Input for Tourney Please

By Rouge Five, in X-Wing

Hi everyone,

I'm playing in my first tourney tomorrow and wanted to get some list input. I don't plan on winning the tourney, but I want to at least have a chance in each game. I would also appreciate any advice about tournies in general and a damage deck recommendation.

List 1:

100 pts

Maarek Stele (39)

Proton Rockets

Tractor Beam

TIE/D

Epsilon Ace (17)

Countess Ryad (44)

Outmaneuver

Proton Rockets

Ion Cannon

TIE/D

Munitions Failsafe

List 2: Right now I have VI on all three, but I was also thinking about Crack Shot or TIE Engine Mark II (I have two of each, so can't use it on everyone)

100 pts

Glaive Squadron Pilot (33)

TIE/x7

VI

Maarek Stele (34)

VI

TIE/x7

Countess Ryad (33)

VI

TIE/x7

Edited by Rouge Five
Wrong point value
2 minutes ago, Rouge Five said:

Hi everyone,

I'm playing in my first tourney tomorrow and wanted to get some list input. I don't plan on winning the tourney, but I want to at least have a chance in each game. I would also appreciate any advice about tournies in general and a damage deck recommendation.

List 1:

100 pts

Maarek Stele (39)

Proton Rockets

Tractor Beam

TIE/D

Epsilon Ace (17)

Countess Ryad (44)

Outmaneuver

Proton ROckets

Ion Cannon

TIE/D

Munitions Failsafe

List 2: Right now I have VI on all three, but I was also thinking about Crack Shot or TIE Engine Mark II (I have two of each, so can't use it on everyone)

100 pts

Glaive Squadron Pilot (33)

TIE/x7

VI

Maarek Stele (35)

VI

TIE/x7

Countess Ryad (35)

VI

TIE/x7

If you're running the Tie/D, you don't want Prockets because your Cannon+main gun are going to be very comparable damage. I'd also recommend an EPT like predator if you have it because you want to modify both shots. It might be helpful here to know what expansions you have.

I think your first list is more fun and interesting but your second list is probably a better list for a first tournament. All your ships are pretty much the same and are durable.

The best damage deck is TFA for you with named pilots.

List 2. Do you have Adaptability, A Score to Settle, and Push the Limit? Those are the EPTs I'd put on those three pilots, personally.

Tournaments in general: Have fun.

37 minutes ago, stonestokes said:

List 2. Do you have Adaptability, A Score to Settle, and Push the Limit? Those are the EPTs I'd put on those three pilots, personally.

Tournaments in general: Have fun.

Stonestokes, I have Adaptability and PTL, but I don't have score to settle. If I take VI off all three, I only have 3 points to play with.

39 minutes ago, AlexW said:

If you're running the Tie/D, you don't want Prockets because your Cannon+main gun are going to be very comparable damage. I'd also recommend an EPT like predator if you have it because you want to modify both shots. It might be helpful here to know what expansions you have.

I think your first list is more fun and interesting but your second list is probably a better list for a first tournament. All your ships are pretty much the same and are durable.

The best damage deck is TFA for you with named pilots.

I have all Empire and Rebel Small ship expansions, Both Ace packs, 2 Imp Vets, YT-1300, YT-2400, Slave I, and Ghost

Defenders are strong jousters with the ability to reposition behind the enemy immediately after the joust. I think you can sacrifice some PS for some firepower and it would be beneficial, potentially crippling lists on the opening salvo.

I'd Try:

Countess Ryad - Push the Limit, Mk II, X-7

Delta Squadron Pilot - X-7

Colonel Vessery - Swarm Leader, X-7

The PS 1 defender can be an excellent blocker that sets up Ryad and Vessery. Vessery can take a focus, get a target lock from shooting whoever is locked by Ryad and unload 5 dice fully modified. Jousting, you can put out 11-14 red dice in one turn depending on range and you're using some pretty sturdy ships.

If you want to play 2 Tie-Ds, I've seen double ion-cannons be very effective...

1 hour ago, Rouge Five said:

Stonestokes, I have Adaptability and PTL, but I don't have score to settle. If I take VI off all three, I only have 3 points to play with.

I have all Empire and Rebel Small ship expansions, Both Ace packs, 2 Imp Vets, YT-1300, YT-2400, Slave I, and Ghost

Ok, you're well stocked then:)

My suggestion would be the following then if you want to try the Tie/D (I think your Tie X7 list is just fine as mentioned above):

Maarek Stele (TIE Defender) — TIE Defender
Predator
Tractor Beam
TIE/D
Ship Total: 39
Countess Ryad — TIE Defender
Predator
Ion Cannon
TIE/D
Ship Total: 40
Scimitar Squadron Pilot — TIE Bomber
Fleet Officer
TIE Shuttle
Ship Total: 19

That's 98 points so you could give one or both Defenders Expertise OR you could also give the shuttle the MK2 Engine to help it clear stress and one of the two defenders Expertise.

2 hours ago, AlexW said:

Ok, you're well stocked then:)

My suggestion would be the following then if you want to try the Tie/D (I think your Tie X7 list is just fine as mentioned above):

Maarek Stele (TIE Defender) — TIE Defender
Predator
Tractor Beam
TIE/D
Ship Total: 39
Countess Ryad — TIE Defender
Predator
Ion Cannon
TIE/D
Ship Total: 40
Scimitar Squadron Pilot — TIE Bomber
Fleet Officer
TIE Shuttle
Ship Total: 19

That's 98 points so you could give one or both Defenders Expertise OR you could also give the shuttle the MK2 Engine to help it clear stress and one of the two defenders Expertise.

Expertise is insane with TIE/D. Why Maarek over Vessery, though?

5 minutes ago, TheHumanHydra said:

Expertise is insane with TIE/D. Why Maarek over Vessery, though?

Vessery's biggest weakness is his reliance on other ships to spot for him. Your shuttle is going to be passing out focus tokens every turn, so you're putting a big target on Ryad's back. Maarek is much better as a standalone fighter.

If you have it, A Score To Settle is brilliant on Maarek.

I wouldn't recommend VI on defenders since it doesn't play to their jousting strengths. Crack shot is a better use of points. I would also oly fly two defenders (and probably a bomber as the third ship, with some Homing Missiles) to safeguard you from aces.

Simply by flying defenders you've got a chance in every game, but you'll find very quickly what works and doesn't for you.

Thanks for the input everyone! I'll let you know how it goes.

11 hours ago, TheHumanHydra said:

Expertise is insane with TIE/D. Why Maarek over Vessery, though?

I went with his original pilots, but as mentioned there are some reasons.

Reporting back.

Went 2-2 in Tourney.

Round 1- lost to double ARC 170 w/Biggs. Flew well, but the dice were not with me. Took out Biggs.

Round 2- Won against Chopper Ghost with Biggs and Bandit x2. Playing against a teenager, 1 Bandit flew off the board on round 3, Ghost flew off the board with 2 hits left. Lost 1 TIE Defender because of an asteroid.

Round 3- Won against triple Punishers. Lost nothing.

Round 4- Lost to Kanan Ghost with Rey and Recon, Biggs, and Zeb Attack Shuttle. Killed Biggs and got Ghost down to two hits.

Thanks for the input.

Edited by Rouge Five
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