Return of the squints

By Ronu, in X-Wing Battle Reports

So had some fun today and broke out the squints that I haven't flown in forever it seems like. The list was real simple:

5x Alpha Squadrons w/ Auto Thrusters

My Opponent came with his own mini Swarm of Rebels:

Nym: PTL, Title, Bomblet Generator, Flechette Torps, FCS, Ion Turret, cluster missiles Slavaged Astromech (found out later illegal)

Sabine Wren: Crackshot

Asoka: Veteran Instincts

Captain Rex:

So after Asteroids are set up I broke out 1 to the left side just behind the Asteroid furthest to that side of the table which was pretty much far enough out to maneuver as fast as I wanted without fear of hitting it. A Pair went to the middle shoulder to shoulder to block up another lane and then two to the right of another Asteroid on the right to create some maneuvering lanes. He put Sabine and Asoka between the one on the far left and the middle group Rex a bit closer to center of them. Nym went between the Center group and the Right Squad between Asteroids to avoid difficult flight patterns.

opening moves were from left to right. 5 Forward, 5 Forward, 5 Forward, 3 Bank Left, 3 Forward. The last two taking boost to turn in towards Nym who would be coming straight most likely. The TIE's did 4 straights Nym did a 3 Bank left attacking the right side flankers. Few shots but o damage except one shield off Nym.

Then EM the hard part being aggressive without being Stupid! The left ship did a 2 straight and Evade token. The next one does a two bank, withe a Focus looking for Rex to turn into the fight to avoid an Asteroid. #3 hard right turn and Focus waiting for Nym to turn into the group. #4 does a 3 strait to clear the Asteroid near him and the a barrel roll back to the right to get back into a position to shoot at Nym. #5 does a 2 bank to the right in case Nym did something unexpected. The TIEs came up about as expected. Nym crawled up just a hair more than I had hoped and #5 was without a shot. IMG_0092.thumb.JPG.102ac729d1105e657fb0c4381e52937c.JPG

Sabine Whiffed, Asoka, Whiffed, Rex Rolled two hits but Two Fous rolled by #3 saved him. Nym rolled two Focus and used his focus token a critical hit and a blank against #4 an Evade meant only 2 damage Loose Stabilizer didn't help there. The Return shot saw Nym take 2 from #4 and another 1 from #3. #2 rolled hit hit crit focus and showed 4 on Rex. Rex rolled 1 focus and two blanks, and that token was an Evade and goodbye Rex. The crit for extra giggles was a direct hit. #1 rolled Crit crit crit Blank on Asoka, goodbye goodbye goodbye! She rolls Evade Evade focus and was sporting a focus token. BOO!

Time to Scramble and not creating a disaster for myself. #5 Turned 1 hard left and barrel rolls to his left and back. 3 turns hard left 1 disengaging and taking an Evade to open lanes up. #4 takes a hard 2 turn to the left and then boost out of range. # 2 comes hard right 1 and focuses awaiting Nym. Last # 1 does a 3 Hard to the right and Focused if he could engage at all.

Nym got trapped by #5 but dropped a bomb. Rather than risk eating damage himself he kept it where it was. Asoka does a 4 K turn and Sabine barrel rolled right then does a 1 turn in to the left. They both shoot and miss. Nym tries for an Ion cannon shot on the #2 and hits. #2 blanked out. His attack and # 1 pushed on damage through from range 3 through an Asteroid.

Next round sees #4 chase after the TIEs on the other flank. #2 ioned floats his one and then boost into a better position. # 1 does a 2 bank into the alley and Focuses. # 5 does a 5 K and # 3 does a 3 K. Nym does a two straight to get out of the Asteroids and leaves a bomb which rolled 1 damage to #5. Nym took a hit and Crit. Only #5 and #1 had shots on Nym and between range bonuses Stress and Asteroids Nym took no damage. Asoka and Sabine both missed and were missed.

Then #2 takes a hard 3 turn to the left and Focused. #3 Hard 2 turn right and then boosted left to get an angle on Nym. #5 does a 2 Turn to the right and barrel rolls to avoid a potential bomb that would be coming. #1 does a 1 turn left and Focused avoiding Getting too close to Nym. #4 continues his circle to stay behind the two TIEs. Nym does a 1 forward? Then does a barrel roll to the left to avoid range 1 of #2. #3 and #2 Finish Nym off. My opponent looks at 5 Squints vs Two TIEs and scoops.

