My first tournament list.

By That Blasted Samophlange, in X-Wing Squad Lists

So, I am thinking about going to my first tournament, here is the list I am thinking about.

Quickdraw 29 ps9

Sensor Jammer 4

Decoy 2

Spec ops 0

Sensor Cluster 2

Lightweight Frame 2

39

Turr Phenir 25 ps7

Intensity 2

Stealth Device 3

30

Omega Leader 21 ps8

Comm relay 3

Juke 2

Stealth Device 3

29

98 points total.

So, before the critiqueing, know that there are a few factors that define my list. I am going to fly Imperial. Also, I do not have access to every ship.

I own both Starter sets, the Raider, and the following expansions: x-wing, y-wing, a-wing, B-wing, Millenium Falcon, Hwk-290, T-70 x-wing, TIE Fighter, TIE Advanced, TIE Bomber, TIE Defender, TIE Interceptor, Lambda Shuttle, Decimator, Slave I, TIE Aggressor. TIE/FO, TIE/SF.

The only card I have outside these expansions is a flechette cannon.

Also, the idea behind this is to fly in rough formation, at least range 1-2, so quickdraw can give Turr the higher pilot skill so with intensity, he can get double evade tokens to boost his 4 green dice.

Ideally, the goal of the list is to force the enemy to choose which annoying ship to attack first.

Now, the weaknesses I can foresee are stress, both receiving and giving, as well as a lack of ships due to fiscal reasons, and my desire to play Imperial. Fickle dice notwithstanding.

Given the stipulations, how badly will this list do?

I also intend to do a few other lists with the same stipulations, but other ships which I will post later.

Edited by That Blasted Samophlange

Wondering if this is better. The whole schtick is to fly away from an enemy, and let them chase you.

Kath Scarlet 38 ps7(9)

Veteran Instincts 1

Mercenary Copilot 2

41

Lieutenant Kestal 22 ps7(9)

Veteran Instincts 1

Ion Cannon Turret 5

28

Backdraft 27 ps7

Collision Detector 0

Intensity 2

Spec ops 0

Lightweight Frame 2

31

Your second list I am sure will not work both the list and strategy.

Your first list is interesting - very defensive and I think it might work good defensively - you should try it out.
However due to my tournement experience it has two major problems - very little offence and very little offensive dice manipulation, which combined turn into a very big problem - you will be doing next to no damage - and that does not work in a tournement. I think you should change the build to be more offensive and below is two suggestions, that you can field.

Quickdraw, Draw Their Fire, Fire Control System, Spec ops, Sensor Cluster, Lightweight Frame (36)

Soontir Fel, Push the Limit, Stealth Device (33)

Omega Leader, Juke, Comm relay, Stealth Device (29)

98 points total.

OR

Quickdraw, Decoy, Homing Missiles, Fire Control System, Spec ops, Lightweight Frame (40)

Turr Phennir, Intensity, Stealth Device (30)

Omega Leader, Juke, Comm relay, Stealth Device (29)

99 points total.

What ever build you choose exchange Sensor Jammer on Quickdraw for Fire Control System. It works fantastic and your build needs it.


13 hours ago, Everyday Ace said:

Your second list I am sure will not work both the list and strategy.

Your first list is interesting - very defensive and I think it might work good defensively - you should try it out.
However due to my tournement experience it has two major problems - very little offence and very little offensive dice manipulation, which combined turn into a very big problem - you will be doing next to no damage - and that does not work in a tournement. I think you should change the build to be more offensive and below is two suggestions, that you can field.

Quickdraw, Draw Their Fire, Fire Control System, Spec ops, Sensor Cluster, Lightweight Frame (36)

Soontir Fel, Push the Limit, Stealth Device (33)

Omega Leader, Juke, Comm relay, Stealth Device (29)

98 points total.

OR

Quickdraw, Decoy, Homing Missiles, Fire Control System, Spec ops, Lightweight Frame (40)

Turr Phennir, Intensity, Stealth Device (30)

Omega Leader, Juke, Comm relay, Stealth Device (29)

99 points total.

What ever build you choose exchange Sensor Jammer on Quickdraw for Fire Control System. It works fantastic and your build needs it.


I appreciate the feedback. I am concerned by the lack of offense, and Fire Control System helps with that. Your second list seems to be overcost. I tried many different ways of including homing missiles, but at 5 points they are tough. And the sacrifice has to be made somewhere else. This is why I chose sensor Jammer. I have a good many restrictions, and the missiles I have seem less useful.

Proton Rockets only gets 3 attack dice, which with the restrictions on it, I get more with the basic attack. That leaves me with Ion Pulse Missiles, or dropping the stealth device on either Turr or Omega Leader to get homing missiles.

