Who's the new hotness now?

By Blail Blerg, in X-Wing

Rebels are really going to rise up now, I think not touching sabine was a bit of a mistake, but it will probably eventually happen if you do start to see a spike in her play..

But kanan biggs now seems that much more powerful now that some of these effects it was trying to break through now aren't as solid as they were before. Anyone not looking at rebels for near future lists, whether to counter them or play them, are making a big mistake. Dash is still great, miranda is still great, stress bot ships just got a little better, lists like Blairs, ghosts, norra, super power rebel attack lists in general now just got a little deadlier

Ordinance overall is good right now at least, not because of the nerfs, but because people are going to be testing more jank and blowing up one puzzle piece helps a lot against those lists

Now saying all that, i still feel mindlink is powerful, and even manaroo is still a good piece. Because you want her to be in the fight alongside fenn and assaj. So she can still do her thing with out too much interruption. And the barrel roll is brutal as a blocking tool. But we will see tons of new mindlink lists and I think they will all be solid

As for imperials, I think palp is probably out, but the ups shuttle still fills the roll fine, with hux especially, there is tons of potential action efficiency in those lists.

And for defenders..well I think x7 is still great,especially on ryad. In fact she is now the defacto #1 x 7. She can avoid bumping well and with being ps5, she is a lot harder to force bump. I think if any x7s can dominate after the nerf, it's her

13 minutes ago, TheOz said:

Ordinance overall is good right now at least, not because of the nerfs, but because people are going to be testing more jank and blowing up one puzzle piece helps a lot against those lists

Also, the arc dodgers are mostly out of it at the moment. There are many lists with large ships, which are perfect targets for ordnance.

6 minutes ago, heychadwick said:

Also, the arc dodgers are mostly out of it at the moment. There are many lists with large ships, which are perfect targets for ordnance.

Can I see more reasoning and lists and info about this??

I do have a ordnance list, but it was really janky, but super fun.

So lets make a list, whats good in each faction atm?

Rebels:
Miranda ??
Kanan Biggs
3K sabine

Imps:
Quickdraw??
Upsilon shuttle??

Scum:
IGs
Paratanni
Attanni with Fenn Rau

7 minutes ago, Blail Blerg said:

Can I see more reasoning and lists and info about this??

I do have a ordnance list, but it was really janky, but super fun.

Well....I'm not sure really what to expect from the meta now. There are a number of things you can do. I'd say the base of it would probably be 2 x Gamma Vet and 2 x Scimitar Pilot. Choice of EPT's is open, as some to which ordnance. I'd split the list 50-50 for Guidance Chip vs. LRS. Without really knowing what to expect, I'd probably go with just boosting the Gamma Vet's PS as I think we don't have everything at PS 8 and 9 for the first time in a while. I'd probably start with something like this:

Gamma Squadron Veteran (19)
Veteran Instincts (1)
Extra Munitions (2)
Homing Missiles (5)
Guidance Chips (0)

Gamma Squadron Veteran (19)
Veteran Instincts (1)
Extra Munitions (2)
Homing Missiles (5)
Guidance Chips (0)

Scimitar Squadron Pilot (16)
Extra Munitions (2)
Homing Missiles (5)
Long-Range Scanners (0)

Scimitar Squadron Pilot (16)
Extra Munitions (2)
Homing Missiles (5)
Long-Range Scanners (0)

Total: 100

Two Bombers with PS 7 and GC is not too bad. That gives you the jump on Ventress, Kannan, and most Tie Defender pilots. That makes it a lot easier to grab the TL and use the Homing Missiles for someone. Using all Homing Missiles also means you can avoid all those Evade tokens from /X7 and Latts Razzi. You get to use the re-rolls to modify your dice. The ships with LRS will hopefully get a Focus and a TL. Maybe they don't need to use the TL and can keep it for a turn?

This is pure spit-balling here.

5 minutes ago, heychadwick said:

Well....I'm not sure really what to expect from the meta now. There are a number of things you can do. I'd say the base of it would probably be 2 x Gamma Vet and 2 x Scimitar Pilot. Choice of EPT's is open, as some to which ordnance. I'd split the list 50-50 for Guidance Chip vs. LRS. Without really knowing what to expect, I'd probably go with just boosting the Gamma Vet's PS as I think we don't have everything at PS 8 and 9 for the first time in a while. I'd probably start with something like this:

Gamma Squadron Veteran (19)
Veteran Instincts (1)
Extra Munitions (2)
Homing Missiles (5)
Guidance Chips (0)

Gamma Squadron Veteran (19)
Veteran Instincts (1)
Extra Munitions (2)
Homing Missiles (5)
Guidance Chips (0)

Scimitar Squadron Pilot (16)
Extra Munitions (2)
Homing Missiles (5)
Long-Range Scanners (0)

Scimitar Squadron Pilot (16)
Extra Munitions (2)
Homing Missiles (5)
Long-Range Scanners (0)

Total: 100

Two Bombers with PS 7 and GC is not too bad. That gives you the jump on Ventress, Kannan, and most Tie Defender pilots. That makes it a lot easier to grab the TL and use the Homing Missiles for someone. Using all Homing Missiles also means you can avoid all those Evade tokens from /X7 and Latts Razzi. You get to use the re-rolls to modify your dice. The ships with LRS will hopefully get a Focus and a TL. Maybe they don't need to use the TL and can keep it for a turn?

