Opening the Hyper Dor...

By Darkcloak, in X-Wing Squad Lists

Dormitz + Hyperwave Comm Scanners = Gold!

As a true son of Corax I can really appreciate this pilot ability and tech combo. Start halfway up the board and get a token? Yes, please. In every list I fly from now on.

Here are some ideas on how to wreck peoples day, ala Raven Guard!

Let's start with some silly ones.

The Cow Level.

HyperDormitz (Dormitz + Hyperwave) + Title 3x OGP

Yes, that's right. Plunk down 3 lambdas in the middle of the mat. Probably purely fun but also purely hilarious.

Hyperspray

Hyperdor + Title. 2x Bounty Hunters

If the TIE /SF has taught me anything its that rear arcs are awesome. Why not throw down two oversized /SF and call it a day?

Hyperio's

Hyperdor + R ear Admiral Cheerios (in like any build). What's worse than RAC? Having him closer at setup! Seriously this one may be good.

Hyperglaive

Hyperdor + Title. 2x Glaive Squad + x7 + Crackshot. This one is also great, flew it yesterday and really cleaned up. If you drop the title on Dormie you can have Juke instead of Crackshot.

Anyways, that's just a few to get your blood moving. Now let's talk about opening the Hyper Dor in general.

First off its important to note the word "at" used in the text. This means that you do not have to have any part of your base within range 2 of Dormie. You simply touch the range ruler with both bases when measuring. This means you are actually getting a base width extra room. On a large ship this can make quite a difference. Another key word in this ability is "anywhere". I'm not sure if it would work as part of a combo but if your opponent thinks well placed rocks can stop your advance placement they better think again. Anywhere on the mat means that you can safely deploy your ships on obstacle tokens. Since we are not maneuvering or performing actions at the setup phase I see no reason why this wouldn't work. This may be an oversight and it will get FAQ'd or it is intentional to allow Dormitzs ability to trigger properly since it could be easily blocked by keen obstacle choice and set up. I seem to remember something about obstacle rules changing to interact better with new cards so...

Anyways, Dormitz and Hyperwave. Try it today!

Ok, I'll take the bait:

Lieutenant Dormitz (31)
Collision Detector (0)
General Hux (5)
Hyperwave Comm Scanner (1)

Rear Admiral Chiraneau (46)
Veteran Instincts (1)
Kylo Ren (3)
Hotshot Co-pilot (4)
Gunner (5)
Engine Upgrade (4)

Total: 100

View in Yet Another Squad Builder

give RAC an evade to start, devotion on turn one, just don't use it until the second shot. Could be ok.

Edited by Rolotamasi
9 hours ago, Darkcloak said:

Since we are not maneuvering or performing actions at the setup phase I see no reason why this wouldn't work. This may be an oversight and it will get FAQ'd or it is intentional to allow Dormitzs ability to trigger properly since it could be easily blocked by keen obstacle choice and set up. I seem to remember something about obstacle rules changing to interact better with new cards so...

There was an errata made to the rules regarding obstacles in the FAQ that dropped back in October. Previously, the rules had been unclear as to handle obstacles when an overlap is caused by anything other than a maneuver. The errata covers how to handle a base or template overlapping an obstacle for any other reason. Deploying on an obstacle is legal but may cause your ship to take damage or receive a stress token.

FAQ, pg. 2:

'Rules Reference (Obstacles, Page 14)
The following section should be added after the third paragraph of the
Obstacles entry:

After a ship’s base or maneuver template overlaps an obstacle, and the
overlap is not from executing a maneuver, it suffers an effect based on the
type of obstacle:
• Asteroid: The ship rolls 1 attack die. On a [HIT] result, it suffers one
damage; on a [CRIT] result, it suffers one critical damage. While a ship is
overlapping an asteroid, it cannot perform any attacks.
• Debris Cloud: The ship receives 1 stress token. Then, the ship rolls 1
attack die. On a [CRIT] result, it suffers one critical damage.'

