999

By mad mandolorian, in X-Wing Squad Lists

i've found that i like this list and want to share it with you guys.

Darth Vader w/ Engine Upgrade, title, ATC: 34

Soontir Fel w/ PTL, title, AT, Targeting Computer: 34

Turr Phennir w/ VI, title, AT, SD: 31

total: 99

i'm thinking of adding A Score to Settle or another 0 pt EPT when it's released also thinking of changing ATC to something else to guarantee initiative mabe sensor jammer

As someone who has flown these three pilots hundreds of times, I will say that this list has a few problems. Basically, what you are doing is a '3 flankers' list (3 flankers is when you put three highly mobile ships on the table and dance around with them until you get ideal engagements to ensure that none of your ships is forced into a joust).

However, VI Turr does not work well in this setup. He only has one action to take either focus or evade, so it simply is not enough protection to keep his stealth device from falling off the first time he gets hit by a highly accurate shot. For that reason, I strongly recommend Push the Limit. However, you have to use it judiciously (takes some practice). First of all, taking push the limit means you want to attack lower PS ships with Turr. Do not send him after PS8 ships except to use as a blocker. Secondly, do not use push the limit during the activation phase unless he has no shot. Instead, you use push the limit during the shooting phase to allow Turr to escape the arcs of enemy ships that have not shot yet.

Next up, I will say that running Vader without ATC is generally a bad idea. Even Juke + Accuracy Corrector is inferior to just plain ATC (and with or without an EPT). However, ideally, Vader would like to have an EPT too.

So my suggestion is to change the list to:

Vader w/ X-1, ATC & engine = 34

Soontir w/ PTL, title, thrusters & target comp = 34

Turr w/ PTL & autothrusters = 30

98

You can either give Vader a cheap EPT, such as adaptability, VI or even crackshot, or leave as is to preserve your initiative bid.

However, regardless of what you decide to run, this type of list is EXTREMELY difficult to run well (at least in a tournament setting). You can afford to make exactly ZERO errors in judgement when flying this kind of list. If you make even one little misjudgement (in distance, positioning or expectation of opponent maneuvers), it is possible you could lose a ship due to bad dice.

A lot of people end up giving up on these sorts of lists simply because they are so very unforgiving. If you stick with it, however, this is the kind of list that can REALLY teach you a lot about the game and how to make good decisions that lead to victory (in terms of target priority, knowing when to dodge arcs or turtle up, knowing when to run and when to attack, when to block, when to split fire, etc)

Edited by blade_mercurial