Double SF list Upgrades for Quickdraw

By gamespy10, in X-Wing Squad Lists

Hey everyone i'm playing in a tournament this Saturday and would like some feedback on my list. I have been playing this causally and been really enjoying it but i'm unsure of the upgrades on quick draw.

Outmaneuver & Accuracy corrector, both these together give me some nice consistency but i'm unsure whether it wouldn't be better to swap them out for another FCS and maybe predator. Any thoughts would be appreciated. feel free to critique the whole list id be interested in peoples opinions. thanks

List is as follows:

99pts

Quickraw (29)

Lightweight Frame (2)

Special Ops Training (0)

Outmaneuver (3)

Accuracy Corrector (3)

Sensor Cluster (2)

Backdraft (27)

Lightweight Frame (2)

Special Ops Training (0)

Veteran Instincts (1)

Fire Control System (2)

Sensor Cluster (2)

Omega Leader (21)

Comm Relay (3)

Juke (2)

I would switch Quickdraw to FCS and Expertise. The reasoning is that OL is already a prime target, so you can put more points into QD. Also he loves FCS because of his double tap.

That is a really good point about FCS and his double tap. I haven't got expertise yet unfortunately but its on the list of things to buy soon. I wont be bale to use this for the tournament but i will deffo proxy it in some friendly games to try it out

So then I assume that you went for a 3pt EPT mostly because you have the points?

Because my own alternative to Expertise on Quickdraw is A score to settle. The reason here is that you want the target to shoot QD because of the return shot.
Predator is not a bad alternative because it applies to both shots, but it would be a bad alternative if you switched to FCS (can't reroll a die twice!).
Outmaneuver is slightly better if you are going against high agility ships, so that depends a bit on the meta.

However, you also have to consider that you want the focus to fine tune the incoming damage to exactly 1, so you won't use it offensively.
Which makes A score to settle quite good against that one ship. Outmaneuver is of course better than having nothing, and can trigger more easily with the rear arc, too.
If you do want the focus on offense then I'd switch sensor cluster for e.g. pattern analyzer.

I would also consider primed thrusters on Backdraft for the barrel roll so you can really make sure you get the rear arc shot, but you don't need to do that.

So if you were to go to ASTS, FCS and primed thrusters then you have 5 more points. That's enough to change OL for an Inquisitor at 31pt, or a missile on one of your SFs.
If you were to use Outmaneuver, FCS and primed thursters then you have 2 more points. A 3pt bid is not a bad idea, also because those points are important in a tournament - you can suddenly win a game because your OL is 29 instead of 26, for example, and then you could have more points remaining than your opponent

Edit: You could also go for a Darth Vader with Intensity and the advanced targeting computer for 32points to make it a 100pt list: QD for 35, Backdraft for 33 and Vader for 32. Which is what I would do personally, both because I think Vader is awesome and because OL doesn't work very well when I play him

Edited by GreenDragoon
"Quickdraw" — TIE/sf Fighter 29
Lone Wolf 2
Fire-Control System 2
Sensor Cluster 2
Lightweight Frame 2
Special Ops Training 0
Ship Total: 37
"Backdraft" — TIE/sf Fighter 27
Veteran Instincts 1
Fire-Control System 2
Weapons Guidance 2
Lightweight Frame 2
Special Ops Training 0
Ship Total: 34

Tough call without Expertise. I might try and find room for Cruise Missiles.

I have kinda wanted to try something like above. Weapons Guidance is like half an accuracy corrector on Backdraft.

Lone Wolf is there to give QD a little more ideally in the end game on defense with sensor cluster to boot.

Edited by Boom Owl
20 minutes ago, GreenDragoon said:

So then I assume that you went for a 3pt EPT mostly because you have the points?

Because my own alternative to Expertise on Quickdraw is A score to settle. The reason here is that you want the target to shoot QD because of the return shot.
Predator is not a bad alternative because it applies to both shots, but it would be a bad alternative if you switched to FCS (can't reroll a die twice!).
Outmaneuver is slightly better if you are going against high agility ships, so that depends a bit on the meta.

However, you also have to consider that you want the focus to fine tune the incoming damage to exactly 1, so you won't use it offensively.
Which makes A score to settle quite good against that one ship. Outmaneuver is of course better than having nothing, and can trigger more easily with the rear arc, too.
If you do want the focus on offense then I'd switch sensor cluster for e.g. pattern analyzer.

I would also consider primed thrusters on Backdraft for the barrel roll so you can really make sure you get the rear arc shot, but you don't need to do that.

