First Order Ambush (2 SFs and an Upsilon)

By Jo Jo, in X-Wing Squad Lists

So now we fully know what CMs do, I came up with this squad which looks like fun jank (it actually might be decent).

"Backdraft" (27)
Veteran Instincts (1)
Cruise Missiles (3)
Hyperwave Comm Scanner (1)
Guidance Chips (0)
Special Ops Training (0)

"Quickdraw" (29)
Crack Shot (1)
Fire-Control System (2)
Cruise Missiles (3)
Hyperwave Comm Scanner (1)
Guidance Chips (0)
Special Ops Training (0)

Lieutenant Dormitz (31)
Collision Detector (0)
Hyperwave Comm Scanner (1)

Total: 100


Very simple setup. HwCS allows you to place all 3 ships at PS 12, so your opponent is basically at your mercy on how he positions his squad. Just make sure you have pretty good asteroid lanes. Find what you want to kill first and place the LT first across from it, then place BD at the furthest range you can from Dormitz, give him an evade. Then place QD which he can get an evade & focus from both other ships. Now to dials. Depending on what ship your opponent has you can either anticipate he'll try and zoom to avoid the CMs or he'll try and get out of the kill zone. I'd either do a 3 or 4 forward with the SFs. The shuttle can do a 3 forward. Coordinate BD to do a focus action. Even with a 3 forward, your CMs are still 4 dice attacks, which can be fully modded. Your SFs should be able to have TL, Focus, and Evade. Should be able to get 4 hits with the chips. With luck you can kill or seriously hurt anything across form you.

The shuttle is no slouch with 4 attack die, but I would coordinate the SFs when possible to keep them alive.

Edited by Jo Jo

I like it. But as a Rebel player, I'd have to say I'd be much more scared of a ship carrying Kylo that punches through shields than I am of a one-shot missile. Especially when that missile is on a ship with enough firepower as it already has.

Upsilons are not hard to deal with. QD on the other hand...

3 minutes ago, jwilliamson12 said:

I like it. But as a Rebel player, I'd have to say I'd be much more scared of a ship carrying Kylo that punches through shields than I am of a one-shot missile. Especially when that missile is on a ship with enough firepower as it already has.

You can get the potential of 5 dice with the CMs, which is a pretty good jump in attack power over the standard 3 of the SFs. Gives you a potential of 10 attack dice in two attacks for a round 1 alpha strike that a bunch of list might not be able to overcome. Otherwise you can drop them for LWF on each.

15 minutes ago, Jo Jo said:

You can get the potential of 5 dice with the CMs, which is a pretty good jump in attack power over the standard 3 of the SFs. Gives you a potential of 10 attack dice in two attacks for a round 1 alpha strike that a bunch of list might not be able to overcome. Otherwise you can drop them for LWF on each.

Valid point, for sure. And since you have the high PS value, you'll know after your maneuver if you can pull the trigger on the missiles or not.

Its very gimmicky.

It basically requires your opponent to move into shooting range on the first turn of the game. The opponent has two simple options that ruin this strategy: either avoid combat on the first turn (not that difficult) or if the opponent has boost capable ships, go for the first turn block or at least push into range 1 (list dependent as to whether this is actually a good idea or not). Either way, I think you will find that its not easy to fire the cruise missiles immediately. Having said that, the cruise missile is still a strong choice. I think it will really shine in later stages of the game, though.

Another thing to keep in mind is that it acts as a very strong deterrent to shoot Quickdraw w/ FCS. Meaning that Backdraft or Dormitz will almost always be the opponent's first target (could be a good thing---you can at least plan around this knowledge).

For sure it is gimmicky. The block is a threat and a large base ship with boost can easily reach out for a block. You can counter that by staggering one SF behind the other so if they do get brave, they are still eating a CM. Avoiding combat the first round is not as easy as it sounds. At full forward deployment plus a 4-forward you can reach to the edge of their deployment area. By splitting your SFs apart a bit, you can cover a huge swath of their side of the board with both your SF's arcs. This will also help cover possible escape routes to the left or right.

If they setup on an edge, which a lot of people do, there isn't going to be very many options for them. You should try to put as many rocks on your edge of the board, and that should give you pretty clear lanes to deploy out of and push the attack early.

One thing I hope to bank on is the fact that no one really anticipates combat turn 1. So I'm hoping since there is no breather round, mistakes will be made. Also, cards like Rey need "setup" time to bank tokens. This squad should also counter Mindlink batteries like Inaldra or squads that utilize a flanker.

I'm thinking Adaptability might be better than CS on QD for an initiative bid. You'll not want initiative if they have a PS 9.

Edited by Jo Jo
21 minutes ago, Jo Jo said:

I'm thinking Adaptability might be better than CS on QD for an initiative bid. You'll not want initiative if they have a PS 9.

If you're looking to save points, drop HCS on the SFs. They can always take the Focus action and be double-tokened from the single HCS, I don't really think they are worth the points. I know you're going for the late setup there, I don't think it's value is high enough, as it's only really useful at the start of the game, where the initiative bid could benefit you for the life of the match.

5 hours ago, Jo Jo said:

If they setup on an edge, which a lot of people do, there isn't going to be very many options for them. You should try to put as many rocks on your edge of the board, and that should give you pretty clear lanes to deploy out of and push the attack early.

One thing I hope to bank on is the fact that no one really anticipates combat turn 1. So I'm hoping since there is no breather round, mistakes will be made. Also, cards like Rey need "setup" time to bank tokens. This squad should also counter Mindlink batteries like Inaldra or squads that utilize a flanker.

I'm thinking Adaptability might be better than CS on QD for an initiative bid. You'll not want initiative if they have a PS 9.

I think it will definitely work against an average player.

There's only 2 ways to counter your list. Either dive for range 1/block, or start deployed sideways to avoid the turn 1 shooting all together. Which choice is best for the opponent obviously depends on their list and playstyle. The second option is a valid strategy though because it denies your bonus tokens. It may not be able to avoid eating a cruise missile, but then again, it might; depending on various factors...

Given enough practice against the list, I think most players will figure it out and then it will be much easier to beat.

Edited by blade_mercurial

Look at it this way:

Assuming the "ambush" doesn't work, you've invested 4 points in it (Dormitz price increase over a Starkiller Base Pilot, plus three Hyperwave Comm Scanners), and even then, you've 'bought' the ability to completely dominate the deployment phase; deploying at PS12 with your ships being a big chunk of the way into the board. You don't have to get a turn 1 alpha strike to be in a position of advantage as a result.

Quickdraw with Cruise Missiles is nasty. Assuming a Co-ordinated focus from Dormitz, and a target lock from a Fire Control System, shooting at her is going to be extremely painful.