Miranda and the Green Snaps

By gennataos, in X-Wing Squad Lists

Admittedly, I suck at flying Miranda, but I'm determined to figure it out. When I have flown her, it's been with a single ace (Corran, Poe, Norra, etc) that I usually get killed entirely too early. In another list, I've found these two Snapshot A-wings to be a huge pain for my opponent. So, I figured I'd combine the lists and see if I can manage any better.

The notion is Miranda does her normal thing of flying around the outside for the most part, leaving presents for the opponent to stumble into. The Green Snaps swoop in at opportune moments to take advantage of enemy ships with limited maneuvers (ionized/stress ships) and/or blocking. I'd love to include Juke on them, but I don't have them and don't care to proxy. Any thoughts?

Miranda Doni (29)
Twin Laser Turret (6)
Seismic Torpedo (2)
Extra Munitions (2)
Homing Missiles (5)
Sabine Wren (2)
Ion Bombs (2)
Conner Net (4)
Cluster Mines (4)
Advanced SLAM (2)
Green Squadron Pilot (19)
Snap Shot (2)
Chardaan Refit (-2)
Trick Shot (0)
Autothrusters (2)
A-Wing Test Pilot (0)
Green Squadron Pilot (19)
Snap Shot (2)
Chardaan Refit (-2)
Trick Shot (0)
Autothrusters (2)
A-Wing Test Pilot (0)
Total: 100

Looks pretty good, but Miranda has a bit too much going on. I worry that Seismic Torpedoes aren't really helping because her SLAM action let's her weave between obstacles with relative ease, so destroying them makes it easier for the opponent to follow. That said, Seismic Torpedoes do provide some element of anti-swarm tech.

My main suggestion would be to drop one of the 4-point bombs, and use those points to give Juke to your A-wings instead of Trick Shot. Trick Shot is good and cheap, but Juke is nice because it let's you do a defensive action that has offensive benefit if you're not attacked. If, for example, a TIE/x7 gets hit by a Conner Net, your A-wings will tear it to shreds the following round because it will be left with no action and no free evade token, AND they can Juke one of its evade results. Also, Juke works with Snap Shot because you're modifying the opponent's dice, not your own. (That said, you may not have two copies of Juke if you're primarily a Rebel player).

I don't envy you the decision on which 4 points to cut out of Miranda, but at 29 points of upgrades, I think she's a little over the top.

Looks pretty good, but Miranda has a bit too much going on. I worry that Seismic Torpedoes aren't really helping because her SLAM action let's her weave between obstacles with relative ease, so destroying them makes it easier for the opponent to follow. That said, Seismic Torpedoes do provide some element of anti-swarm tech.

My main suggestion would be to drop one of the 4-point bombs, and use those points to give Juke to your A-wings instead of Trick Shot. Trick Shot is good and cheap, but Juke is nice because it let's you do a defensive action that has offensive benefit if you're not attacked. If, for example, a TIE/x7 gets hit by a Conner Net, your A-wings will tear it to shreds the following round because it will be left with no action and no free evade token, AND they can Juke one of its evade results. Also, Juke works with Snap Shot because you're modifying the opponent's dice, not your own. (That said, you may not have two copies of Juke if you're primarily a Rebel player).

I don't envy you the decision on which 4 points to cut out of Miranda, but at 29 points of upgrades, I think she's a little over the top.

I agree with everything you've said. Seismic Torps is only on Miranda because I had another 2 points to spend and there was no reason not to spend it. I suppose I could go for Flechette Torps instead, but I'm not a fan of ordnance where I have to spend the TL/Focus to fire. As you suggested, I am a solely Rebel player, and don't have a single Juke, much less two. My primary playing partner and I don't like proxying, so I'm kind of stuck in that regard unless I branch out and get a couple Ties. If I were to do that, I would probably dump the Cluster Mines in favor of adding Juke to each A-wing. That'd still leave 2 points swinging in the wind, though.

Have you had much experience with Trick Shot? I've used it a bit, and it activated more than I expected in a T-70 squad I ran. Then I tried it on a turret (Rey) and was amazed at how much extra damage it contributed. Granted, Rey has some pretty amazing dice modifications going on, but it especially helped when she had to shoot out of arc, where she's weakest. That's when I realized how good it is on ships with more than just a primary firing arc. TIE/sf's love it because they can fly past an asteroid and shoot their pursuers behind them and get three dice in the aft instead of two. For that reason, I can see how they can be a boon to your two attack dice A-wings. And you can't argue with the point cost, that's for sure :)

I've only had Trick Shot a few times, probably forgot about it a few times when I did. I did play this list the other day and I tabled my buddy running Fenn, Talonbane and Trandoshan Slaver party bus. I don't know if things could have gone better. I ended up dropping an Ion Bomb on the Slaver and blocked Fenn on the same turn (which also caused Talonbane to crash). The iononizaton sent the Slaver off the board the next turn with only 3 shields missing. It pretty much spiraled out of control for my opponent....Fenn hit a Conner Net, Talonbane hit two cluster mine tokens and blew up with Sabine splash damage going on Fenn, etc.

I really don't recall how much damage the A-wings contributed, but they definitely proved themselves as a distraction. I usually kept them close together with their arcs together. My opponent was very cognizant of Snap Shot, despite that I only got it off one round with no damage. Miranda was a monster. At one point she was shieldless and had two damage cards, but finished with full shields and no more damage. She dropped one of each bomb to great effect along with a Homing Missle Shot.

I'm going to keep tweaking this idea. It was probably the most fun I've had flying.