Well if obstacles do their thing all the time then...

Hyper Dor + Collision Detectors

2x Omega Squad SF + Wired + CD + Title

1x Epsilon Squad Pilot + Hyperwave

100pts

Pick three debris tokens, be guaranteed at least one to put on your side. Hyperwave Dormie at PS0, do the same for Epi Pilot. Plunk down your SFs with focus + evade on them debris and watch while the other player scratches his head in utter confusion.

Yes. I put my ships on obstacles during setup.

Open the Hyper Dor my friends and rejoice.

Also of note. Marek and Vessery fit into a Hyper Dor list with X7 titles and liberal amounts of VI and Adaptability. In fact those are the only two upgrades you can take and still be at 99 points. Think about it... Marek and Vessery at half board with a focus each. Coordinate Marek a focus action with Dormie. Take x7 evades, Vess takes focus action for 2 focus and evade. Marek has two focus thanks to coordinate. He takes a TL... Bing bang boom. Both defenders firing with focus and TL on round 1 with focus and evade left over for defense. Then the Upsilon itself rolls in on round 2 with TL and a 4 die primary?

Seriously folks. Hyperwave Dormitz is the way of the future. Be prepared.

This might be fun. Get to use Omega Ace with Swarm leader to throw a bunch of crits out, then Hux to make sure one of your other FO's deals damage (or the shuttle if in range). Could trade the Epsilon's for two generic Strikers as well.

100 points

PILOTS

Lieutenant Dormitz (41)
Upsilon-class Shuttle (31), Collision Detector (0), Inspiring Recruit (1), General Hux (5), Targeting Synchronizer (3), Hyperwave Comm Scanner (1)

“Omega Ace” (25)
TIE/fo Fighter (20), Pattern Analyzer (2), Swarm Leader (3)

Epsilon Squadron Pilot (17) x 2
TIE/fo Fighter (15), Pattern Analyzer (2)

29 minutes ago, wfain said:

Could trade the Epsilon's for two generic Strikers as well.

Or two Sienar Test Pilots with the title for easier evade action economy.

Also, was unsure about the Synchrozier, how about this:

PILOTS Lieutenant Dormitz (41) Upsilon-class Shuttle (31), Collision Detector (0), General Hux (5), Inspiring Recruit (1), Hyperwave Comm Scanner (1), Experimental Interface (3)
“Omega Ace” (25) TIE/fo Fighter (20), Pattern Analyzer (2), Swarm Leader (3)
Sienar Test Pilot (17) x 2 TIE Advanced Prototype (16), TIE/v1 (1)
Experimental Interface/Inspiring Recruit allow for Huxing and coordinating every round.
Edited by Rolotamasi
Add a list.
7 minutes ago, Rolotamasi said:

Or two Sienar Test Pilots with the title for easier evade action economy.

I just like how hard strikers can hit! (and how fun they are to fly)

On 2/4/2017 at 9:49 AM, Darkcloak said:

The Cow Level.

Liked if for no other reason than this reference.

Also...

Hyper-location or Hyperjank, you pick.

Hyper Dor + R ec Spec Echo + VI Duchess. 98 points of pure unadulterated what the fuck. Put the two jankiest ships in the game in the same list together and just push them up the board like a maniac.

3 hours ago, Rolotamasi said:

Also, was unsure about the Synchronizer, how about this:

PILOTS Lieutenant Dormitz (41) Upsilon-class Shuttle (31), Collision Detector (0), General Hux (5), Inspiring Recruit (1), Hyperwave Comm Scanner (1), Experimental Interface (3)
“Omega Ace” (25) TIE/fo Fighter (20), Pattern Analyzer (2), Swarm Leader (3)
Sienar Test Pilot (17) x 2 TIE Advanced Prototype (16), TIE/v1 (1)
Experimental Interface/Inspiring Recruit allow for Huxing and coordinating every round.

had synchronizer to help Omega beams after the first round while still being able to Hux and take barrel roll or evade with Omega Ace.

