First escalation tournament

By Shivaja, in X-Wing

Hi guys am going to participate in my first escalation tournament any one knows some good escalation list or do any one got some tips and tricks for building escalation tournament squad ?

There are a couple of common strategies:

1. You can cram a bunch of naked ships into the first round and then upgrade them as you go into later rounds.

2. Build fairly complete ships and add a new ship each round while tweaking the ships you already have with new upgrades.

3. Build your list for the final round and work backwards to strip it down to fit into the first round.

Sometimes it's better to leave a few points on the board so you can add a better ship in the next round.

Some good rules:

  • Multiple 'mid PS' generics are good. Aces are nice in normal games, but in epic games they're less awesome.
  • Having a couple of once-per-turn abilities (like an evade token and palpatine) matter in a 100 point game where you're only taking 2-3 shots, and only 1 shot max if you fly right. In an epic game, where you've got four times the ships on only double the board, seeing soontir fel boresighted by 250-300 points of attackers isn't uncommon. Even Palpatine can only do so much.
  • Shield regenerators the same. Anything which gets boresighted by 200-300 points of guns ain't gonna live to see the next end phase.
  • Don't plan on 'cunning' flanking moves. If you set up on the opposite end of the battlefield, the fight will be over before you can engage. Being on one end of a contiguous formation is more than enough.
  • X-wings are actually really good in epic. They can move fast and deliver a good punch. In a normal game, the difference in maximum speed between a T-70 X-wing and a B-wing is pretty negligible. In an epic game, on a double-sized board, boosting X-wings are fast enough to 'flank' and to 'redeploy' a meaningful distance if they get a couple of turns without being shot at. If a B-wing gets stuck in the wrong place, it's pretty much out of the fight.
  • Remember that you can both set up up to range 2 into the board. Turn 1 shots are the norm, and 'charge up' abilities like Moldy Crow won't have time to be truly effective.
  • Unlimited range abilities are awesome. Captain Kagi can annoy an entire battlefield of epic ships and long range scanners, and has space to run away in with Palpatine safely scooched aboard.
  • Rules which benefit "all friendly ships within" are, naturally, amazing and should be your first choice.
  • Medium Agility matters (I mean, so does high agility, but the jump from medium to high matters more) - in an epic game, turbolasers means you can be under fire a turn early by a nasty heavy laser cannon analogue. Doubling your agility means that the difference between agility 1 (say B-wings) and agility 2 (say X-wings) is much more noticeable.
  • Alpha strikers are one build which does work fairly well, provided they've got the pilot skill to make it work - remember your opponent is likely to have enough PS9+ships to kill a 'lynchpin' like Blount before it can do whatever it normally does. Targeting management is also a problem - Deadeye is your friend.
  • Huge ships (with the new rules and upgrades) are devastating. Their main guns pound large ships from afar, while the Quads can eat squadrons at close range. And the ability to crush any ship in its path makes it something you don't want to be in front of. With Automated Protocols, they get 3 actions per turn.
  • Huge ships are squishy in the early game but can be a monstrous PITA if they survive to the mid-late game stages - so you need a plan to deal with that.
  • On multi-section ships, remember you need to kill both halves to get any credit! Killing one half then not finishing it off is a game-losing waste of effort.
  • As a rule, try to go for the half with the reinforce action on it first. It'll also take out the energy generation too.
  • If you can, come at a huge ship from the flank. No risk of being crushed, and you can aim your attacks at whichever half's defences hasn't been reinforced.

I've only played in one and it was the best tournament ever .....

If you have a lot of scum players in the area the will use a lot of mind link you check you have some way to stress them

I played

round 1

Poe Dameron (PS9) —

T-70 X-Wing 33

Push the Limit 3

R2-D2 4

Primed Thrusters 1

Vectored Thrusters 2

Black One 1

Ship Total: 44

Prototype Pilot —

A-Wing 17

Chardaan Refit -2

Ship Total: 15

then added 1 y wing per round first round stress bot

Gold Squadron Pilot — Y-Wing 18 Twin Laser Turret 6 Extra Munitions 2 Bomb Loadout 0 R3-A2 2 Thermal Detonators 3 BTL-A4 Y-Wing 0 Ship Total: 31

Gold Squadron Pilot — Y-Wing 18 Twin Laser Turret 6 Extra Munitions 2 Bomb Loadout 0 Cluster Mines 4 Ship Total: 30

Gold Squadron Pilot — Y-Wing 18 Twin Laser Turret 6 Extra Munitions 2 Bomb Loadout 0 Cluster Mines 4 Ship Total: 30

Edited by shotbyscott

So whats beater swarm of naked ties or buffed out aces i was thinking of 4 black squadron Ties with crack shot for first round or buffed out Fenn Rau and N'dru Suhlak or to go copletly nuts and out of the box with flying Ghost Kanan Jarrus with autoblaster turret and docked Ezra in attack shuttle.