Help me decide!

By Rear Admiral Nerf, in X-Wing Squad Lists

So I have a regionals coming up next month and I can't decide on a list I want to run.

So lets start this off with a list I have not have a chance to play yet and is all theory machine so far but I like where it is going.

The Bombers (100/100)

Miranda Doni

Extra Munitions

Twin Laser Turret

Connor Net

Thermal Detonators

Advanced Slam

Sabine Wren

Gold Squadron Pilot x2

Bomb Loadout

Twin Laser Turret

Seismic Charges

Pros:

So I have played with the Miranda loadout in other lists and she does work. With 3 TLTs in the list I think I have a decent chance against two fat ships such as Dangaroo and Dangar/Shadow Caster. TLT's also work a bit better against defenders imo than Palp aces of old due to no auto-thrusters. The bombs can also wreck aces if played well. It also has a good chunch of HP

Cons:

Low agility I'm pretty much taking whatever they throw at me to the face. The list also is not very maneuverable so I won't be dodging many arcs. I've had no practice with this list so I have the least experience with this one out of all my others.

List number 2 Rebel Regen. (100/100)

Maranda Doni

Extra Munitions

Twin Laser Turret

Conner Net

Thermal Detonators

Adcanced Slam

Sabine Wren

Little Poe Dameron

Veteran Instincts

R5-P9

Autothrusters

Black One

Patern Analyzer

Bandit Squadron Pilot

Pros:

I have played this list a couple times and it works pretty well so far. It has two regen ships so they should be able to take a lot of punishment and play the long game if needed. It has a low PS blocker and I think is a general all round decent list

Cons:

I don't have any games with this list against Dangaroo style lists or any fat ship lists so I am not sure how well it will play into those. This is also my second most least played list out of the ones listed.

List Number 3 Palp Aces (100/100)

Omicron Group Pilot

Anti Pursuit Laser

Emperor Palpatine

ST-321

Omega Leader

Juke

Shield Upgrade

Comm Relay

Colonel Vessery

Juke

Twin Ion Engine MK. II

Tie/x7

Pros:

So I have played with and against enough palp aces lists to know the ins and outs. Omega leader adds in some strong anti aces. Colonel Vessery is my favorite defender pilot. With the shuttle title and omega leader not wanted to spend his target lock Vessery should get a free target lock every turn. This allows him to focus on using his tokens for defense while still having some offensive modifications. I think this list has very few if any bad match ups.

Cons:

Very low pilot skill ships for a palp aces build. Most other aces I will face will be able to react to what I do. The shuttle is more expensive than what I usually run so I will be giving more points away for when it eventually dies. Hopefully that doesn't make a huge difference but it very well could.

List Number 4

The Hawk Block (100/100)

Palob Godalhi

Twin Laser Turret

Zuckuss

Torkil Mux

Twin Laser Turret

Spice Runner x2

Feedback Array

Pros:

The list has four hawks enough said! But on a more serious note the list is janky as hell and not a lot of people will expect it. Four TLTs should make make it a solid match up against big ships and rebel regen hopefully. Also the jank of being able to steal tokens and screw with pilot skill is pretty funny against Aces. The bug zappers also help keep ships from wanting to get into range one of them. I ran this list in a tourney once and did very well only losing to triple u boats. Now that they are not really a thing any more I think this list could do pretty well.

Cons:

The list has four hawks! low HP combined with low agility can make for a really sad day.

So these are the four lists I am considering. Which one do you all think has the best chance in of pulling it out? Also any feedback or tips is very much appreciated!

#HWKMETA!!!! you know you want to!!!

Personaly i'd go with Miranda/Poe/Z as it is a list i like i love bombing and general shenanigans. plus i havent flown y's, palpaces or Hwks so its a list style familiar to me.

Miranda Poe Z95 looks promising to me. I don't think Dengaroo should be too much trouble for this list as long as you resist the temptation to shoot if Dengar has you in arc. Dengar is only rolling 3 red dice (4 at range 1), and your ships can regen that level of damage fairly safely. In fact out of arc, Poe's autothrusters will keep him very safe.

Just don't let Dengar get a double-tap on you as that will start to burn your shields faster than you can heal them. Even if it means giving up on a shot, kill Dengar with 1000 paper-cut if you have to. Poe is PS10 so dodging Dengar's front arc should be feasible. Use your conner nets to ionise Dengar and make him predictable, then all your ships can hammer him. After the initial joust, use the Z95 to block the 2 White-sloop which will also stop Dengar from getting your ships in arc.