All FO lists - seeking feedback

By Pewpewpew BOOM, in X-Wing Squad Lists

Before the kids, I played a ton of tourneys with Mk1 Warmahordes and had a lot of fun; including getting in the final four at Kublacon with Lich Lord Terminus and winning the Trollbloods best in faction at the release tourney there. I am not into power-gamey flavor of the month lists and like to put my own spin on things. As such, lists like 4TLT and pre-nerf toilet seats don't hold a lot of interest for me. That said, I also don't feel the need to take sub-par stuff for the sake of it.

I've gotten very little time on the table with X-Wing. Most of my games have been me flinging TIEs at my 6-year-old's Ghost or Falcon for fun (meaning the I don't do much blocking and my ships inexplicably start making silly moves at inopportune times).

More recently, I got a couple spins with Kath and Bossk at my LGS. Had fun but don't have the kind of feel for large base maneuvering that one gets through experience.

I have an opportunity to play in a regionals and would like your input on what pitfalls you see in these lists....

#1

FO: Quickdraw & Friends (100)

"Quickdraw" (39) - TIE/SF Fighter

Expertise (4), Sensor Jammer (4), Special Ops Training (0), Lightweight Frame (2)

"Zeta Leader" (21) - TIE/FO Fighter

Wired (1)

Omega Squadron Pilot (20) - TIE/FO Fighter

Push The Limit (3)

Omega Squadron Pilot (20) - TIE/FO Fighter

Push The Limit (3)

Or this alternate...

#2

FO: Quickdraw & Friends 2 (98)

"Quickdraw" (41) - TIE/SF Fighter

Expertise (4), Sensor Jammer (4), Sensor Cluster (2), Special Ops Training (0), Lightweight Frame (2)

"Zeta Leader" (21) - TIE/FO Fighter

Wired (1)

Omega Squadron Pilot (18) - TIE/FO Fighter

Crack Shot (1)

Omega Squadron Pilot (18) - TIE/FO Fighter

Crack Shot (1)

Edited by Pewpewpew BOOM

I can see the first build making Quickdraw more durable; maybe worth a try. Toss the second version of Quickdraw; Expose is a waste. I would try Crack Shot on the Omegas and Switch Zeta Leader for Omega Leader.

I can see the first build making Quickdraw more durable; maybe worth a try. Toss the second version of Quickdraw; Expose is a waste. I would try Crack Shot on the Omegas and Switch Zeta Leader for Omega Leader.

Actually, the both have Expertise; it is just that my Aurora Squad Builder is not updated with that EPT so I put Expose there for calculation purposes. Neglected to change it but now amended.

#2 actually has the SF more tanky with sensor cluster; but that comes at the cost of action efficiency on the Omegas.

I like F/O lists, but they still need to swarm to be effective. I don't think 4 is going to cut it, you want enough shots to melt a big ship in one pass and bodies to block with. Maybe something like this:

5 x Epsilon Tie F/O 75

1 x Zeta Specialist Tie S/F w FCS, title 25

or:

3 x Epsilon Tie F/O 45

1 x Zeta Specialist Tie S/F w Title, FCS, Light Frame 27

1 x Delta Tie Defender w X7 title 28

Crack shot is your friend.

Also,, consider Swarm Leader and some Comms Relays.

I have a "TIE/fo All-Stars" list I like using, but other than that I actually like a pure Epsilon Squadron squad - Epsilon Leader (Comms Relay), Epsilon Ace (Primed Thrusters), 4 x Epsilon Squadron Pilots.

Your lists are interesting. My main comments:

  • Crack Shot is better than Push The Limit on a TIE/fo. Even focus/target locked, a 2-dice attack only hits so hard, and stressing yourself to achieve it costs you access to the TIE/fo's real party pieces - those awesomely flexible speed 1 turn and speed 2 segnor's loops.
  • Zeta Leader with Wired is a nice combination. It's amazing how much harder you hit with a 2-point Weapons Guidance, though - stress yourself, roll 3 (or 4) red dice, spend a focus to turn a blank to a hit and reroll the focus result. Hits better than most native 3-dice ships and gets defensive rerolls to boot.
  • Quickdraw.....you're equipping her as a mini-dengar; rather than trying to self-stress and get free shots before combat starts, you're taking her 'revenge shot' as a free shot during the combat phase. This can work. Expertise gives you unlimited offensive focus (unless stressed) which pairs well with spending your focus defensively - which pairs well with sensor cluster. Being able to 'fettle' the amount of damage you take precisely is ideal, because the aim is to take exactly one shield hit, no more, and then blow the attacker to dust bunnies.

