Grendel

Agreed. She's nice as a Mini-Dengar. Accuracy Corrector is a nice thought, too....at which point I find myself wondering if guidance chips and cluster missiles might be worth it?

O thats nasty

It's a classic TIE advanced loadout - made more useful in the case of the older ship by the fact you can pack four of them. There's few things more disconcerting than pointing at an intact Lothal Rebel and saying "Remove that ship please. No, I don't need to roll dice."