Double Tie/SF + 1 help

By Goseki1, in X-Wing Squad Lists

TIE/sf Fighter: · "Quickdraw" (29)
Adaptability (Increase) (0)
Fire Control System (2)
Lightweight Frame (2)
Special Ops Training (0)
Pattern Analyzer (2)

TIE/sf Fighter: · "Backdraft" (27)
Veteran Instincts (1)
Fire Control System (2)
Lightweight Frame (2)
Special Ops Training (0)
Pattern Analyzer (2)

TIE Aggressor: Lt Kestal (22)
Veteran Instincts (1)
Lightweight Frame (2)
Twin Laser Turret (6)
=100


giphy (1).gif

Been play testing this for a while now, works well.

Quickdraw:

Expertise, FCS, Title, LWF

Backdraft:

VI, FCS, Title, PA, LWF

Omega Leader:

Juke, Comm Relay

(97)

Has a 3 point bid, can go down to 95-96 if OldManFen is popular in your area. Has a pretty decent chance to trade Dengar for Quickdraw vs the current Worlds list. Can also switch Expertise to A Score to Settle, and remove PA from Backdraft to fit The Inquisitor in instead, and keep it at 97.

Is also fun and thematic. Don't get that often these days.

Edited by Bonza

Played this the other night at club and it hits like a truck

(100)

"Quickdraw" (33) - TIE/SF Fighter
A Score To Settle (0), Fire Control System (2), Special Ops Training (0), Lightweight Frame (2)

"Backdraft" (32) - TIE/SF Fighter
Veteran Instincts (1), Fire Control System (2), Special Ops Training (0), Lightweight Frame (2)

Colonel Vessery (35) - TIE Defender
Veteran Instincts (1), TIE/x7 (-2), Twin Ion Engine Mk. II (1)

What is everyone's thoughts on having sensor cluster on the /sf? I ran two with the Upsilon earlier today and sometimes i did well others i got wrecked.

I'm still not sure how I feel about it but you really do have to save your focus for defence every time to get best use from it.

43 minutes ago, MHamerR8 said:

What is everyone's thoughts on having sensor cluster on the /sf? I ran two with the Upsilon earlier today and sometimes i did well others i got wrecked.

Meh, tbh. I'd prefer Pattern Analyser for the points.

57 minutes ago, Goseki1 said:

I'm still not sure how I feel about it but you really do have to save your focus for defence every time to get best use from it.

Thats what i think is the downside. I save the focus for defense and take away from attack. I dont think i had to use it all that much in the two games i played. Just wondering if i shouls switch them for something better or maybe find something to use on my Upsilon.

2 hours ago, MHamerR8 said:

What is everyone's thoughts on having sensor cluster on the /sf? I ran two with the Upsilon earlier today and sometimes i did well others i got wrecked.

I used it in my 2 SF list for 5 matches and it honestly only triggered 4 times in all 5! I saved my focus for defense unless I wasn't getting shot at and carefully tracked its performance to see if I wanted something else instead (and I did!). With LWF your average 3-greens roll is something like evade/eye/blank. Two evades by spending focus with or without sensor cluster. I felt it was great when having "bad luck" with the dice and rolling a bunch of blanks. But on average it did nothing.

I don't know the math, but I think it gets much more mileage when rolling only 2 greens. For my 2pts I'm taking LWF and using tech for something else.

16 minutes ago, Archidroid said:

I used it in my 2 SF list for 5 matches and it honestly only triggered 4 times in all 5! I saved my focus for defense unless I wasn't getting shot at and carefully tracked its performance to see if I wanted something else instead (and I did!). With LWF your average 3-greens roll is something like evade/eye/blank. Two evades by spending focus with or without sensor cluster. I felt it was great when having "bad luck" with the dice and rolling a bunch of blanks. But on average it did nothing.

I don't know the math, but I think it gets much more mileage when rolling only 2 greens. For my 2pts I'm taking LWF and using tech for something else.

Thats exactly what i found. I used it maybe twice out of the two games. But i dont think i had much stress moves either. So, i dont think going with the PA would be useful much as well.

Maybe the extra points should be put on the shuttle.

Just want to say, this list, flown right (mostly a pincer if the Shuttle and SF's flying together) is pretty **** strong. Really looking forward to practicing with it some more.

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


TIE/sf Fighter: · "Backdraft" (27)
Veteran Instincts (1)
Fire Control System (2)
Lightweight Frame (2)
Special Ops Training (0)


Upsilon-class Shuttle: Starkiller Base Pilot (30)
Fire Control System (2)
Pattern Analyzer (2)
-- TOTAL ------- 100p. --

5 minutes ago, Goseki1 said:

Just want to say, this list, flown right (mostly a pincer if the Shuttle and SF's flying together) is pretty **** strong. Really looking forward to practicing with it some more.