5 3 die attacks is more than a lot of casual lists can handle. I occasionally pull out a 4 alpha and delta x7 list, and even against tier 1.5 meta lists it all comes down to the first two exchanges, getting favorable trades using defensive focused greens, then counterpunching with the survivors.

20 hours ago, Rakaydos said:

5 3 die attacks is more than a lot of casual lists can handle. I occasionally pull out a 4 alpha and delta x7 list, and even against tier 1.5 meta lists it all comes down to the first two exchanges, getting favorable trades using defensive focused greens, then counterpunching with the survivors.

It's a lot more than many competitive lists can handle, especially in a meta of low agility 2-3 ship builds. If the swarmrunner manages to isolate and/or block one ship in first engagement, then all bets are off.

I saw a 4 x Squint list win 4-0 at a pretty competitive game night not long back; there were a lot of good players there and they were practicing their top lists. Not only did it win 4-0, it managed it with almost perfect MoV (I think the squint player lost 2 Alphas over the 4 games). It's risk vs reward again though. Interceptors are high risk lists with a high skill floor. If you get results flying them, you deserve a lot of credit.

I'm seriously considering a 5x3 list for Nationals, there's something to be said for weight of numbers.

On ‎03‎/‎09‎/‎2017 at 0:33 AM, FTS Gecko said:

I'm seriously considering a 5x3 list for Nationals, there's something to be said for weight of numbers.

Good luck! I won't - sadly - be making it to my nationals, but I'll be happy to see heavy swarms flying!

On ‎03‎/‎09‎/‎2017 at 0:33 AM, FTS Gecko said:

It's a lot more than many competitive lists can handle, especially in a meta of low agility 2-3 ship builds. If the swarmrunner manages to isolate and/or block one ship in first engagement, then all bets are off.

Definitely agree. At the last game night, I found myself facing Rear Admiral Chiraneau twice in a row. The other player was in no way whatsoever ready to cope with getting some 17 attack dice (2 range 1 shots) lumped into a decimator in the opening round of combat....

On ‎03‎/‎09‎/‎2017 at 0:33 AM, FTS Gecko said:

I saw a 4 x Squint list win 4-0 at a pretty competitive game night not long back; there were a lot of good players there and they were practicing their top lists. Not only did it win 4-0, it managed it with almost perfect MoV (I think the squint player lost 2 Alphas over the 4 games). It's risk vs reward again though. Interceptors are high risk lists with a high skill floor. If you get results flying them, you deserve a lot of credit.

What was the list, out of curiousity? The 'classic' is 4 Push The Limit Royal Guard, but someone suggested that dropping to Intensity, and dropping to Sabers, leaves you points to hand them Autothrusters, which makes a big difference with so many turret ships out there.

I can't remember the list exactly, but it was a mix of aces and generics. I think it may have been PtL Soontir, Adaptability Jax, 2 x Alpha, all with Autothrusters. Certainly Jax was in there, and there were Alphas used as blockers.

After a vassal game where I managed to pick off Fen Rau and cleaned up his accompanying boats with just autoalphas, my opponent brainstormed this list:

Zealous Recruit (20)
Autothrusters (2)

Sunny Bounder (14)
"Light Scyk" Interceptor (-2)

Zealous Recruit (20)
Autothrusters (2)

Zealous Recruit (20)
Autothrusters (2)

Zealous Recruit (20)
Autothrusters (2)

Total: 100

View in Yet Another Squad Builder

Basically downgrade 1 intercepter to a tie fighter to put hull upgrades on the remaining 4. I wasnt using the evade action anyway.

It is surprising how much you can fit in. I think the most startling one I found recently was a 7 TIE fighter swarm - not all that uncommon - but it was 6 academy pilots and a TIE/x7 Delta Squadron Pilot in a TIE Defender!

1 hour ago, Rakaydos said:

Basically downgrade 1 intercepter to a tie fighter to put hull upgrades on the remaining 4. I wasnt using the evade action anyway.