How is the second list "overcost"? Both the points and the math is right

On 2017-07-18 at 2:13 PM, Everyday Ace said:

How is the second list "overcost"? Both the points and the math is right

Apologies, I read it that sensor cluster was still equipped, which would be two points over.

So flew my first list and defensively, it did very well, till a very good expertise shot from Dengar took out Turr. Omega Leader had target locked a autoblaster turret Nym with accuracy Corrector, But was unable to reaquire a spent evade token so no Juking.

Quickdraw did fire two return shots from lost shields, but the inter dependancy with decoy and Turr didn't work as well as I hoped. Forgetting to barrel roll after firing on Turr a couple of times was a big mistake. I think I will change up Decoy for something else.

That being said, I did think of another gimmicky lists, such as this one:

Backdraft 27 ps7

Advanced Sensors 3

Intensity 2

Spec ops 0

Comm Relay 3

Lightweight Frame 2

37

Double Edge 19 ps4

Ruthlessness 3

Twin Laser Turret 6

Assault Missiles 5

Munitions Failsafe 1

Ion Pulse Missiles 3

37

Lieutenant Colzet 23 ps3

Tie x/1

Fire Control System

Stealth Device 3

26points, 100 points total.

The idea here is with Double Edge doing the main damage. At long range, I fire the Assault missiles or Twin Laser Turret. Try to burn of shields as quick as I can and sneak a hit in to let Colzet flip it up. The Assault Missles and Ruthlessness are to disperse and close formations, especially on approach. If the assaults missiles miss, the munitions failsafe makes good sense to maximize on Double Edge's ability.

Colzet concentrates on defense with his action either focus or evade as necessary and takes shots on wounded targets just for the target lock to flip over damage.

Backdraft is there because I love the SF. But may switch her with Quickdraw (taking away the ion pulse missiles) to, if necessary, capitalize on the Ruthlessness.

If I had more than one copy of Fire Control System, it would be on the SF as well, but Colzet seems to benefit more, despite how good the Advanced Targeting Computer is. Colzet may also be a tertiary target as a relatively minor threat compared to Backdraft or Double Edge, if he is targeted, then that is an attack not directed at the damage dealers.

FCS is actually extremely desireable on any TIE/sf. Part of the reason it is so good is that the TIE/sf is fairly durable (by Imperial standards) so will get to make use of that free TL usually multiple times, but also having the rear firing arc ensures that you are shooting at the same target more often then ships that are stuck with forward firing arcs only.

Colzet is also not really that good. I mean, its a nice ability, but you are paying mid 20s for it, and you lose out on some firepower as a result because other ships in that price range can hit much harder. Unless you are using Colzet for some powerful ability synergy (like in combination with Kylo Ren crew) then I would say he is not worth it just for his ability alone. You could definitely strengthen this list by putting another harder hitting ship into that slot. For example: Pure Sabaac, Deathfire (or other bomber), another Aggressor or even a Sabre pilot w/ PTL & autothrusters.

Best of all, by dropping Colzet, you can put that precious FCS on your best ship, Backdraft, where it will do you the most good.

Fair points on the usefullness of the Fire Control, as stated, if I had a second copy, it WOULD be on the SF.

In regards to other ships, I am only using ship that I own. In my original post, I detail some factors that limit my lists such as only have one of any given product release, and some product I unfortunately do not own, so no access to Autothrusters.

So, for 23-26 points, I could find another ship, but Colzet could very well be ignored, in favour of larger threats.

Now, I could swap out the advanced Sensors for Fire control System and then put an advanced Targeting on Colzet.

Well, if you are hell-bent on running Colzet, then I think moving the FCS to Backdraft is the best you can do. However, seeing that you have a TIE/fo, I'd suggest running Omega Leader in place of Colzet. OL is not really any better in terms of damage output, but has a stronger pilot ability and higher Pilot skill. That would improve your list a bit.

Another one I thought up:

Quickdraw 29 ps9

Fire Control System 2

Squad Leader 2

Spec ops 0

Lightweight Frame 2

Sensor Cluster 2

Homing Missiles 5

42

Lieutenant Kestal 22 ps7

Homing Missiles 5

Ruthlessness 3

Munitions Failsafe 1

XX-23 S Thread Tracers 1

32

Omega Ace 20 ps7

Intensity 2

Comm Relay 3

Shield Upgrade 4

25

99 points total.

Idea here is that Kestal gives Target Locks to everyone else with the tracers, which I have to borrow from a friend, as her ability makes them easier to hit. Ruthlessness triggers with them as they are an attack, so at least get to possibly inflict some damage.

Intensity helps with action economy for Omega Ace, so I can trigger their ability. Shield Upgrade is, theoretically there so I can zoom into where Nym is and feed it to him.

Quickdraw helps with early round action econemy, and in a close furball, and Kestal's Ruthlessness could trigger another shot.

the homing missiles on Kestal and Quickdraw are there the round after the tracers are fired. I would drop them from Kestal maybe in favour of an autoblaster turret if I can borrow that as well, but the homing missiles with Kestal's ability seem good.

