why are we not giving Quickdraw evade tokens?

By TheOz, in X-Wing Squad Lists

Hi yall, in my obsessive x wing theorizing and list building I do in my free time at work, I realized that in our wave 11 obsession with nym, wookies, biggs, and cruise missiles, I think we are missing a potential power build...Quickdraw that has the evade action

Intensity and Comm Relay and primed thrusters and hyperwave comms scanner can all give this jousting monster even more survivability. I have really been enjoying Quickdraw a lot lately but we have all ran into this moments when our green dice go cold and he loses his shields in one go. Now that he has more access to the evade and better action economy, why not, those 3 shield tokens are so valuable and even after they are gone, he still is a solid ps9 ship. So to utilize more dependable defense, I came up with a few builds

I'd love and am very open to your opinions and welcome them...Which is probably obvious since I'm posting this, am I crazy, or is this something we should take advantage of

The solid list

TIE/sf Fighter: · "Quickdraw" (29)

Intensity (Exhausted) (2)

Cruise Missiles (3)

Fire Control System (2)

Lightweight Frame (2)

Special Ops Training (0)

Primed Thrusters (1)

TIE/sf Fighter: · "Backdraft" (27)

Veteran Instincts (1)

Cruise Missiles (3)

Fire Control System (2)

Lightweight Frame (2)

Special Ops Training (0)

TIE/fo Fighter: · "Omega Leader" (21)

Juke (2)

Comm Relay (3)

-- TOTAL ------- 100p. --

The crazy fun Upsilon-class list (Idk how good it will be in a tournament but it looks to be a blast)

TIE/sf Fighter: · "Quickdraw" (29)

Intensity (Exhausted) (2)

Cruise Missiles (3)

Fire Control System (2)

Lightweight Frame (2)

Special Ops Training (0)

Primed Thrusters (1)

TIE Striker: · "Pure Sabacc" (22)

Veteran Instincts (1)

Lightweight Frame (2)

Adaptive ailerons (0)

Upsilon-class Shuttle: · Major Stridan (32)

Electronic Baffle (1)

Systems officer (2)

Intelligence Agent (1)

-- TOTAL ------- 100p. --

And next is the just plain crazy vader Quickdraw countdown list

TIE/sf Fighter: · "Quickdraw" (29)

Intensity (Exhausted) (2)

Cruise Missiles (3)

Fire Control System (2)

Lightweight Frame (2)

Special Ops Training (0)

Primed Thrusters (1)

TIE Advanced: · Darth Vader (29)

Intensity (Exhausted) (2)

Cruise Missiles (3)

Engine Upgrade (4)

TIE/x1 (0)

Advanced Targeting Computer (1)

TIE Striker: · "Countdown" (20)

Lightweight Frame (2)

Adaptive ailerons (0)

-- TOTAL ------- 100p. --

Either way of course this are sort of list that can abuse him but there are a few unique ways to build him alone so yall can make him fit into your own lists

TIE/sf Fighter: · "Quickdraw" (29)

Intensity (Exhausted) (2)

Cruise Missiles (3)

Fire Control System (2)

Lightweight Frame (2)

Special Ops Training (0)

Comm Relay (3)

-- TOTAL ------- 41p. -- for great solo economy

You can also give someone hyperwave comms scanner and just pass him one early to use and that saves him the ept for vi, adaptability, a score to settle...and so on, you can also give him juke and be even more aggressive

I suspect this hasn't been explored fully because Quickdraw at PS 11 is so very good against PS10 Nym, and still strong against everything else. If Nym gives way and becomes less prevalent, I suspect we'll see some Intensity Quickdraw.

The same concept was already used by people playing sensor cluster on him: finetune the damage to one shield, not more or less.

Intensity+comm relay does the same for 1 more slot and 3 more points, but has the advantage of not using the focus.

But there is also the idea that you're often better off in keeping QD slim.

I've tried it in a single game so far and liked it. With comms and an evade stacked, Quickdraw can choose when to use his revenge shot. My game had Quickdraw take fire from range 3 through a rock. My dice sucked and a hit was going to go through, but I used the evade to save a shield and not waste a revenge shot back at range 3 through a rock. It can really help save you a shield. And if the first attack of theirs wiff, they might pass on follow up shots on Quickdraw for fear of not eliminating all her shields in a single round. Will continue trying this build. 38pts isnt too much for a PS9 3/3/3/3 ace

Two issues with this build

1) Intensity isnt that valuable on an SF after you bank that evade. Even putting Score to Settle on her is pretty lethal. Shes one of the pilots that has a ton of EPTs that make her a killing machine, Intensity isnt one of them.
2) Lack of PA seriously, SERIOUSLY hurts the SF. It has so much red it absolutely needs that tech. Youre not only making her more expensive when shes already pricy, but cutting her offensive capabilities down (or evasive via barrelroll)

QD barely fits in a lot of lists with a 0pt EPT and PA, add 3 points to that and you gotta cut something important. And said lists are already using Sabaac as a third ship which is easily the BEST filler ship we got atm.