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


TIE/sf Fighter: · "Backdraft" (27)
Veteran Instincts (1)
Fire Control System (2)
Lightweight Frame (2)
Special Ops Training (0)


Upsilon-class Shuttle: Starkiller Base Pilot (30)
Fire Control System (2)
Pattern Analyzer (2)
-- TOTAL ------- 100p. --

Good for you getting the shuttle to work. I never had good luck but I was most likely being too aggressive with it.

Going as slow as possible whilst sending the SF's one side worked great. If the enemy turns into the shuttle, they get wrecked by the SF's.

If they go for the SF's you smash them up from behind with the shuttle. Great fun.

Edit: Though wonder if something like this might have some utility. Takes target locks/ordnance and had ways to reduce damage/make shooting him a pain.

Lambda-Class Shuttle: · Captain Kagi (27)
Reinforced Deflectors (3)
Rebel Captive (3)
Inspiring Recruit (1)

Edited by Goseki1
5 hours ago, Goseki1 said:

Going as slow as possible whilst sending the SF's one side worked great. If the enemy turns into the shuttle, they get wrecked by the SF's.

If they go for the SF's you smash them up from behind with the shuttle. Great fun.

Edit: Though wonder if something like this might have some utility. Takes target locks/ordnance and had ways to reduce damage/make shooting him a pain.

Lambda-Class Shuttle: · Captain Kagi (27)
Reinforced Deflectors (3)
Rebel Captive (3)
Inspiring Recruit (1)

My concern with Kagi (and yes I've thought about him long and hard) is that the biggest use case is against Jumpmasters with torpedoes, but they use R4 agromech usually and Kagi can't pull those target locks (they're taken on the defender so they skirt him).

I'm going to be trying this out tomorrow:

Quickdraw - A score to settle, FCS, LWF, Pattern Analyzer, Spec Ops

Backdraft - VI, FCS, LWF, Pattern Analyzer, Spec Ops

Vader - Juke, TIE x/1, Accuracy Correcter

Vader's a bit less aggressive than the predator/engine/ATC I usually take but he's also a lot tankier (always focus+evade with no reason to spend) and he's 31 points instead of 37 so I think it'll work out. It also has the benefit of 3 ps 9s which should be helpful fairly often. TLTs are maybe a concern but I should be able to burn most TLT carriers down pretty hard.

Oh I hadn't quite appreciated Kagi works like that. Looking at the FAQ it looks like he can't grab the TL if the attacker gets one from FCS either :/.

I like your list though have really struggled to fly Vader without EU. AC also doesn't work with Vader ability? Although I suppose you have it there just as a failsafe?

5 hours ago, nigeltastic said:

My concern with Kagi (and yes I've thought about him long and hard) is that the biggest use case is against Jumpmasters with torpedoes, but they use R4 agromech usually and Kagi can't pull those target locks (they're taken on the defender so they skirt him).

I'm going to be trying this out tomorrow:

Quickdraw - A score to settle, FCS, LWF, Pattern Analyzer, Spec Ops

Backdraft - VI, FCS, LWF, Pattern Analyzer, Spec Ops

Vader - Juke, TIE x/1, Accuracy Correcter

Vader's a bit less aggressive than the predator/engine/ATC I usually take but he's also a lot tankier (always focus+evade with no reason to spend) and he's 31 points instead of 37 so I think it'll work out. It also has the benefit of 3 ps 9s which should be helpful fairly often. TLTs are maybe a concern but I should be able to burn most TLT carriers down pretty hard.

I really like this. Would probably drop the pattern analyzers and go for the ATC on Vader, just to keep the initiative bid for the Dengar/Tel list that has become quite popular (In my area at least).

Not sure if it has the punching power vs triple scouts though. Will certainly give this a try.

6 hours ago, Goseki1 said:

Oh I hadn't quite appreciated Kagi works like that. Looking at the FAQ it looks like he can't grab the TL if the attacker gets one from FCS either :/.

I like your list though have really struggled to fly Vader without EU. AC also doesn't work with Vader ability? Although I suppose you have it there just as a failsafe?

The benefit of Accuracy corrector is just that it means Vader doesn't have to worry about offense, he can take focus and evade every turn, juke with evade, and keep both tokens for defense since he's always getting 2/2 hits. It's certainly less punchy than atc but with juke might be ok.

On 5/21/2017 at 10:54 AM, Goseki1 said:

Wall of text over. Tl;dr, I like the SF's a lot, the Bomber needs some practice/replacement.

I have played a few variants of a 3 Gamma vets + a striker list. In the right circumstances, the 3 HMs really eat the competition. My worst match up was tripple Reb aces with The Black One when I had Crack Shot and Chimps on all 3

Dead Eye just gives so much more flexibility. If you are running HMs on PS less than 8. I think DE is they way to go.

In regard to SFx2, I ran this in my last game and really liked the alpha strike with SFs as they have a better dial and the aux arc to give more options after the first pass.

