69th Figther Wing (Tie/Int)

By Bober00, in X-Wing Squad Lists

I made decinions after thinking about this what you said to me, that basic fighters (pilots) are not powerfull and I shouldn't use them, so this is what I made:

- Soontir Fel

Push the limit

Autothrusters

Stealth Device

Royal guard TIE

- Carnor Jaxx

Push the limit

Autothrusters

Stealth Device

Royal guard TIE

- Turr Phennir

Veteran Instinct

Autothrusters

Stealth Device

Royal guard TIE

Is it playable? I mean, for fun for sure but can I win battles with this? What I should change?

This sort of list is a 'high skill' list. If you are experienced with the nuances of maneuvering and if you have a good knack for predicting what moves your opponent is going to pick, then yes, you can do well with this list. It requires a lot of thinking however. If you make even one small error, you can end up losing a ship (and since you have only 3, that can be the difference between winning and losing).

I think the list you present is fine. However, I don't think it has the best upgrades for the current meta. As long as you face enemy lists that deal their damage primarily by shooting, then the list is quite solid. Especially against enemy lists of lower pilot skill. However, if you meet an enemy list that is higher pilot skill, or a list that is equal pilot skill but better initiative bid, then you will probably lose partly because of upgrade choices. You also stand almost no chance against k-wing bombers with Sabine crew (in fact, any auto-damage type lists, such as blackmarket slicer tools will have a very easy time crushing this list). Other high threats to you are blockers with Anti-pursuit lasers or ion projectors.

So to combat these weaknesses, I suggest taking hull upgrade instead of stealth device. You will have a more 'take on all-comers' list and fewer bad matchups. However, you will still lose games if you screw up your positioning (getting blocked is often the most common death sentence for an interceptor).

Here is the list I use:

Fel w/ PTL, title, thrusters & target comp = 34

Jax w/ PTL, title, thrusters & hull = 34

Turr w/ PTL & thrusters = 30

98

When Turr has push the limit, you don't use it in the action phase when he has a clear shot at an enemy with a lower pilot skill. Instead, take your shot, then after you perform your free action with his ability, use push the limit to make sure he escapes all firing arcs (or if not possible, gets an evade token----this makes such a huge difference in keeping him alive!)

Target computer is on Fel because otherwise this list hits a little on the weak side. Fel is your closer, but if he can't hurt anything, well, he won't close out games. Target lock is used sparingly early on in the game (only when he is safe from return fire), but really becomes gold in the late stages.

Ok I played few games with AI on my PC with yours and with my squad.

Targeting computer, it could get used but there is no time to target someone, I have to boost, bank all the time to stay out of shoot line or at least many enemies. So it's good but only at the moment when I have their tails already. Extra hull saved me once, but only for one more round. Empty Turr has got only 7 skill and it was to little for my opponents, so VI is basic for him.

Thinking 'bout royal guard pilot, have to use him few times, 'cause Turr stays behind other guys. I let him other route but sadly his ability is sometimes just not not much to get out of their range

as you said, maneuvers, maneuvers, maneuvers, maneuvers aaaaand once again maneuvers. My Soontir shoot down Poe and Ray alone in last game, but green dies where on my side.

Thank you Blade anyway, thanks to you I checked other squad list and made sure that my is playable and that I can play them. Still have to check it versus real opponent, as we know human is still much better than AI ;)

AI is worthless. It tells you absolutely nothing about how the squad performs. You've gained 0 useful information since it is so, so bad...

Yes Target Comp is not useful head on. That is why you flank with Soontir. And if the enemy turns to face him, then he cannot TL. That is fine. It will become so very useful in the late game, as I said previously.

Turr does not need VI to do well. If you face only PS 8 or higher, then yes, VI will seem better, but PTL will keep him alive longer. The flexibility of 2 actions per turn (sometimes three when he uses his ability) is far greater than +2 pilot skill when you know how to make good use of that ability.

However, I think you and I are at different experience levels. Give your list a go against real opponents. Then you will get some real useful learning information ;)

Edited by blade_mercurial

Will do this thursday and gonna give you informations how it was ;) maybe I could check both squads, yours and mine on real opponent, time is the key

anyway, thanks again for help :)