14 minutes ago, Vineheart01 said:

Two issues with this build

1) Intensity isnt that valuable on an SF after you bank that evade. Even putting Score to Settle on her is pretty lethal. Shes one of the pilots that has a ton of EPTs that make her a killing machine, Intensity isnt one of them.
2) Lack of PA seriously, SERIOUSLY hurts the SF. It has so much red it absolutely needs that tech. Youre not only making her more expensive when shes already pricy, but cutting her offensive capabilities down (or evasive via barrelroll)

QD barely fits in a lot of lists with a 0pt EPT and PA, add 3 points to that and you gotta cut something important. And said lists are already using Sabaac as a third ship which is easily the BEST filler ship we got atm.

This is why I am advocating for intensity with primed thrusters, because you can barrel roll while stressed and still get an evade or focus, **** you can get hit with a stress hog and still get double actions

I agree comms Relay is expansive on top of intensity, but primed thrusters let's you still active the card while stressed, which is what you were trying to avoid not having pattern analyzer, and of you really want to go crazy with striden you can get all three actions and do a red move. Just space I feel is being unexplored is all

ive actually started dabbling in the intensity + PI but on Backdraft not QD.
I gave Backdraft EU. It lets him 1turn into a boost and still get a focus. Only done 2 games so far with that but it let him skirt right by so much danger that there might be value in there. Course, expensive, so .. not sure.
That wouldnt work on QD since she doesnt want to use her aux arc unless she has to. Intensity is best when you intend it to be a bandaid for a specific scenario rather than the main shtick of your list (see Vader w/ intensity and cruise, i can barrelroll or boost and still get doublemods for the cruise)

Edited by Vineheart01

It sounds neat and id like to experiment with it....but still have my doubts when comparing it to this. I guess intensity + sensor cluster gives you at least 1 or 2 rounds where you can get a guaranteed 2 evades.

"Quickdraw" — TIE/sf Fighter 29
Expertise 4
Fire-Control System 2
Sensor Cluster 2
Lightweight Frame 2
Special Ops Training 0

Ship Total: 39

Edited by Boom Owl
31 minutes ago, Boom Owl said:

It sounds neat and id like to experiment with it....but still have my doubts when comparing it to this. I guess intensity + sensor cluster gives you at least 1 or 2 rounds where you can get a guaranteed 2 evades.

"Quickdraw" — TIE/sf Fighter 29
Expertise 4
Fire-Control System 2
Sensor Cluster 2
Lightweight Frame 2
Special Ops Training 0

Ship Total: 39

The problem is expertise is gonna lower how much of your dial you wanna use, which is not a problem for a Quickdraw with intensity and primed thrusters. And as I said, combine him with an Upsilon-class and he can get focus and evade in the same turn, and do a red move.

47 minutes ago, Vineheart01 said:

ive actually started dabbling in the intensity + PI but on Backdraft not QD.
I gave Backdraft EU. It lets him 1turn into a boost and still get a focus. Only done 2 games so far with that but it let him skirt right by so much danger that there might be value in there. Course, expensive, so .. not sure.
That wouldnt work on QD since she doesnt want to use her aux arc unless she has to. Intensity is best when you intend it to be a bandaid for a specific scenario rather than the main shtick of your list (see Vader w/ intensity and cruise, i can barrelroll or boost and still get doublemods for the cruise)

Nice backdraft build, but I don't consider it a bandaid, and Quickdraw does like his barrel roll a lot, helping push you ro range one or into range 3 when going up against 4 dice. And combined with the sloop it can be very nice

And although it is expensive with comms, it still fits in whisper price range, but offers far more offense If attacked and with focus and evade could take shots from higher ps. But I do appreciate the feed back, I do take everyone's advice in mind

The real question is: why is this made up generic pilot as good as Darth Vader, Soontir Fel, Han Solo, and Poe Dameron, as well as toilet paper head (Dengar)?

Edited by BlodVargarna
1 hour ago, BlodVargarna said:

The real question is: why is this made up generic pilot as good as Darth Vader, Soontir Fel, Han Solo, and Poe Dameron, as well as toilet paper head (Dengar)?

It should have been fel's wrath jr

1 hour ago, BlodVargarna said:

The real question is: why is this made up generic pilot as good as Darth Vader, Soontir Fel, Han Solo, and Poe Dameron, as well as toilet paper head (Dengar)?

A combination of excellent technology, top notch pilot training, and raw talent.

