Worth testing? New RAC lists...

By Rinzler in a Tie, in X-Wing Squad Lists

Nes-QuickRAC
100 points

“Quickdraw” (37)
Special Forces TIE (29), Expertise (4), Fire-Control System (2), Lightweight Frame (2)

Rear Admiral Chiraneau (63)
VT-49 Decimator (46), Adaptability (0), Emperor Palpatine (8), Kylo Ren (3), Dauntless (2), Engine Upgrade (4)

Edited by Rinzler in a Tie

"Black Mass"

TIE/SF Fighter: •"Quickdraw" (37)
Lightweight Frame (2)
Special Ops Training (0)
Expertise (4)
Fire-Control System (2)

VT-49 Decimator: •Rear Admiral Chiraneau (63)
Adaptability +1 (0)
Engine Upgrade (4)
•Dauntless (2)
Gunner (5)
•Rebel Captive (3)
Operations Specialist (3)

Total: 100/100

Edited by Rinzler in a Tie

I think Palpatine is needed for the crits if your ace isn't Vader (and your ace probably shouldn't be Vader). I do believe if the dominant scum lists are out of the picture this looks very strong, as RAC doesn't really care about bombs, can blind Miranda reliably and has enough firepower to fight lists that aren't as ridiculously efficient as Attani lists are.

I've run this, except VI on both and Pattern Analyzer on QD. It's potent and very fun. I REALLY like this variant though. QD is expensive, but just face him at your opponent and it's a tough call for them to attack or not.

You're definitely on to something, I'm going to try this variant.

1 hour ago, Admiral Deathrain said:

I think Palpatine is needed for the crits if your ace isn't Vader (and your ace probably shouldn't be Vader). I do believe if the dominant scum lists are out of the picture this looks very strong, as RAC doesn't really care about bombs, can blind Miranda reliably and has enough firepower to fight lists that aren't as ridiculously efficient as Attani lists are.

I think RAC does well to push crits through - combination of Engine Upgrade and his ability (focus to crit at range 1-2).
I love Vader as an Ace, but you're right. You have to be soooo careful when you fly him. In the right hands, like @CBMarkham , he's unstoppable, though.

8 minutes ago, Skargoth said:

I've run this, except VI on both and Pattern Analyzer on QD. It's potent and very fun. I REALLY like this variant though. QD is expensive, but just face him at your opponent and it's a tough call for them to attack or not.

You're definitely on to something, I'm going to try this variant.

I hope so. RAC+Ace is my favorite archetype.
(PLEASE) let us know if you get any reps in with RAC+QD and if there are any tweaks you'd make. I've got a list of lists to play a mile long (especially after Worlds)...

I think I am too cowardly with PWTs to feel comfortable relying on RACs ability alone :D

26 minutes ago, Admiral Deathrain said:

I think I am too cowardly with PWTs to feel comfortable relying on RACs ability alone :D

I get it.
The trick to flying this list, though, is blocking with RAC - so there's no room for timid flying lol

14 hours ago, Rinzler in a Tie said:

Nes-QuickRAC
100 points

“Quickdraw” (37)
Special Forces TIE (29), Expertise (4), Fire-Control System (2), Lightweight Frame (2)

Rear Admiral Chiraneau (63)
VT-49 Decimator (46), Adaptability (0), Emperor Palpatine (8), Kylo Ren (3), Dauntless (2), Engine Upgrade (4)

This is the better list, imho.

Ops Spec is an amazing card, but not on RAC.

I flew RAC + Vader (ship) for a while back in the winter and did very well with it. Hotshot co-pilot + Gunner became essential for my list to succeed against hard-to-hit stuff (like X-7 defenders), but otherwise Palpatine (even after the nerf) was still really good in the list, but I didn't absolutely need Palp thanks to Vader's ATC. Since you are going with Quickdraw, I'd say Palpatine is necessary to get the most out of Kylo.

3 minutes ago, blade_mercurial said:

This is the better list, imho.

Ops Spec is an amazing card, but not on RAC.

I flew RAC + Vader (ship) for a while back in the winter and did very well with it. Hotshot co-pilot + Gunner became essential for my list to succeed against hard-to-hit stuff (like X-7 defenders), but otherwise Palpatine (even after the nerf) was still really good in the list, but I didn't absolutely need Palp thanks to Vader's ATC. Since you are going with Quickdraw, I'd say Palpatine is necessary to get the most out of Kylo.

Nice, thanks man. Makes sense.

What if I want Quickdraw and no Kylo? How would you kit him out?