So if you were to go to ASTS, FCS and primed thrusters then you have 5 more points. That's enough to change OL for an Inquisitor at 31pt, or a missile on one of your SFs.
If you were to use Outmaneuver, FCS and primed thursters then you have 2 more points. A 3pt bid is not a bad idea, also because those points are important in a tournament - you can suddenly win a game because your OL is 29 instead of 26, for example, and then you could have more points remaining than your opponent

Edit: You could also go for a Darth Vader with Intensity and the advanced targeting computer for 32points to make it a 100pt list: QD for 35, Backdraft for 33 and Vader for 32. Which is what I would do personally, both because I think Vader is awesome and because OL doesn't work very well when I play him

Thank you so much for this in depth look at it, i love the idea of using Vader in this list and when my tie advanced arrives (currently on order) i'm 100% doing that because i agree with you he is really cool. Personally i do find omega leader works quite well as long s you can maintain the target lock on people.

Again i like the idea of score to settle and did use it for a time but i find the fact its only on one ship annoying because after that ship is dead I dont have any modification on QD

Do you think intensity + FCS could work on quick draw to get double focus and a TL? Just a thought that came into my head as you mentioned intensity

15 minutes ago, Boom Owl said:
"Quickdraw" — TIE/sf Fighter 29
Lone Wolf 2
Fire-Control System 2
Sensor Cluster 2
Lightweight Frame 2
Special Ops Training 0
Ship Total: 37
"Backdraft" — TIE/sf Fighter 27
Veteran Instincts 1
Fire-Control System 2
Weapons Guidance 2
Lightweight Frame 2
Special Ops Training 0
Ship Total: 34

Tough call without Expertise. I might try and find room for Cruise Missiles.

I have kinda wanted to try something like above. Weapons Guidance is like half an accuracy corrector on Backdraft.

Lone Wolf is there to give QD a little more ideally in the end game on defense with sensor cluster to boot.

I Have tried with lone wolf and i have found more often than not that quickdraw cant use it until end game when he is the only ship left because my opponent dident want to shoot at him haha. I quite like haveing an upgrade that works for me the whole game if that makes sense.

Weapons guidance on backdraft could work very nicely but normally as the other poster has said before you want to maintain your focus for defense. what would you put with them out of interest?

46 minutes ago, gamespy10 said:

Again i like the idea of score to settle and did use it for a time but i find the fact its only on one ship annoying because after that ship is dead I dont have any modification on QD

Of course. But you have to consider how often eg lone wolf or outmaneuver are triggered in comparison. And getting rid of a ship early on is great, but you don't have to focus that one. Even though I would because you want to get those enemy crits on your shields, not hull.

What alternatives do you see? Crackshot is great but used just once. Increasing PS could be good. Some like Rage or Trickshot on QD. But I don't think outmaneuver is worth those 3 points (even when two arcs make it better)

52 minutes ago, gamespy10 said:

Do you think intensity + FCS could work on quick draw to get double focus and a TL? Just a thought that came into my head as you mentioned intensity

Not really, and you can't get two focus when you use your action to roll.

But that reminds me that you could also go for Intensity and comm relay. It's more expensive than sensor cluster but you can use the focus offensively.

That would put your list with OL at 97. You could still go for cruise missiles or hull upgrade on OL, or take the bid

QD with Intensity, FCS, LWF, Title, and Primed Thrusters is pretty good and is probably the cheapest good version.

27 minutes ago, wfain said:

QD with Intensity, FCS, LWF, Title, and Primed Thrusters is pretty good and is probably the cheapest good version.

Why intensity?

You give QD an evade which helps keep damage to 1 (hopefully) and it synergizes well with Primed Thrusters to open up the dial a little bit- sloop+br+token is very strong. It is not the best version of QD, but it is very good and 3 points cheaper than Expertise+Sensor Cluster version. If those 3 points buy a missile on someone or a stealth device/hull upgrade for OL or they let you upgrade to Vader or Inquis I think is worth it.

16 minutes ago, wfain said:

You give QD an evade which helps keep damage to 1 (hopefully) and it synergizes well with Primed Thrusters to open up the dial a little bit- sloop+br+token is very strong. It is not the best version of QD, but it is very good and 3 points cheaper than Expertise+Sensor Cluster version. If those 3 points buy a missile on someone or a stealth device/hull upgrade for OL or they let you upgrade to Vader or Inquis I think is worth it.

Ah gotcha, yes so that's the same reasoning like my suggestion to use comm relay+intensity. He has the points for it and might not be able to flip intensity back every turn. But you are completely right, adding a cruise missile is a good idea. And if he has a TL already then sloop+br+focus for a fully modified 4dice missile is not to be underestimated.

I've not had much luck with SCluster, but may test some more. Try proxying these...

FCS is close to auto-include for me. Great ongoing action econ.

PA allows for stronger sloop'd performance as you can token up or reposition.

I've used Cruise Missiles lately and like how they fit on the SF. Zip up to the enemy and...

R2/3? Fire CM.

R1? Great! 4D primaries.

Pass each other? Use the rear arc.