I'm looking forward to trying intensity after this thread.

I've been running VI QD with Primed thrusters, FCS and LWF for a while on Vassal, although I'm still very much learning the best way to use him.

Surely this frees your dial up quite a bit. If you can always barrel roll and get that action, you can be really unpredictable? The biggest challenge I see is being able to flip that back up.

I played against some intensity a wings the other night and he said flipping the intensity back over can be troublesome and that's with ptl a wing and jake

i can see flipping intensity on a sf being even more difficult

7 hours ago, Iksentrik said:

I played against some intensity a wings the other night and he said flipping the intensity back over can be troublesome and that's with ptl a wing and jake

i can see flipping intensity on a sf being even more difficult

It for sure takes planning but you can usually create situations to do so. But running him with striden it's no problem at all, and comm Relay or primed thrusters all make it way easier to work with

First outing with Intensity QD tonight. Two games on Vassal vs a scummy control type list 3 small ships. I liked it. Used to running VI on QD but intensity with primed thrusters was fun.

S/F Alpha (99)

"Quickdraw" (39) - TIE/SF Fighter
Intensity (2), Fire Control System (2), Cruise Missiles (3), Primed Thrusters (1), Special Ops Training (0), Lightweight Frame (2)

Tomax Bren (30) - TIE Bomber
Crack Shot (1), TIE Shuttle (0), Lightweight Frame (2), Operations Specialist (3)

Valen Rudor (30) - TIE Adv. Prototype
Intensity (2), Cruise Missiles (3), TIE/v1 (1), Autothrusters (2)

intensity on Valen was awesome too!

I just love how QD, OL, Whisper, and Echo are always "she's". That means some of the deadliest aces in Imperial Navy are women.

Then people cry because most of the lead characters in Disney Star Wars era are women (Rey/Jyn/Iden Versio)

So I have been testing the vader, Quickdraw countdown version a lot lately and so far I have not lost (only have played 5 games) , countdown to start is so much better in this then I thought, anyone trying to alfa strike hates when he is in front of them, and actually makes a killer distraction.

As far as intensity Quickdraw, so good, with primed thrusters it works out so creatively, opponent often forgets the synergy, to 3 sloop, Barrel roll, focus and cruise is beautiful

And of course intensity cruise vader plays like a dream

On 8/12/2017 at 5:37 AM, Iksentrik said:

I played against some intensity a wings the other night and he said flipping the intensity back over can be troublesome and that's with ptl a wing and jake

i can see flipping intensity on a sf being even more difficult

This is where intensity fails imo. Its a bandaid card for specific situations, not a primary way of getting a token.

Its amazing on Vader because unless he boosted or rolled in the first place he doesnt need it. And since he has 2 tokens still he has greater odds of not needing one and getting intensity back. Its been the sole reason ive gotten multiple fully modded 5die cruises off with him since i had to roll, targetlock, and get a focus in one turn..ohey intensity! And no stress, which kills vader badly

Every other ship ive put it on felt like it was trying to be a one-shot alpha strike ability, but nowhere near as powerful since its just a token. I've made it work on my BD build w/ boost/primed since usually he wont need it multiple turns in a row anyway, but it still feels clunky.

Edited by Vineheart01

I had a pretty decent weekend flying this QD (+ Kenkirk) build:

  • Quickdraw (total 36 points)
    • Adaptability
    • Accuracy Corrector
    • Sensor Cluster
    • Title
    • Lightweight Frame
  • Kenkirk (total 64 points)
    • Lone Wolf
    • Emperor
    • Ysanne Isard
    • Engine Upgrade
    • Dauntless Title

I know it's not the typical QD build, but having the AC was really, really helpful, so I could hold the focus for the evade (plus, I tried to always use Palp for QD defense). I also felt more free to avoid a red maneuver and take the weaker rear arc shot, knowing I could guarantee 2 hits every time.

In hindsight, I'd drop the Dauntless title to add VI to QD, to protect against Nym.

On 8/11/2017 at 6:05 AM, Biophysical said:

I suspect this hasn't been explored fully because Quickdraw at PS 11 is so very good against PS10 Nym, and still strong against everything else. If Nym gives way and becomes less prevalent, I suspect we'll see some Intensity Quickdraw.

Yeah, PS11 Quickdraw against Nym is just too sweet to pass up. Best ship for Imps at the moment. Got this beautiful shot endgame yesterday:

2hyE5cc.jpg?1d

Full health Quickdraw vs 1 health Ndru and 4 hull Nym (Thanks to a single TLT aggressor putting work on Nym). I did a 2 sharp and barrel-rolled in between them both and into range 1 of the bomb so the bomb triggers Quickdraws ability, Get two range 1 shots, then Quickdraw attacks first in combat round.