On 5/8/2017 at 5:29 AM, Rinzler in a Tie said:

I think RAC does well to push crits through - combination of Engine Upgrade and his ability (focus to crit at range 1-2).
I love Vader as an Ace, but you're right. You have to be soooo careful when you fly him. In the right hands, like @CBMarkham , he's unstoppable, though.

Remember that time I hadn't been on the X-Wing forums in a few months, but then somebody mentioned Decimators and paid me a flattering compliment, and I immediately came out of hiding?

Good times.

1 hour ago, CBMarkham said:

Remember that time I hadn't been on the X-Wing forums in a few months, but then somebody mentioned Decimators and paid me a flattering compliment, and I immediately came out of hiding?

Good times.

He lives..!

Is this a cameo or a comeback? Interested in hearing your hot takes from the last few cycles.

With the SF dial being what it is, i would try the opposite of expertise on quickdraw to lean on those sweet reds, which will be necessary in a two ship list to keep QD alive a lil' longer:


TIE/sf Fighter: · "Quickdraw" (29)
Wired (1)
Fire Control System (2)
Lightweight Frame (2)
Special Ops Training (0)
Primed Thrusters (1)

What about Backdraft instead of Quickdraw to fish for Kylo crits?

I've had a ton of successes with RAC/QD, to the point that most of the regulars won't fly against it at my local store. My list was fairly similar to yours, although with a few changes that I think made a big difference. First off, you're using Kylo practically every round, so engine upgrade wasn't often a huge asset. I'd suggest getting a more passive mod that you might get more mileage out of, something like antipursuit lasers, ion projector or countermeasures if you're finding a lot of ordinance flying in your area.

Quickdraw actually seems to draw a lot of fire, even with her ability, if she is anywhere close to the initial joust. Flying her as an aggressive flanker and taking as few shots against her as possible at least in the first pass or two is paramount to winning the exchanges. Since you're also only getting 2 shots a round, you really need to get maximum damage through each turn. For this, I've had the best results from Marksmanship overall, along with pattern analyzer. Also important, bring debris over asteroids. You receive the stress after the check pilot stress step, which PA moves to right after your action. Bonus points for a much lower chance to QD losing a shield at a bad time and not getting your extra attack in. Having a target lock from prior rounds, the crit from marks or palp to help push through kylo crits and keeping as aggressive as possible have made most games end by round 6 or 7, or at least hopeless for your opponent.

Ideally the first exchange includes bumping one ship with RAC, assigning blinded pilot with your dauntless-kylo action, and pushing that crit through with a combination of RAC's pilot ability and Palp. With hopefully 2 ships that don't have a shot that turn, QD can soften up any remaining ships or keep blasting the blinded pilot, possibly taking a shot that turn in the exchange and firing again with the target lock/marks combo. Get that off twice in the match, start moving to Kylo'ing out damaged cockpits or stunned pilots if you think they might try to start trying to block you, and the games wrap up pretty quick.

For reference, my area has a lot of 2 or 3 ship fleets, medium to low agility and relying a lot on bulkier ships. Quite often there's a large base, some bombs and only a smattering of ordinance. High PS is often 7-9, there's really only one or two regulars that run a PS 10. Your mileage may vary and you may want different upgrades for your local meta.

My exact list, which is now sitting at 14-1 vs competitive fleets and 27-4 with casual games is...

Quickdraw (38)
Lightweight Frame (2)
Special Ops Training (0)
Marksmanship (3)
Pattern Analyzer (2)
Fire-Control System (2)

Rear Admiral Chiraneau (62)
Antipursuit Lasers (2)
Dauntless (2)
Veteran Instincts (1)
Kylo Ren (3)
Emp. Palpatine (8)

Edited by Jimbawa
reading is hard :p

Noticed in the list at the bottom you can't have Op Spec with Kylo and Palp as Palp takes up 2 spots with his fat old butt. Still good without that though.

2 hours ago, Jimbawa said:

Quickdraw (38)
Lightweight Frame (2)
Special Ops Training (0)
Marksmanship (3)
Pattern Analyzer (2)
Fire-Control System (2)

Rear Admiral Chiraneau (62)
Antipursuit Lasers (2)
Dauntless (2)
Veteran Instincts (1)
Kylo Ren (3)
Emp. Palpatine (8)
Operations Specialist (3)

I didn't realize I left that in. I tried to copy from his format and missed it I suppose, I don't run Ops Spec ever on a decimator. Good catch! I'll edit the original.

