Tomorrow morning I'll be going to a local FLGS to participate in a tournament.
125 points
Debri fields only (not sure why though...)
I've got 4 lists I'm thinking of bringing (1 Rebel, 2 Imperial, 1 scum):
Corran Horn (45)
E-Wing (35), R2-D2 (4), Fire-Control System (2), Veteran Instincts (1), Stealth Device (3)
Nien Nunb (36)
T-70 X-Wing (29), Black One (1), Targeting Astromech (2), Stay on Target (2), Vectored Thrusters (2)
Miranda Doni (44)
K-Wing (29), Twin Laser Turret (6), Extra Munitions (2), Homing Missiles (5), Rey (2)
Total: 125 pts.
The idea here is to have Corran against aces (since he's PS 10), Nien against swarms (stay on target + vectored thrusters makes her just about impossible to pin down), and Miranda as a wild goos chase and turtle-killer.
Glaive Squadron Pilot (34) x 2
TIE Defender (34), Veteran Instincts (1), TIE/x7 (-2), Twin Ion Engine Mk. II (1)
Royal Guard Pilot (28) x 2
TIE Interceptor (22), Veteran Instincts (1), Royal Guard TIE (0), Autothrusters (2), Hull Upgrade (3)
Total: 124 pts.
An all-generic, all-PS8 list. The ships are quite durable (especially the X/7s), but I think its weak against PS 9 aces.
Major Rhymer (32)
TIE Bomber (26), TIE Shuttle (0), Snap Shot (2), Twin Ion Engine Mk. II (1), Tactician (2), Intelligence Agent (1)
“Quickdraw” (33)
Special Forces TIE (29), Push the Limit (3), Electronic Baffle (1), Special Ops Training (0)
Soontir Fel (33)
TIE Interceptor (27), Royal Guard TIE (0), Push the Limit (3), Autothrusters (2), Twin Ion Engine Mk. II (1)
Omicron Group Pilot (24)
Lambda-Class Shuttle (21), Collision Detector (0), Darth Vader (3)
Total: 122 points.
All sorts of tricks here. If an opponent's ship maneuvers into range 2 of Rhymer, they are attacked and immediately receive a stress, leaving them without actions. Quickdraw also attacks during the Activation phase. Soontir is Soontir. The Shuttle is not a Palpshuttle (for once) but instead a Doomshuttle from back in the day.
Talonbane Cobra (35)
Kihraxz Fighter (28), Predator (3), Cloaking Device (2), Vectored Thrusters (2)
Fenn Rau (32)
Protectorate Starfighter (28), Fearlessness (1), Concord Dawn Protector (1), Autothrusters (2)
Serissu (32)
M3-A “Scyk” Interceptor (20), Adaptability (0), “Heavy Scyk” Interceptor (2), Stealth Device (3), Heavy Laser Cannon (7)
Cartel Marauder (22)
Kihraxz Fighter (20), Vectored Thrusters (2)
Total: 121 pts.
Fenn and Talonbane love range 1, and can make great use of it with their upgrades. Serissu is a range 3 "sniper", with stealth device discouraging fire. The Marauder is there as a blocker, and to hold a healthy 4 pt initiative bid.
So which list would you go with, and how would you improve it?