This is pure spit-balling here.

I've toyed around with this idea, but never tried other than in simulation because that 2-die primary just doesn't hack it once the furball begins, and there is a chance that one of those Scimitar pilots can get PS killed, but it does have alot of fire power there. One other thought I had was using Bombers with an SF with Fire Control System and Targeting Synchronizer and a Higher PS than the other bombers. This ways, you can get your target lock you want during the combat phase, so no Black One or Manaroo or Countermeasures shenanigans, just have everyone pointed at who you want to die, shoot them, get a target lock, and then everyone else can launch their fully modded Homing Missiles with GC. No need to LRS either or telegraphing your attack.

You can definitely mess with the list and go for more of a middle ground PS for all pilots to ensure you don't have too many PS 2 firing. It's 2 pts for the next PS jump, though.

The goal is to try to get the Scimitars at R3 for the first round of shooting. Hope that there isn't too much in the enemy list that can nuke one ship before firing. It's particularly helpful if you can blast one enemy ship before it gets a chance to fire.

Quad tlt is the new hotness i guess. ;_;

Quad-Quadjumpers will rule them all.

1 hour ago, heychadwick said:

Well....I'm not sure really what to expect from the meta now. There are a number of things you can do. I'd say the base of it would probably be 2 x Gamma Vet and 2 x Scimitar Pilot. Choice of EPT's is open, as some to which ordnance. I'd split the list 50-50 for Guidance Chip vs. LRS. Without really knowing what to expect, I'd probably go with just boosting the Gamma Vet's PS as I think we don't have everything at PS 8 and 9 for the first time in a while. I'd probably start with something like this:

Gamma Squadron Veteran (19)
Veteran Instincts (1)
Extra Munitions (2)
Homing Missiles (5)
Guidance Chips (0)

Gamma Squadron Veteran (19)
Veteran Instincts (1)
Extra Munitions (2)
Homing Missiles (5)
Guidance Chips (0)

Scimitar Squadron Pilot (16)
Extra Munitions (2)
Homing Missiles (5)
Long-Range Scanners (0)

Scimitar Squadron Pilot (16)
Extra Munitions (2)
Homing Missiles (5)
Long-Range Scanners (0)

Total: 100

Two Bombers with PS 7 and GC is not too bad. That gives you the jump on Ventress, Kannan, and most Tie Defender pilots. That makes it a lot easier to grab the TL and use the Homing Missiles for someone. Using all Homing Missiles also means you can avoid all those Evade tokens from /X7 and Latts Razzi. You get to use the re-rolls to modify your dice. The ships with LRS will hopefully get a Focus and a TL. Maybe they don't need to use the TL and can keep it for a turn?

This is pure spit-balling here.

Homing Missiles won't affect Latts. She adds an evade result, not an evade token.

That said, I like where you're going with this. Maybe switch some of the Homing Missiles for Plasmas or Concussion Missiles?

3 hours ago, heychadwick said:

I could be wrong, but I think 4 x Tie Bomber lists might do well now. Give them Homing Missiles for the most part and they will avoid the Evade tokens. I think they can burn down some of the big ships pretty fast. Perhaps it's time?

It's always time for TIE bombers... Tomax "Crackshot" Bren to lead the formation!

6 minutes ago, FlyingAnchors said:

It's always time for TIE bombers... Tomax "Crackshot" Bren to lead the formation!

Call me stupid and contradictory, but Even though I use Rhymer, I've never liked Tomax: Seems like Rhymer is so potent ppl really don't wanna get shot at him, and he protects himself that way. Or blowing up whatever's coming at him. Tomax, seems to really suffer from the 6 hull problem.

(Actually come to think of it, last time I used Rhymer, I never got the Apt off, getting blinded pilot at exactly the turn I was gonna set it off. I get blinded pilot EVERYTIME when playing with bombers)

3 minutes ago, Blail Blerg said:

Call me stupid and contradictory, but Even though I use Rhymer, I've never liked Tomax: Seems like Rhymer is so potent ppl really don't wanna get shot at him, and he protects himself that way. Or blowing up whatever's coming at him. Tomax, seems to really suffer from the 6 hull problem.

(Actually come to think of it, last time I used Rhymer, I never got the Apt off, getting blinded pilot at exactly the turn I was gonna set it off. I get blinded pilot EVERYTIME when playing with bombers)

Oh don't get me wrong, Ryhmer is a really good pilot, I just have a preference for Tomax with Crackshot. Although I usually run him alongside something that will be perceived as more of a threat so he doesn't get focused first. (hopefully) Not sure how it would work in a bomber formation though.