I'd drop Seismic torps on Miranda and put crack shot on both A's instead of trick shot. It will help you push damage through on your snaps.

I'd drop Seismic torps on Miranda and put crack shot on both A's instead of trick shot. It will help you push damage through on your snaps.

I agree, but, sadly, I don't have Crackshot.

Would you be able to borrow Crack Shot or Juke from your friend? If it lets you play the list you want, and they're not using it in their list, I don't see why you guys wouldn't be OK with it. It prevents the game from being a "pay to win" game.

We've thought about trades. It hasn't really been 'pay to win' with us, despite him having both Imperials and Scum. I did get the Starviper for Christmas, which has been nice to have Autothrusters. If he break the Rebel seal, though...hmm...we might have to have a discussion, haha...

I get that it's limiting to stick (mostly) to one faction, but I just don't want to invest more than I already have, which I think is too much. If that means I have to settle on list options, so be it.

If you aren't in a tournament you really should be proxying stuff.

If you aren't in a tournament you really should be proxying stuff.

I see the argument for it...seeing if you even like a given list in the first place before you invest in them. I'm okay with just playing with what I own, though.

Edited by gennataos

¯\_(ツ)_/¯

Haha, yeah, I know...you can lead me to the water, but you can't make me drink! I'm warming up to the idea.

I'm starting to think about Juke for those two A-Wings. That'll likely mean I'd be taking Evades for them both most turns, which means they should be a real pain to kill off. Couple that with Miranda as the primary target, they should have a fair amount of free reign to wreak havoc. That means I'd have to drop Cluster Mines, though. :(

Snap/juke A-wings are definitly great little ships. Just make sure not to chase that evade and the snap shot at all costs. It takes a little practice learning to fly them right. Like all A-wings, they like hit and run strafing. Zoom in, evade, shoot and 5-straight away. Make sure to grab a TL whenever you can, because you will be hurting for modifiers on your primary shots.

Thanks, that's good advice. It will take some practice to see if this can work. Miranda is a challenge on her own, adding in two squishy mosquitos doesn't help. This isn't a list which is likely to table opponents very often, more likely just be annoying to hit/kill.

I can also recommend PTL Juke A-wings.. Not quite as manoeuvrable as limited to greens but still have a green 5 straight so it's not the end of the word.

I tried the snap/juke combo and found that an a-wing at range one with only an evade token will not last long. Much prefer tokening up with an evade and focus and with AT's as well really tough to hit at range 3 and with Juke can slowly plink away at things. It's not a high damage list but against ships that rely on tokens once the focus has been spend the others can really start to make Juke pay off.

My preferred options are 4 of them at 24 points each or 2 with a 48pt Corran for a little extra firepower. Then can then make the opponent spend any remaining focus tokens before the double tap

What about taking off Seismic Torps and Cluster Mines from Miranda and adding PtL to both A's in place of Trick Shot? It doesn't give me the Snap Shot mod, but JaceDK's advice above did make me think how little Snap Shot could come into play.

J Viz - I do like that idea. Course, then the title of the thread needs to change, cuz I no longer have Miranda nor Snap Shot. ;)

That is true but it would give you 52 points to spend on the standard Miranda build - Sabine, Connor net, Ion bombs, homing missiles and advanced slam.

The A's would be a little less snappy though

I think I'm going to try the PtL/Snap version first. Despite Snap Shot not having a lot of teeth, it is still a deterrent which people will have to consider. High agility aces might scoff at it, but things like a Decimator or even Whisper will have to consider their maneuver carefully. I particularly like the ability to Boost + Focus/Evade to possibly help with Snap Shot positioning, if necessary.

I've used PTL/Juke, PTL/Snap and Snap/Juke and PTL/Juke is my favourite followed by PTL/Snap (but this may well be because I've flown the Juke list a lot more. The Snap/Juke list was a failure because:

1. The little fellas died far too quickly

2. Snap shot is pretty useless if all you can roll is blanks and focus (but that's dice and it was only the one game)

If you can keep a secret, here's the list I'm planning on flying at Regionals: http://xwing-builder.co.uk/view/637666/jess-and-the-jukes

It has sufficient punch to cripple an X7 Defender in the inital joust and the right tools to shine in the following furball. I recently went 3-1 with it at a local tournament, beating Echo/Delta/Delta, Dengar/2x TLT y-wing and 2x ICT Y-wing/2x TLT Y-wings. I'm also having good succes with it on Vassal. And most of all, it makes for super fun and highly challenging games, rather than just flying in circles chugging fully modified shots at each other.

Nice, I have been tempted by Jess with 3 GSP PTL/Juke A-wings. She gets a load of rerolls from the a-wings which in themselves are hard to take down. I like the idea of Swarm Leader on her though. Could be fun. After a-wings Juke with the evades she can use to fire.

Nice, I have been tempted by Jess with 3 GSP PTL/Juke A-wings. She gets a load of rerolls from the a-wings which in themselves are hard to take down. I like the idea of Swarm Leader on her though. Could be fun. After a-wings Juke with the evades she can use to fire.

Exactly. I find the inclusion of a TLT to be of great value, both for stripping tokens, keeping fire on a wounded target after the initial joust and hitting high-agility targets. Zeb is the perfect carrier, since he is PS3 like the other ships and the shuttle has a native evade action and also makes a decent blocker in a pinch. Another option is to run him with ICT and Rey crew.

Hmmm...I like this. What about Airen with VI instead of Zeb? Anything to that, you think?