Hyperdor + Raging Quickdraw gives you 37 points for the upgrading of Dormitz and the endgame ace of your choice. At PS9, you're probably going to see where their big threat deploys, and set up QD so that he's pointed right at it... and erases it turn one, or weakens it so severely that it'll never recover. Flavor your other ace to choice.

Lieutenant Dormitz + FCS + Hyperwave Comms + Engine Upgrade

Quickdraw + Rage + Baffles + Title

Inquisitor + PTL + Title + Autothrusters

Alternately, what about two of this little ship:

Gamma Squadron Veteran + Deadeye + Homing Missile + Extra Munitions + Guidance Chips

"Oh, you were running TIE/x7s? So sorry..."

That leaves 14 points left over for something like... oh...

Lieutenant Dormitz + FCS + Emperor Palpatine + Hyperwave Comms + Engine Upgrade.

...Now THAT's impressively evil.

... That is impressively evil.

These are all great ideas! Keep them coming.

I flew that Hyper-Location list today by the way. I am changing its name officially to The Danger Zone. I know this breaks with the current naming convention but fly it yourself and you'll see. It really is The Danger Zone. Duchess and Echo make the perfect pairing for Hyper Dor because they can both just go wherever the hell they want. Admittedly the list lacks any real staying power if caught by a few good shots but you're flying Echo and Duchess for god sakes! You're living on the edge man and the only way to live is to die! Pewpew! Voom!

... Sorry. But for real. There was some serious jank going on today. It was pretty sloppy I'll admit, I did not fly well. But every activation I was really having to think about what was going on and how I was going to maneuver all my ships. I haven't been this fascinated by a ship since I discovered dual Phantoms last year.

The Echo/Duchess version really caught my eye! Must admit that will be shamelessly stealing it to try it out the next chance I get :)

Just go simple: HyperDor + FCS + 2x SKBP+Hypercomm+FCS. BATMOBILES GO NOW.

I want to make a "surprise bombing run" work. Maybe some liberal use of ion bombs (or maybe ion cannons) to take advantage of opponents who tried to get clever with their initial setup (I could see TIE/d Defenders being able to Ion enemies first turn, which could be a problem if you catch anyone trying to be clever).

... Otherwise, I'll keep my ships safely on my side of the board, thank you very much.

I mean, honestly, you're all sounding as if you're idolizing a certain Rebel/Smuggler scum...

Having a good deal of fun with Dormitz/Echo/Duchess.

The original setup is bonkers, and you can have a tokened up Duchess or Echo in Round 1, at range 3 of something which is pretty neat. On the other hand, I have struggled a bit with maximizing the effect of that first two rounds, particularly if I can't create some neat lanes with the obstacles, to make it easier. Or if I'm out PS-ed.

I'm looking forward to taking these three to an upcoming store tournament next month.

On 2/6/2017 at 0:36 AM, Darkcloak said:

I flew that Hyper-Location list today by the way. I am changing its name officially to The Danger Zone.

Unfortunately, Dom's EDIT Aaron's (Kinetic Operator...I fail at X-wing famous people) triple K-wing squad already has the name Danger Zone, and you'll probably cause a lot of confusion in conversation among X-wing players. I think Hyper Dor sounds awesome!

By the way, you guys are all geniuses, and I am loving all your squads! I think I'd have to play one of them first before I could come up with anything really good to contribute.

Darkcloak, your double Bounty Hunter idea is pretty hilarious!

Edited by Parakitor
wrong name

I also tried a double Hyper list with a Zeta Leader with Crackshot/HCS and a Dormitz as well, backing up a Quickdraw - the idea was to pitch a raging QD right into their faces with either double Focus and an Evade or two Evade tokens (one from each HCS!).

I had to choose between killing Dengar and killing Fenn Rau, and deciding which one could be taken by a late-game Dormitz. I killed Dengar. This was a mistake.