If you have your CM still, sloop next round for a 4D CM shot due to FCS/PA.

LWF is another strong card for SFs. Green dice are fickle, but it is 3 dice behind 3 shields and 3 hull. The combo of these makes the card well worth it to me.

For me, QD's ability is a strong gimmick that your opponent has to account for, but I actually find the high PS is more significant in the end.

Edited by Pewpewpew BOOM

If your expecting a lot of nyms, VI is crucial, without it scum nym can bump into you, drop bomb, erase shields and you cant return fire.

Edit:

100pts

Quickraw (29)

Lightweight Frame (2)

Special Ops Training (0)

VI (1)

Fire Control System (2)

Pattern Analyzer (2)

Cruise Missile (3)

Backdraft (27)

Lightweight Frame (2)

Special Ops Training (0)

Veteran Instincts (1)

Fire Control System (2)

Cruise Missile (3)

Omega Leader (21)

Comm Relay (3)

Juke (2)

Edited by wurms

It seems like everyone likes the double SF and FO builds, but has anyone tried running the lower PS pilots? Would they still be viable? My dice hate anyone and everyone that ever tries to roll them, but I tested out this build and had some decent success.

Note: For context, the meta around my gamestore has lots of auzitucks, biggs, rey's, and generally large base and low agility ships.

99 pts

2x Omega Specialist (25)

LWF (2)

Spec Ops (0)

Juke (2)

Accuracy Corrector (3)

Cluster Missiles (4)

Comm Relay (3)

Epsilon Ace (17)

Stealth Device (3)

Hyperwave Comm Scanner (1)

By setting up near the epsilon ace, both specialists start the game with an evade token to keep juke active until basically the one round it would save you from being swept off the board. I would usually fly the SF's into the middle of the enemies squad and get shots out both arcs, and kept epsilon ace out wide as a flanker to focus on any arc dodgers. It has seemed like a fairly consistent way to get 3 or 4 damage in every round out of each SF, and it has chewed through some tough 25+ hull and shield builds in half a dozen or so rounds of combat.

Hi everyone thanks for all the suggestions. I came first place in a tournament last weekend using this list:

TIE/SF Fighter: •"Quickdraw" (35)
Lightweight Frame (2)
Special Ops Training (0)
•A Score to Settle (0)
Fire-Control System (2)
Sensor cluster (2)

TIE/SF Fighter: •"Backdraft" (34)
Lightweight Frame (2)
Special Ops Training (0)
Veteran Instincts (1)
Fire-Control System (2)
Sensor cluster (2)

TIE Adv. Prototype: •The Inquisitor (30)
Autothrusters (2)
TIE/v1 (1)
Intensity (2)

Total: 99/100

Was really happy about the way this list performed. I did try with omega leader but found the inquisitor did more damage and was more valuable in the long run.

Feel free to add comments on my updated list :)

Edited by gamespy10
On 8/26/2017 at 3:55 AM, Jimbawa said:

It seems like everyone likes the double SF and FO builds, but has anyone tried running the lower PS pilots? Would they still be viable? My dice hate anyone and everyone that ever tries to roll them, but I tested out this build and had some decent success.

Note: For context, the meta around my gamestore has lots of auzitucks, biggs, rey's, and generally large base and low agility ships.

99 pts

2x Omega Specialist (25)

LWF (2)

Spec Ops (0)

Juke (2)

Accuracy Corrector (3)

Cluster Missiles (4)

Comm Relay (3)

Epsilon Ace (17)

Stealth Device (3)

Hyperwave Comm Scanner (1)

By setting up near the epsilon ace, both specialists start the game with an evade token to keep juke active until basically the one round it would save you from being swept off the board. I would usually fly the SF's into the middle of the enemies squad and get shots out both arcs, and kept epsilon ace out wide as a flanker to focus on any arc dodgers. It has seemed like a fairly consistent way to get 3 or 4 damage in every round out of each SF, and it has chewed through some tough 25+ hull and shield builds in half a dozen or so rounds of combat.

I really like the ideas in this list and might try it. Its very good for a large ship meta however your going to have a horrible time playing against high PS aces. I think the non generics work equally well against both which is why they are so popular for imperials at the moment.

This has been my go-to double SF list for a while:

(100)

•"Quickdraw" (39) - TIE/SF Fighter
Expertise (4), Fire Control System (2), Sensor Cluster (2), Special Ops Training (0), Lightweight Frame (2)

•"Omega Leader" (26) - TIE/FO Fighter
Juke (2), Comm Relay (3)

•"Backdraft" (35) - TIE/SF Fighter
Expertise (4), Fire Control System (2), Special Ops Training (0), Lightweight Frame (2)

It's either going to quickly tear ships into shreds are blow up trying.

Do you find that expertise makes up the loss of damage from OL, its why i swapped to the inquisitor for more consistent damage.