I'd recommend the second squad, but I'd sacrifice the 2-point initiative bid and put weapons guidance on Zeta Leader. You'll get a serious increase in firepower from it, and whilst PS9 wanting an initiative bid makes sense, you don't have anyone with massive repositioning ability (barrel roll but no boost) and you don't have the ability to initiative-shot anyone with Quickdraw.

So here is an FO list I have toyed with. Obviously Piloting is key to keep it in the fight in a 100pt competative setting. I have played it in a 2v2 200pt casual setting with my partner usually bringing bomber/punisher combos.

FO studs (100)

"Omega Leader" (29) - TIE/FO Fighter

Juke (2), Comm Relay (3), Stealth Device (3)

"Omega Ace" (26) - TIE/FO Fighter

Push The Limit (3), Stealth Device (3)

"Zeta Leader" (24) - TIE/FO Fighter

Wired (1), Stealth Device (3)

"Epsilon Leader" (21) - TIE/FO Fighter

Weapons Guidance (2)

I think I have switched the stealth device between Eps and Zeta several times, I'm pretty sure I could make an arguement for either.

Edited by JSwindy

"Omega Leader" (29) - TIE/FO Fighter

Juke (2), Comm Relay (3), Stealth Device (3)

"Omega Ace" (26) - TIE/FO Fighter

Push The Limit (3), Stealth Device (3)

"Zeta Leader" (24) - TIE/FO Fighter

Wired (1), Stealth Device (3)

"Epsilon Leader" (21) - TIE/FO Fighter

Weapons Guidance (2)

Nice one.

My TIE/fo All-Stars is pretty similar:

  • Weapons Guidance moves to Zeta Leader for extra kaboom
  • Omega Ace's Stealth Device becomes a Pattern Analyser and Twin Ion Engines MkII (speed 3 bank and push without stress for range 1 critical slams)
  • Epsilon Leader becomes Epsilon Ace or Zeta Ace with Primed Thrusters for general annoyance purposes.
Edited by Magnus Grendel

Nice one.

My TIE/fo All-Stars is pretty similar:

  • Weapons Guidance moves to Zeta Leader for extra kaboom
  • Omega Ace's Stealth Device becomes a Pattern Analyser and Twin Ion Engines MkII (speed 3 bank and push without stress for range 1 critical slams)
  • Epsilon Leader becomes Epsilon Ace or Zeta Ace with Primed Thrusters for general annoyance purposes.

Unfortunately I do not yet own PA or PT and I would hang on to EpL or give somebody wingman to keep the dial open on Zeta L. Another option would to stick Howlrunner in there with wingman, but he would inevitably be the first target.

I don't have it all put together anymore, But I had a OL, OA, Howl and Osquad cracks put together at one time, If I remember correctly

Another option would to stick Howlrunner in there with wingman, but he would inevitably be the first target.

One reason I'm liking Youngster with Rage a lot - if you can manage the stress (or just use it sparingly and accept the consequences), it's better than Howlrunners ability (technically Howlrunner's a 'she') - not only does it let you reroll up to 3 dice, but it also triggers as an action, "locking in" the bonus at the activation step, such that shooting Youngster down actually doesn't matter.

Plus, the fact that he can pass his bonus to the much beefier Special Forces TIE Fighter opens up a lot of extra options.

Edited by Magnus Grendel

"Quickdraw" (41) - TIE/SF Fighter

Expertise (4), Sensor Jammer (4), Sensor Cluster (2), Special Ops Training (0), Lightweight Frame (2)

I can't help feeling that those Quickdraw builds are rather pricey and you are spending a lot of points to protect a pilot who actually wants to go on a suicide run.

I would run a budget QD with Rage and EBaffle and use it as a sort of guided missile. If you want a tooled-up durable Tie/SF then maybe Backdraft would be better.