The Wrestler, the Referee, and the Manager

By Alekzanter, in X-Wing Squad Lists

I've been shuffling through my ships, pilots, and upgrades looking for something that echoes my play style (passive-aggressive, you could say). Please note, there are many upgrades I do not own, simply because my X-Wing purchases have been focused on the Imperial faction.

The name of the squadron is based on the following:

The Wrestler: "Quickdraw" w/ Title, Concussion Missiles, Deadeye, Weapons Guidance, Collision Detector, and Shield Upgrade. This ship is purpose built to jump in the middle and mix it up.

The Referee: Turr Phennir w/ Veteran Instincts and Hull upgrade. In the ring, but at its edge, so he's a bit more resilient, his increased PS means he can soften targets, and his ability to boost or barrel roll after performing an attack means he can hit and run early if needs be.

The Manager: Inquisitor w/ Title, Proton Rockets, Guidance Chips, and Lone Wolf (bought off a friend who bought the YT-2400 for nonX-Wing use). Stays outside the ring, but hotheads will sometimes slide a chair into the ring under the ropes (usually for shock and awe). Tough to ignore The Wrestler, then bypass the ref just to take a shot at this guy.

My maneuvering has improved a lot. The hardest part (for me) will be deployment; I'll have to practice this with opening moves, but I'm hoping to create three layers of threat in the play area. Clearly, the ***** in my armor are the edges/corners of the play area, but hopefully the threat posed by the Inquisitor and getting back-gakked by the others makes my opponents think twice about coming out to play.

Okay, be honest. This isn't for a tournament. I may or may not have upgrades to swap for suggestions. However, what I really want is an appraisal of the list as-is, and maybe some tactical advice on its use.

Thanks in advance.

Edited by Alekzanter

If you pick up a starviper, you'll have autothrusters for quiz and turr, which will come in handy. If not, then consider push the limit to token up those fragile babies.

Quickdraw could be built a little differently. I think putting deadeye on her for a single missle is not the right play. For one more point, you can slap on fire control system, and you'll have the lock you need, plus modified primary shots, and a freed up ept.

Dont need deadeye on quick draw. She is ps9, so you will be able to target lock the ship you need to shoot. Deadeye is more for low ps ships. Quickdraw likes adaptability to be ps10, or crackshot to get damage through. More expensive epts like Expertise works well too. FCS is almost a must on quickdraw, because she shoots, then if she loses a shield she shoots again and FCS gives her the offensive mod. Its either FCS or electronic baffle.

I wouldnt take weapons guidance unless you have expertise. The average roll on three attack dice will be hit eyeball blank, so your focus is spent on the eyeball. Expertise can make weapons guidance work. You are better off with sensor cluster, pattern analyzer, or primed thrusters.

8 hours ago, thebrettski said:

If you pick up a starviper, you'll have autothrusters for quiz and turr, which will come in handy. If not, then consider push the limit to token up those fragile babies.

Quickdraw could be built a little differently. I think putting deadeye on her for a single missle is not the right play. For one more point, you can slap on fire control system, and you'll have the lock you need, plus modified primary shots, and a freed up ept.

Are you saying the Starviper expansion contains 2x Autothrusters? Because if that's the case I'll seriously consider getting one.

I failed to mention the list was 100/100, so I don't know if I'll have the point to spare for Fire Control System...which I don't have, anyway :/

Thanks for the input!

Edit: I suppose I don't really need that Hull Upgrade on Turr...

Edited by Alekzanter
On 4/4/2017 at 0:07 AM, Alekzanter said:

I've been shuffling through my ships, pilots, and upgrades looking for something that echoes my play style (passive-aggressive, you could say). Please note, there are many upgrades I do not own, simply because my X-Wing purchases have been focused on the Imperial faction.

The name of the squadron is based on the following:

The Wrestler: "Quickdraw" w/ Title, Concussion Missiles, Deadeye, Weapons Guidance, Collision Detector, and Shield Upgrade. This ship is purpose built to jump in the middle and mix it up.

The Referee: Turr Phennir w/ Veteran Instincts and Hull upgrade. In the ring, but at its edge, so he's a bit more resilient, his increased PS means he can soften targets, and his ability to boost or barrel roll after performing an attack means he can hit and run early if needs be.