Edited by That Blasted Samophlange
Reasoning behind list choices

Personally, your leaning too heavily on those Missles that you may or may not get off before being shot down. For some less is more.. for Imperial players more is more. Try something like this if you really want Kestal and QD.

QD w/ intensity, FCS, Title, LWF

Kestal, w/ Dead eye, Synced Turret

3x Acadamy pilot.

Puts you at 98. I'd recommend if you can get or borrow Primed Thrusters for QD do so just to help in case of stress.

I really do not get this new list of yours. Its so circumstantial - what I call a "paperbuild" - only possible if your opponent follows the plan. A 4 point shield upgrade if you face Nym? Extremely circumstantial! Secondly you want a PS 7 ship with tracers to get Target Locks for PS 8 and 9 ships? It works fine if you face lower PS ships, but not against high PS ships. Again circumstantial. Ruthfulness should help you inflict more damage, but again it only works if you opponents stick together or if you have Quickdraw at range one. This list is just too circumstancial for reality in my opinion.

42 minutes ago, Everyday Ace said:

I really do not get this new list of yours. Its so circumstantial - what I call a "paperbuild" - only possible if your opponent follows the plan. A 4 point shield upgrade if you face Nym? Extremely circumstantial! Secondly you want a PS 7 ship with tracers to get Target Locks for PS 8 and 9 ships? It works fine if you face lower PS ships, but not against high PS ships. Again circumstantial. Ruthfulness should help you inflict more damage, but again it only works if you opponents stick together or if you have Quickdraw at range one. This list is just too circumstancial for reality in my opinion.

The shield upgrade isn't JUST for Nym. It is for absorbing damage, that Omega Ace will likely have directed. Omega Ace's ability lets you inflict several crits, which can be devastating, meaning it is likely they become a high value target. With the possibility of an autoblaster turret, with accuracy corrector, and the comm relay and native defense, Omega Ace could survive to get several shots.

Kestal firing the tracers off doesn't seem that far fetched to me. Kestal with a twin Laser Turret could work as well, do what she can with the tracers, then break off and snipe, but her ability seem wasted on the TLT.

Well try it out in some battles and tell us how it does :)

My latest idea is This:

Quickdraw 29 ps9

Fire Control System 2

Squad Leader 2/swarm Tactics 2

Spec ops 0

Targeting Synchronizer 3

Lightweight Frame 2

38 points

Lieutenant Kestal ps7 22

Ruthlessness 3

Twin Laser Turret 6

Assault Missiles 5

36 points

Omega Ace 20 ps7

Juke 2

Comm Relay 3

25 points

99

If I go the Swarm Tactics, route, I could concievably switch up Kestal with Double Edge, and spend some points other places.

Just want to be sure that Omega Ace indeed works with Targeting Synchronizer.

Ace works with the Targeting Syncronizer but remember Ruthlessness only pro s one time from the TLT...

1 hour ago, Ronu said:

Ace works with the Targeting Syncronizer but remember Ruthlessness only pro s one time from the TLT...

Thanks for the Reminder. I am aware, the Ruthlessness is really to help with the initial strike, and to make a nuisance of Kestal. If/when I get the ordnance off, Kestal will just take pot shots at enemies.

With what I have, what makes more sense, the Squad Leader or Swarm Tactics? The former helps give put focus tokens, the later increase the pilot skill, useful in initial strike.

Also, to be doubly sure with Targetting Synchronizer, am I correct that when ordnance fires, I still have to spend the Target lock? If that is the case, then Squad Leader may be preferable.

59 minutes ago, That Blasted Samophlange said:

Thanks for the Reminder. I am aware, the Ruthlessness is really to help with the initial strike, and to make a nuisance of Kestal. If/when I get the ordnance off, Kestal will just take pot shots at enemies.

With what I have, what makes more sense, the Squad Leader or Swarm Tactics? The former helps give put focus tokens, the later increase the pilot skill, useful in initial strike.

Also, to be doubly sure with Targetting Synchronizer, am I correct that when ordnance fires, I still have to spend the Target lock? If that is the case, then Squad Leader may be preferable.

With only 3 Ships I wouldn't do either personally. If you're just going with a have to pick one I'd take Swarm tactics myself. At least try to push as much damage through as I could. That assault missle and Ruthlessness combo also not a grand idea honestly, I'd just as soon drop the Assult for something else like IPM's or Cruise or eve Concussion Missles and Lone Wolf on Kestal and then put predator on QD in case someone spends his target lock early.

And Yes, if the ordinance requires you to spend the lock, you take if off the ship with the Syncronizer or your ship if both have a lock. If just the other ship has it you still spend the lock of the other ship.