12 hours ago, Jimbawa said:

I've had a ton of successes with RAC/QD, to the point that most of the regulars won't fly against it at my local store. My list was fairly similar to yours, although with a few changes that I think made a big difference. First off, you're using Kylo practically every round, so engine upgrade wasn't often a huge asset. I'd suggest getting a more passive mod that you might get more mileage out of, something like antipursuit lasers, ion projector or countermeasures if you're finding a lot of ordinance flying in your area.

Quickdraw actually seems to draw a lot of fire, even with her ability, if she is anywhere close to the initial joust. Flying her as an aggressive flanker and taking as few shots against her as possible at least in the first pass or two is paramount to winning the exchanges. Since you're also only getting 2 shots a round, you really need to get maximum damage through each turn. For this, I've had the best results from Marksmanship overall, along with pattern analyzer. Also important, bring debris over asteroids. You receive the stress after the check pilot stress step, which PA moves to right after your action. Bonus points for a much lower chance to QD losing a shield at a bad time and not getting your extra attack in. Having a target lock from prior rounds, the crit from marks or palp to help push through kylo crits and keeping as aggressive as possible have made most games end by round 6 or 7, or at least hopeless for your opponent.

Ideally the first exchange includes bumping one ship with RAC, assigning blinded pilot with your dauntless-kylo action, and pushing that crit through with a combination of RAC's pilot ability and Palp. With hopefully 2 ships that don't have a shot that turn, QD can soften up any remaining ships or keep blasting the blinded pilot, possibly taking a shot that turn in the exchange and firing again with the target lock/marks combo. Get that off twice in the match, start moving to Kylo'ing out damaged cockpits or stunned pilots if you think they might try to start trying to block you, and the games wrap up pretty quick.

For reference, my area has a lot of 2 or 3 ship fleets, medium to low agility and relying a lot on bulkier ships. Quite often there's a large base, some bombs and only a smattering of ordinance. High PS is often 7-9, there's really only one or two regulars that run a PS 10. Your mileage may vary and you may want different upgrades for your local meta.

My exact list, which is now sitting at 14-1 vs competitive fleets and 27-4 with casual games is...

Quickdraw (38)
Lightweight Frame (2)
Special Ops Training (0)
Marksmanship (3)
Pattern Analyzer (2)
Fire-Control System (2)

Rear Admiral Chiraneau (62)
Antipursuit Lasers (2)
Dauntless (2)
Veteran Instincts (1)
Kylo Ren (3)
Emp. Palpatine (8)

Are folks in your local meta just unwilling to adjust? That's almost 50 games, you'd think your successful reputation would have steered locals to counter your list.

the 27-4 was both competitive and casual games, but yeah a lot of them are really inflexible and only run 2 or 3 lists with small deviations. They're playing meta lists and imps are bad, so surely it's just a fluke, right? The most I saw out of someone was putting determination on Nym and only for a single game.

2 hours ago, Jimbawa said:

The most I saw out of someone was putting determination on Nym and only for a single game.

That is a victory in itself to me.

And I stick to 2 ship lists myself usually the deci, love it.

I wouldnt run quickdraw without VI right now if this if for competitive events. Nym and Dengar are everywhere, to go along with Poetensity. THe one thing you dont want with quickdraw is Nym and Dengar getting out of arc and erasing shields. I've flown Quickdraw a lot recently against Scum Nym and VI quickdraw just f***s him up, even at the point where Quickdraw barrel rolls into Nyms bomb to trigger Quickdraws own ability to get two range 1 shots, lol. I also think either Kylo or HSCP is needed to defeat regen like Poetensity or Corran. Kylo is probably the better bet in the 1 and 2 agility meta being able to blind pilot Falcons, Dashs, etc. as well.

2hyE5cc.jpg?1

Edited by wurms

Wurms, I absolutely agree with you there for tournies. Theres not a lot of Dengar where I'm at, but more Fenn Rau and a couple Poes. It's rare to see another PS 9 ship let alone a 10 or 11 outside competitive play, so I've just adjusted for that. Slapping on VI and keeping that 2 point init bid is what I'd run for anything serious with Nym and Dengar around. Although I've also toyed around with putting adaptability on RAC and having 3 points for a cruise or ion missile.

Side note, QD's positioning in that pic is enough to make any imperial cry a single manly tear of joy.

Edited by Jimbawa

This thread has never heard of Damaged Cockpit

21 hours ago, NoShieldsAllGuts said:

This thread has never heard of Damaged Cockpit

Hard to counter everything mang.