First League - List Help

By AdmiralOrko, in X-Wing Squad Lists

Hey, I'm getting ready to enter my first league and would like to ask your thoughts on these lists:

  • 4-LOM: Expert Handling, Fire Control System, Ketsu Onyo, Mist Hunter, Tractor Beam (33 pts)
  • Asajj Ventress: Veteran Instincts, Latts Razzi, Shadow Caster, Gyroscopic Targeting (45 pts)
  • Third Option:
    • Unkar Plutt: Weapons Guidance, Inertial Dampeners, Spacetug Tractor Array (22 pts)
    • Spice Runner: Twin Laser Turret (22 pts)

My bane has been Imperial Aces, almost every list I've built has issues with the amount of power they have and their raw stat lines, so I'm hoping that using tractors to lower agility and mess with their positioning will help me to overcome that problem. However, I'm not sure if the third tractor is needed, and the Spice Runner seems like just as squishy a target with the TLT, which at least offers some more damage.

The second list I'm thinking of is a rebel tank list:

  • Kanan Jarrus: Dorsal Turret, "Chopper", Recon Specialist, Ghost, Tactical Jammer (45 pts)
  • Sabine Wren: Trick Shot, Twin Laser Turret, Hera Syndulla, Phantom (28 pts)
  • Biggs Darklighter: R3 Astromech (27 pts)

The idea here is to use Kanan to provide cover and reduce attack dice to protect Biggs, while forcing the enemy to attack Biggs. Freeing up the Ghost to make use of its two turrets to lay down damage, while Sabine can undock once the Ghost starts to become threatened and provide a highly maneuverable target with a TLT for the enemy to chase.

Good ideas? Bad Ideas? Help a newb out!

Change Biggs to a 1pt astro (R4-D6) and add integrated astromech to him. That should give you enough to add FCS to Kanan!!!! The extra fire power from the TL's will be more useful that the possible 1, maybe 2 evades R3 generates (since biggs will be lucky to shoot twice)

4 minutes ago, AdmiralOrko said:

Hey, I'm getting ready to enter my first league and would like to ask your thoughts on these lists:

  • 4-LOM: Expert Handling, Fire Control System, Ketsu Onyo, Mist Hunter, Tractor Beam (33 pts)
  • Asajj Ventress: Veteran Instincts, Latts Razzi, Shadow Caster, Gyroscopic Targeting (45 pts)
  • Third Option:
    • Unkar Plutt: Weapons Guidance, Inertial Dampeners, Spacetug Tractor Array (22 pts)
    • Spice Runner: Twin Laser Turret (22 pts)

My bane has been Imperial Aces, almost every list I've built has issues with the amount of power they have and their raw stat lines, so I'm hoping that using tractors to lower agility and mess with their positioning will help me to overcome that problem. However, I'm not sure if the third tractor is needed, and the Spice Runner seems like just as squishy a target with the TLT, which at least offers some more damage.

The second list I'm thinking of is a rebel tank list:

  • Kanan Jarrus: Dorsal Turret, "Chopper", Recon Specialist, Ghost, Tactical Jammer (45 pts)
  • Sabine Wren: Trick Shot, Twin Laser Turret, Hera Syndulla, Phantom (28 pts)
  • Biggs Darklighter: R3 Astromech (27 pts)

The idea here is to use Kanan to provide cover and reduce attack dice to protect Biggs, while forcing the enemy to attack Biggs. Freeing up the Ghost to make use of its two turrets to lay down damage, while Sabine can undock once the Ghost starts to become threatened and provide a highly maneuverable target with a TLT for the enemy to chase.

Good ideas? Bad Ideas? Help a newb out!

If you're going with the second option, I would suggest a few things. Either switch the turrets to put TLT on Kanan, or drop the TLT on Sabine to give Biggs a better Astromech. Also, Hera makes better sense on the Ghost than on the shuttle. Remember, if the Phantom is docked, you can't use any of its upgrades. However, that advice is dependent on keeping the shuttle docked as long as possible. It seems you may be looking to send out Sabine much sooner than I typically do.

1 minute ago, JSwindy said:

Change Biggs to a 1pt astro (R4-D6) and add integrated astromech to him. That should give you enough to add FCS to Kanan!!!! The extra fire power from the TL's will be more useful that the possible 1, maybe 2 evades R3 generates (since biggs will be lucky to shoot twice)

Also, this. FCS and Ghost is a match made in heaven. I overlooked that in my first response.

It's a dual list league, so I'm planning on both lists.

I don't have a Rebel Transport, so R4-D6 isn't an option for me. I have R2 Astromech, R5 Astromech, and R5-X3 as 1 point Astromech options available to me. I could make the switch to an R2 for more green maneuvers, but I'm not sure that's a great choice. I could also use an R5 I suppose...

I could also just run Biggs without any upgrades.

Regardless, thank you both for your thoughts! Did anyone have any ideas on the Scum list, or is that sufficiently scary?

14 hours ago, AdmiralOrko said:

It's a dual list league, so I'm planning on both lists.

I don't have a Rebel Transport, so R4-D6 isn't an option for me. I have R2 Astromech, R5 Astromech, and R5-X3 as 1 point Astromech options available to me. I could make the switch to an R2 for more green maneuvers, but I'm not sure that's a great choice. I could also use an R5 I suppose...

I could also just run Biggs without any upgrades.

Regardless, thank you both for your thoughts! Did anyone have any ideas on the Scum list, or is that sufficiently scary?

I am not that experienced with Scum, so I didn't weigh in on it. Doesn't really matter which 1pointer you use, it's to add integrated astro which adds a hitpoint and can cancel a crit. R4-D6 just fits really well with the idea of keeping Biggs around, might be worth asking to borrow, but again the important part is the IA.