The Manager: Inquisitor w/ Title, Proton Rockets, Guidance Chips, and Lone Wolf (bought off a friend who bought the YT-2400 for nonX-Wing use). Stays outside the ring, but hotheads will sometimes slide a chair into the ring under the ropes (usually for shock and awe). Tough to ignore The Wrestler, then bypass the ref just to take a shot at this guy.

My maneuvering has improved a lot. The hardest part (for me) will be deployment; I'll have to practice this with opening moves, but I'm hoping to create three layers of threat in the play area. Clearly, the ***** in my armor are the edges/corners of the play area, but hopefully the threat posed by the Inquisitor and getting back-gakked by the others makes my opponents think twice about coming out to play.

Okay, be honest. This isn't for a tournament. I may or may not have upgrades to swap for suggestions. However, what I really want is an appraisal of the list as-is, and maybe some tactical advice on its use.

Thanks in advance.

Alrighty, then...

My OP list is illegal. No one noticed I had two modifications on my TIE/sf...until I did, two nights ago. I was gonna play it last Tuesday, but didn't due to time constraints. Meh; the list neededwork, anyway.

The Manager: Inquisitor w/ Adv. Prototype Title, Shield Upgrade, Proton Rockets, and Push The Limit. At 1 Hull, dashed well into range 1 and stuck the rockets up a B-Wing's b-hole to end the game.

The Wrestler: TIE/sf w/ Collision Detector, Lightweight Frame, sf Title, and Wired. First casualty of the match, held on into the 6th, and assisted in destroying an ARC in the 3rd and stripping a T-65 of its shields. Actually got to use the title for one out the front and one out the back to pop a shield on the B-Wing.

The Ref: Turr Phennir w/ Push The Limit and Targeting Computer. MVP of the match. Arc-dodged like a beast...although I completely forgot to use his special ability until the next-to-last turn before the second game ended. While Inq flitted about turn after turn with 1 Hull, this guy was gold. Didnt take a hit until very late, and finished with 1 Hull. Confirmed kills: Wedge and the ARC. Dealt out 7 hits in 2 turns.

The list is 98 points, "cobbled" together from everything I own, only Imperial purchases. I think its a **** good list, but any list that hands out Stress will bog me down. And **** ARCs...3 Shields and 6 Hull!? Dang! Two wins tonight, taking the list to the flgs Tuesday night. Wish me luck.

Thanks for your input.

Okay, I've changed the name of my list: "El Kabong".

I dropped money for the Starviper, thus getting 2 Autothrusters. I swapped out Shield Upgrade for one, and added Title: Royal Guard TIE to Turr Phennir to get the second one on him.

Now the list looks like this:

Inquisitor w/ TIE v/1 Title, Push The Limit, Autothrusters, and Proton Rockets.

Turr Phennir w/ TIE Interceptor Title, Push The Limit, Autothrusters, and Targeting Computer.

"Quickdraw" (McGraw) w/ TIE s/f Title, Lightweight Frame, Collision Detector, Sensor Cluster, and Wired.

No, I don't own any Fire Control Systems, otherwise...

Sensor Cluster is a bit of an afterthought; I tend to take Target Lock actions rather than Focus with "Quickdraw", but I also tend to throw her out as "bait"...sorta...and I really should stop doing that, even though several players around here find it frustrating that I jump out and turn in quickly with her, but then creep into the engagement. So, Sensor Clusters or no? Wired has worked well when she gets in the thick and alternates with her 1 turn and S-Loop. I played a game well outside my "comfort zone" last night, against a guy who runs net lists, has been playing more than 2 years longer than I, and I tried to hasten my maneuver selections... I'm looking at participating in a local tourney in a month, so I jumped into the game last night with time restraints in mind. I popped Biggs, had...uh...a K-Wing (?) down to 1 Hull, but Sabine and her tricked out, proton-bombing TIE... FORGOT about her bomb (doh!). Also, I keep forgetting Turr's special ability!

Okay, so, as-is, does this look good (-ish) for competitive play? Keep in mind I'm not likely to make another purchase before the tourney, and I'm especially interested in knowing whether Sensor Cluster is going too far and if I should lose it in favor of the 2-point Initiative bid I've had since playing this list.

Thanks!

Edited by Alekzanter