Epic tournament list input appreciated.

By BlodVargarna, in X-Wing Squad Lists

This list is inspired by the Battles of Scariff and Endor. The GR-75 is deliberately pared down. Hopefully it does some good before it goes down.

Caveats: I only want to play rebels, I have to have an epic ship, I don't own the Tantive.

There is a lot of synergy with this list and I think it should be able to easily get off some fully modded ordinance. Thoughts?

Epic (300)

GR-75 Medium Transport (40) - GR-75 Medium Transport

Comms Booster (4), Tibanna Gas Supplies (4), Dutyfree (2)

Prototype Pilot (22) - A-Wing

Assault Missiles (5)

Prototype Pilot (22) - A-Wing

Assault Missiles (5)

Lando Calrissian (53) - YT-1300

Squad Leader (2), Jyn Erso (2), Nien Nunb (1), Millennium Falcon (1), Experimental Interface (3)

Red Squadron Pilot (24) - X-Wing

R2 Astromech (1), Integrated Astromech (0)

Red Squadron Pilot (24) - X-Wing

R2 Astromech (1), Integrated Astromech (0)

Biggs Darklighter (26) - X-Wing

R4-D6 (1), Integrated Astromech (0)

"Dutch" Vander (31) - Y-Wing

Ion Torpedoes (5), Extra Munitions (2), R2 Astromech (1), Guidance Chips (0)

Gray Squadron Pilot (28) - Y-Wing

Ion Torpedoes (5), Extra Munitions (2), R2 Astromech (1), Guidance Chips (0)

Bodhi Rook (30) - U-Wing

Fire Control System (2), Inspiring Recruit (1), Hera Syndulla (1), Pivot Wing (0), Tactical Jammer (1)

I love classic Rebel ships...

First thought... Tibanna Gas seems unnecessary. Shouldn't need to spend energy outside that one Comms booster and recovering shields... My suggestion is a second Comms booster since actions will be very limited without advanced protocols. You're going to want to use reinforce a lot... And clearly jamming when not doing that.

You could also spend four points on a Targetting coordinator... Spend one energy and give somebody at range one or two of the transport a target lock... Which works pretty good with Dutch, and Rook out there in the Uwing.

As for the rest of the list, you have anti-swarm material...

Pretty good sized swarm of your own...

Looks fun...

Edit: Disclaimer, I'm a terrible tournament list builder as I often get stuck in themes.

Edited by LagJanson

Ok so this tournament is requiring minimum 3 epic points in the list so for me that's going to have to be 2 GR-75s.

I dropped Bodie and found a couple of points to upgrade all the X wings because I'm a sucker. I think General Calrissian should be a cool ship at least thematically.

Epic (300)

Lando Calrissian (53) - YT-1300

Squad Leader (2), Jyn Erso (2), Nien Nunb (1), Millennium Falcon (1), Experimental Interface (3)

Garven Dreis (29) - X-Wing

R2-D6 (1), Integrated Astromech (0), Swarm Tactics (2)

Tarn Mison (26) - X-Wing

M9-G8 (3), Integrated Astromech (0)

Biggs Darklighter (28) - X-Wing

R2-F2 (3), Integrated Astromech (0)

Gray Squadron Pilot (27) - Y-Wing

Proton Torpedoes (4), Extra Munitions (2), R2 Astromech (1), Guidance Chips (0)

Gray Squadron Pilot (26) - Y-Wing

Plasma Torpedoes (3), Extra Munitions (2), R2 Astromech (1), Guidance Chips (0)

Green Squadron Pilot (25) - A-Wing

Crack Shot (1), Assault Missiles (5), A-Wing Test Pilot (0), Guidance Chips (0), Trick Shot (0)

Prototype Pilot (15) - A-Wing

Chardaan Refit (-2)

GR-75 Medium Transport (37) - GR-75 Medium Transport

Inspiring Recruit (1), Comms Booster (4), Dutyfree (2)

GR-75 Medium Transport (34) - GR-75 Medium Transport

Comms Booster (4)

I'm having doubts about General Calrissian. I read that the falcon can get one shotted by the Tantive or the Raider.

Maybe more fighters is better and I also read an ace is good to have for end game.

what do you guys think?

Having killed Dash with a Raider in two turns of fire, I understand that. One shot is very unlikely, but at 50+ points the Falcon will attract attention. It can still be used to devastating effect if you know what you're doing. Consider your tactics... If the Falcon does go down fast, does that impact your plan? If so... Change it out. Last epic game we had the Raider killed Rey over several turns as she tried to dogfight a pair of interceptors. Long range fire support coming in like artillery...

Aces attract attention. It comes down to tactics. Do you hold your ace back? Do you commit to a heavy fire zone to try to swing the battle? How many aces do you bring? Aces get to shoot before generics in most cases, but generics have numbers and sometimes that counts for more.

Me personally? I have troubles commiting ships over 40 points. Personal issues with loss. Some people can make ships like the Falcon dance though and get their points worth. I'm not one of them.

I'd seriously avoid agility zero ships in epic though. Those will have a rough day.

A Falcon can drop in one round of combat in epic play, regardless of what is doing the shooting. Its the same with anything that has less than 3 agility in epic play - they just can't handle the firepower for long. Lando is so close in price to a 58 Dash build, so I'd advise going with him instead - at least he's maneuverable enough to dodge some fire.

Your X-wings look great, but I'm not sure about the Y-wings. Their damage potential is higher than a TLT Y-wing for the first two rounds, but after that they become kind of useless. An alpha strike is nice, but it needs to be cheap, which Y-wings are not. The A-wings look good - a blocker and anti-swarm device. Its the Transports that I have the largest problem with though - comms boosters are very nice, but they don't really do anything else for you. I'd try something like:

Gr-75 Transport (41)

Toryn Farr

Cluster Bombs

Intelligence Agent

GR-75 Transport (40)

Ionisation Reactor

Cluster Bombs

Intelligence Agent

Intelligence Agent

The idea is to send them as a ram into the opposing fleet. Range 1 is a very dangerous place to be against these, and range 2 is just as bad with Jam and Toryn. Intelligence agents galore gives the rest of your force time to predict their maneuvers. Its a tad pricey (my personal preference would be two of then with Toryn on one and that's it), but it is effective at intimidation.