Before Tomax came out, I ran a Ryhmer/Jonus list (it was an epic style game, so we had 200 points a piece, so I could afford to run the both of them and then some.). Ryhmer made Jonus a force to be reckoned with in that game.

4 minutes ago, FlyingAnchors said:

Oh don't get me wrong, Ryhmer is a really good pilot, I just have a preference for Tomax with Crackshot. Although I usually run him alongside something that will be perceived as more of a threat so he doesn't get focused first. (hopefully) Not sure how it would work in a bomber formation though.

Before Tomax came out, I ran a Ryhmer/Jonus list (it was an epic style game, so we had 200 points a piece, so I could afford to run the both of them and then some.). Ryhmer made Jonus a force to be reckoned with in that game.

Ugh. Rhymer is not good imo. Lol. He's hilariously bad. haha.

2 hours ago, PhantomFO said:

That said, I like where you're going with this. Maybe switch some of the Homing Missiles for Plasmas or Concussion Missiles?

Why switch out for sub par options? I know they are cheaper, but the TL re-roll makes it all worth it. Also, the no Evade tokens is good.

What about:

Jumpmaster 5000-Contracted Scout
Attanni Mindlink
Plasma Torpedoes
Extra Munitions
R4 Agromech
Feedback Array
Guidance Chips
Total: 35

Jumpmaster 5000-Contracted Scout
Attanni Mindlink
Plasma Torpedoes
Extra Munitions
R4 Agromech
Rigged Cargo Chute
Intelligence Agent
Guidance Chips
Total: 35

HWK-290-Palob Godalhi
Attanni Mindlink
Dengar
Twin Laser Turret
Total: 30

It can hold its own against most rebel ships (especially K-Wings), could block Defenders well, and deal with aces. Also, with Rigged Cargo Chute and Intel Agent you can stress a ship you want dead so that it is action less.

The upsilon is going to see a lot of table time. RAC with kylo crew is going to be a common pick. Tie Defenders are still awesome. Tie SF will likely see more play. Maybe Bombers get more table time. Tie Swarm is most likely back, I look forward to this. Good time for X-wing competitive. Meta is wide open again for now.

I'm gonna go with good old Imperial Meat.

4x Naked Omicron Group Pilots

1x Naked Scimitar Squadron Pilot

Give 'em something to chew through with an advancing wall of hitpoints.

4 hours ago, Blail Blerg said:

Call me stupid and contradictory, but Even though I use Rhymer, I've never liked Tomax: Seems like Rhymer is so potent ppl really don't wanna get shot at him, and he protects himself that way. Or blowing up whatever's coming at him. Tomax, seems to really suffer from the 6 hull problem.

(Actually come to think of it, last time I used Rhymer, I never got the Apt off, getting blinded pilot at exactly the turn I was gonna set it off. I get blinded pilot EVERYTIME when playing with bombers)

Determination!

27 minutes ago, VanderLegion said:

Determination!

No! Fk. I want PS9. =)

(In all honestly, I've not seen PS9+ aces much... This meta is looking healthier. ... Until I be that guy and run Palp Aces again for shhts and giggles.)

Era of Quickdraw.

1 hour ago, GharlandTheRed said:

I'm gonna go with good old Imperial Meat.

4x Naked Omicron Group Pilots

1x Naked Scimitar Squadron Pilot

Give 'em something to chew through with an advancing wall of hitpoints.

I actually flew this list quite a bit back in the day, except I used Backstabber instead of a scimitar for that little bit of extra offense. In an ideal world, the lambdas do thier thing and joust while Backstabber gets in some good flanking shots.

6 hours ago, FlyingAnchors said:

It's always time for TIE bombers... Tomax "Crackshot" Bren to lead the formation!

A build I've been having a TON of fun with, and success with, is:

"Quickdraw": Pattern Analyzer, Homing Missile, Lightweight Frame, Draw Their Fire, FCS

"Backdraft": VI, FCS, Primed Thrusters

"DeathFire": Cluster Mines, Homing Missile, EM, LRS

Everyone HATES Deathfire, and with good reason, and the worst thing for a Bomber is a Crit. Who knows what it does? But with Quickdraw right next door, those crits turn into delicious extra attacks, and Deathfire remains annoyingly lightly damaged, to A) launch his homing missile and B) do his 3 Hard turn, BR, drop cluster shenanigans. The other day I one-shotted a TIE Fighter with this maneuver. It was pretty sweet. And I have found that the SFs are the KING of the furball, especially at PS9. Man can they arc dodge, and they are so unpredictable with that rear arc. I love it. It's not a full bomber list, but it really allows Deathfire (my favorite Bomber pilot) to shine, without getting nuked. It is a weird feeling to see a Crit on the opponent's dice, and to dance for joy!

3 hours ago, Skargoth said:

Era of Quickdraw.

I can live with that

Bossk double tap is still funny as hell when you pair it with double Tractor Ketsu.