All factions Tournament Theory Craft Help?

By gamespy10, in X-Wing Squad Lists

There is going to be a tournament held at my local games store soon and the premise is teams of 3 with 100pts each of every faction. The list myself and my two friends have come up with is below, i was wondering if anyone could help identify any flaws that we haven't thought off or anything that may work better. Thanks :)

List

Scum (99)

Dengar + countermeasures + punishing one (title) + lone wolf + plasma torpedoes + zuckuss + R5-P8 + Glitterstim

Manaroo + Engine Upgrade + Push the limit + recon Specialist + Unhinged Astromech + Feedback array

Rebel(100)

Norra Wexley + vectored Thrusters + Alliance Overhaul + Push the limit + Tail Gunner + R2-D2

Biggs Darklighter + integrated astromech + R4-D6

Braylen Stram + Vectored Thrusters +Alliance overhaul + Gunner + R3-A2

Imperial (99)

Rear Admiral Chiraneau + engine Upgrade + vet instincts + gunner +darth vader

Whisper + Advanced Cloaking Device + veteran instincts + Fire control system + Intelligence agent

Thanks for takeing the time to look at this any suggestions, questions or help are appreciated.

you and your friends came up with these list...?

depends on how the synergy works, if you are playing all at the same time on like a double mat, vs another set of 3 lists, then i suggest putting operations spec. in! the sheer amount of free action economy it could provide in a 300 point list would be disgusting.

Yeah the way its going to work is 300pts all on the same table.

obviously we didnt originally come up with Manaroo or decivader haha. But we choose to go these routes due to the fact my friend only has manaroo in scum as he only recently started collecting scum so we had to build around that.

Im playing the empire and we thought we needed a decent damage dealer with a good ace so decimator with whisper in support seems to be a good combo. Especially as im expecting the decimator to draw fire from other stuff. Then we thought a good mix between support and firepower for the rest of the list so two arcs and Biggs in there so he can let the decimator survive an extra turn or so.

The idea is we have decimator and dengar as our two damage dealers with manaroo and biggs in supporting roles to buff them up then the two arcs as flankers with whisper playing for opportunity kills and late game. I will definitely look into operations spec as that sounds great thanks :) the other thing i considered was two special forces ties or a defender instead of whisper.

What i'm mainly interested in is what are we weak to at the moment and is what i have described in this post incorrect or flawed in some way. Iv done a lot of reading on x wing but im still new having only played for 3 months.

Bumps, action denial in general, also another problem is a group who wants to run a couple swarms or alpha strikes in 2 factions, then using like 2 imperial aces for finishers and jonus in a support role for the platforms to ensure higher damage output. Overall in a large scale fight you want more ships is what i am trying to say, the reason dengar and decimator do well is because they can tank 2-3 ships for a few turns... but if a rebel player throws out 2 VXCs with biggs, you could find either of yours dropping like a ton of bricks just from those 2 ships, and you dont have a way to dish out stress, you should probably have multiple forms of it, so find a way to squeeze it in. Rebel captive, R3A2 nien numb, asajj, mara jade, think along those lines, you could also run scum and rebel TLTs for 1 dead ship per round minimum, while rocking a jonus in the middle for rerolls, and a tie swarm to block! you are thinking too limited by simply picking good 1v1 lists, think of ways you can use your ships in amazing and different combos, you have a key card that can unlock combos that are normally not obtainable by having upgrade cards from different factions working togather. and Tarn Mison with M9G8 is a god in this type of scenario.

Okay let me go away and have a think and then il post an updated list, is there anything from the original you would keep or would you switch up the whole thing? thank you again for takeing the time to look at this :)

braylen maybe, just remember its like an epic game, tokens don't matter b/c you can shred them very quickly with multiple attacks, hence why swarms are strong, so focus on hit points, arcs, and stress or area of effect damage like assault missiles. there are a lot of ways to approach a match like this, but i would suggest looking at epic build lists and finding a way to combine them in a meaningful way, and ops spec is gonna go a long way to making that happen! if you have major stridan in a UPS shuttle ;p

Unfortunately i don't have the upsilon shuttle so i cant do that :/, what do you think of having a bunch of cheap x wing pilots carrying munitions supported by jonus and howlrunner with a tie swarm in there as well, that way dengaroo can provide target locks and focus's to the swarm and we have a load of munitions that get a ton of rerolls + after all of that is fired off we still have a very viable swarm. My other thought was oricunn in the decimator with a lot of range 1 upgrades that allow him to dole out stress but i dont know what else to do with him.