2SF+Omega (100)

"Quickdraw" (39) - TIE/SF Fighter
Crack Shot (1), Fire Control System (2), Homing Missiles (5), Special Ops Training (0), Lightweight Frame (2)

"Backdraft" (37) - TIE/SF Fighter
Veteran Instincts (1), Fire Control System (2), Homing Missiles (5), Special Ops Training (0), Lightweight Frame (2)

"Omega Leader" (24) - TIE/FO Fighter
A Score To Settle (0), Comm Relay (3)

This is another option I want to try with the UMSBS...Ultimate Mini-Shuttle Blocker of Stressfulness (TM) ?

2SF+StressShuttle (100)

"Quickdraw" (39) - TIE/SF Fighter
Crack Shot (1), Fire Control System (2), Homing Missiles (5), Special Ops Training (0), Lightweight Frame (2)

"Backdraft" (37) - TIE/SF Fighter
Veteran Instincts (1), Fire Control System (2), Homing Missiles (5), Special Ops Training (0), Lightweight Frame (2)

Scimitar Squadron Pilot (24) - TIE Bomber
TIE Shuttle (0), Lightweight Frame (2), Mara Jade (3), Rebel Captive (3)

I like that stress shuttle, it's a shame snapshot, Tactician Rhymes is so expensive, thinking about it.

I thought this list might also work quite well. Expertise on QD with stress bring pulled by Epsilon leader. 2 point bid for initiative so you can pull stress after Assaj assigns it and also to out PS Fenn. Stealth device and Comm Relay make Epsilon pretty hard to take down.

TIE/sf Fighter: · "Quickdraw" (29)
Expertise (4)
Fire Control System (2)
Lightweight Frame (2)
Special Ops Training (0)
Pattern Analyzer (2)


TIE/sf Fighter: · "Backdraft" (27)
Veteran Instincts (1)
Fire Control System (2)
Lightweight Frame (2)
Special Ops Training (0)
Pattern Analyzer (2)


TIE/fo Fighter: · "Epsilon Leader" (19)
Stealth Device (3)
Comm Relay (3)
-- TOTAL ------- 98p. --

Just finished playing in the Aus X-Wing Open at Three D6 (included some of the best players in Australia for example the Fosses), with Quickdraw, Backdraft and TIE Shuttle (Gunslingers - details in previous post in this thread).

Went 3/2 for 19th spot out of 72 players. Somehow I managed to be on the stream twice:

- round 2 versus Dengar/Assaji for loss (76/100) ended up with TIE Shuttle versus Assaji... not the best match up, and

- round 5 versus double ARC and Biggs for win (100-0) using a non-standard opening.....TIE Shuttle on one side and the SFs on the other side of the board.

The games will hopefully be on YouTube in the next week or so.....thought they may be of interest to the double SF community.....including what not to do :)

Played against this last night and got absolutely crushed. There were focus tokens everywhere:

Backdraft w/Title, Snap Shot, FCS, Lightweight Frame

Omega Specialist w/Title, Snap Shot, FCS, Lightweight Frame

Major Rhymer w/TIE Shuttle Title, Snap Shot, Tactician, Operations Specialist, Lightweight Frame

I am having quite of bit of success with a double sf and upsilon trio. It helped that my die we actually helpful but i believe im going to be using this for the store championship coming up next weekend.

Tie/SF(Omega Specialist) - VI, FCS, LWF, Spec Ops Training. x2

Upsilon Shuttle(Starkiller Base Pilot) - FCS, General Hux, Inspiring Recruit, Pattern Analyzer.

Im quite comfortable with flying them now so, its much more fun to fly around. I played them all flying together ans it was difficult. But i keep the sf together and the shuttle coming from the side or the other way around. It has worked well for me.

Did the lower PS of the SF's cause you any problems?

25 minutes ago, Goseki1 said:

Did the lower PS of the SF's cause you any problems?

No. I had the higher PS. But thats why i put Veteran's Instinct on them. Two PS7s i believe wont be so bad. Maybe i can get initiative and win out on those with the same PS.

I tried the following for the first time today at our Q2 kit tournament:

Quickdraw (Adaptability+1, Fire-Control System, Special Ops Training, Lightweight Frame)

Backdraft (Veteran Instincts, Fire-Control System, Special Ops Training, Lightweight Frame)

Colonel Vessery (Veteran Instincts, TIE/x7, Twin Ion Engine Mk. II)

100 points

Had that build saved up for a while, just never tried it. Today's event drew 22 players, and 4 rounds (only, time constraints) were played. I managed to go undefeated (100-0, 100-0, 100-0, 100-33). A crazy run for sure, losing only one ship (Quickdraw) all day. The synergy is real, although the flying can require patience/caution.

After reading some comments here, I considered modifying a few things, like Crack Shot instead of VI on Backdraft, or A Score to Settle or even Trick Shot on Quickdraw instead of Adaptability. I'm glad I kept it as is though, as the higher PS proved very useful.

Yeah I think Adaptability on QD and VI on Backdraft are currently the best picks, given current meta. Definitely going to give Vessery a go this week. How did you fly them all?