I have never done an epic game before so maybe im approaching this in the wrong way, im at work at the moment so cant spend too long looking into this but those were my thoughts.

Il be honest im a bit lost as this is such a huge points amount

IMPERIAL

100 points

PILOTS

Captain Jonus [Plasma Torpedoes, Crack Shot, Long Range Scanners] (26)

Gamma Squadron Veteran [Crack Shot, Plasma Torpedoes, Extra Munitions, Long Range Scanners] (25) x 2

Academy Pilot (12) x 2

SCUM

97 points

PILOTS

Black Sun Soldier [Concussion Missiles, Glitterstim, Guidance Chips] (19) x 2

Dengar [Push the Limit, Extra Munitions, Plasma Torpedoes, K4 Security Droid, Unhinged Astromech, Glitterstim, Punishing One, Guidance Chips] (59)

REBEL

100 points

PILOTS

Tarn Mison [M9-G8, Integrated Astromech] (26)

Red Squadron Pilot [Proton Torpedoes, Guidance Chips] (27) x 2

Lieutenant Blount [Ion Pulse Missiles, Adaptability] (20)

there is an example alpha strike list, use the gamma vets to drop sheilds, and the scum Zs and rebel Xwings can knock it down, use blount to set up your target that is the most arc dodgy since he auto hits them, and hang dengar back with Tarn mison, Tarn can Target lock Dengar and have him hit the scene in the second round of combat.

Okay thanks for the example we don't have access to all that stuff but that list gives me a better idea of the kind of thing to create for this game. When i speak to my friends il post up a new list but for now il put up what packs we have access too so when i post a new list its easier to advise.

1X old core set + 1x New core set

Imperial:

2x tie fighter expansion 1x tie defender 1x tie interceptor

1x imperial Aces 1x decimator 1x firespray

1x Lambda Shuttle 1x Tie Phantom 1x Tie Punisher

2x Special Forces Tie

Rebel :

2 x wing exspansion 1 x B wing exspansion 1x melinium falcon

1x heroes of the resistance 2x e wing 1x YT-2400 Freighter

1x rebel aces 1x rebel transport 2x K wing

1x Ghost 2x arc 170 1x U wing

Scum:

1x Quad Jumper 2x Protectorate SF 1x misthunter

1X Starviper 2x Punishing one's

Edited by gamespy10

Okay heres our new list: Idea is for a swarm that gets buffs from howl and jonus, useing the decimator as extra cover for the +1 defense from tactical jammers and biggs helps keep the decimator alive. manaroo can buff jonus and decimator as needed and when all the munitions are fired howlrunner buffs the x wings like a normal swarm. Concord dawn aces for some arc dodgeing and extra munitions to throw at the enemy.

Imperial

Rear admiral chirnarau + Tactical jammers+ vet instincts + darth vader

Howlrunner

Captain Jonus +munitions fail safe +Extra munitions + assault missile

Rebel

Biggs + intergrated astromech + R4-D6

2x Rookie Pilot + Guidance chips + proton torpedos

1x Rookie pilot + Guidance chips + Plasma Torpedos

Scum

2x Concord dawn Ace+ autothrusters, concord dawn protector + fearlessness + plasma torpedos

Manaroo + Engine Upgrade + Push the limit + Recon specialist + unhinged astromech + feedback array

What do you think ?

Edited by gamespy10

i would switch the concords and Manaroo over to mindlinks for the action economy, i think you will just find it to be that much better, and K4 security droid would be better than Recon specialist, drop the engine upgrade and feedback array to get torps on manaroo, that way you have an extra alpha strike member if you decide not to pass tokens, because then the aces take target locks, manaroo gets free TL from K4 and takes focus action so all 3 have focus and TL. otherwise coming along nicely, however i would likely trade vader off the decimator in favor of Mara Jade or Rebel Captive, personally i would go Mara and crash the decimator right in their face with biggs on his heels.

I will think about the change on the Decimator because Mara relies on it not being focused down and killed in turn one where as Vader can get at least one shot off first. The scum suggestions i think are great and we have changed those.

Just wanted to say thanks for all your help and i will let you know how we do in the tournament on the 19th :)