I've long been a proponent of 5 Kihraxz or 3 Kihraxz/2 Mangler Scyks. I had the most success I've ever had running variants of that list. While the Cartel lists rely on attrition to win causing casualties at a higher rate than they take them, agility 3 Autothuster lists can potentially avoid damage completely, especially if you get those blocks in.

It's a different style of play; resigning yourself to moving first and shooting last. But if you can take down one of your opponents early, you can make those numbers count.

7 hours ago, Arkanta974 said:

Will try Striker/Interceptor build list

Hmmm.

Countdown - Adaptive Ailerons, Lightweight Frame
Imperial Trainee - Adaptive Ailerons, Lightweight Frame x2
Alpha Squadron Pilot - Autothrusters x2

I want to fly this list.

15 hours ago, FTS Gecko said:

Hmmm.

Countdown - Adaptive Ailerons, Lightweight Frame
Imperial Trainee - Adaptive Ailerons, Lightweight Frame x2
Alpha Squadron Pilot - Autothrusters x2

I want to fly this list.

Sadly I have only 2 strikers :(

4 hours ago, Arkanta974 said:

Sadly I have only 2 strikers :(

[Yoda] And that is why you fail. [/Yoda] :D

20 hours ago, FTS Gecko said:

Hmmm.

Countdown - Adaptive Ailerons, Lightweight Frame
Imperial Trainee - Adaptive Ailerons, Lightweight Frame x2
Alpha Squadron Pilot - Autothrusters x2

I want to fly this list.

Looks good. Mixed-type heavy swarms should be interesting to use.

1 hour ago, Magnus Grendel said:

[Yoda] And that is why you fail. [/Yoda] :D

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:P :P :P

You are a god. Balsy too. I haven't had the balls to try this, but have always wanted to. I tried 4 Royal Guards, but found it wasn't enough. I always feel that in the right hands (an experienced squint flyer) you could ride this list to victory in this meta of 2 tanky 360 turret ships. I assume you need some dice luck too.

Edited by NeverBetTheFett
On 9/1/2017 at 9:13 PM, Ronu said:

Time to Scramble and not creating a disaster for myself. #5 Turned 1 hard left and barrel rolls to his left and back. 3 turns hard left 1 disengaging and taking an Evade to open lanes up. #4 takes a hard 2 turn to the left and then boost out of range. # 2 comes hard right 1 and focuses awaiting Nym. Last # 1 does a 3 Hard to the right and Focused if he could engage at all.

LOL! "Time to scramble". Love it!

20 hours ago, NeverBetTheFett said:

I always feel that in the right hands (an experienced squint flyer) you could ride this list to victory in this meta of 2 tanky 360 turret ships. I assume you need some dice luck too.

I've seen someone suggest 4 x Intensity/Autothrusters Saber Squadron Pilots, too - you lose out on the double-action of Push The Limit that you'd get with 4 PTL Royal Guard, but you gain the reliable defence against turrets of Autothrusters, and don't have to deal with stress, and it's not like PS4-PS6 really changes the price of fish.

3 hours ago, Magnus Grendel said:

I've seen someone suggest 4 x Intensity/Autothrusters Saber Squadron Pilots, too - you lose out on the double-action of Push The Limit that you'd get with 4 PTL Royal Guard, but you gain the reliable defence against turrets of Autothrusters, and don't have to deal with stress, and it's not like PS4-PS6 really changes the price of fish.

Dude. That's a great idea. I'll give it a run soon and see how it goes.

Do you think 4x tempest/ac with dark curse or backstabber can be cool too ?

Just tried 4x autosaber intensity on vassal. Having been playing 5x autoalphas, having init over 2 scouts and a lok revanant was a cultural shock to me.

Arcdodging with consistant defense tokens was interesting, but both of our Red Dice hated me, and his greens were decently hot for a Mindlink list. I also failed on my initial approach, losing one intercepter to a block + harpoon.

On ‎16‎/‎09‎/‎2017 at 6:57 AM, Arkanta974 said:

Do you think 4x tempest/ac with dark curse or backstabber can be cool too ?

To be honest, I'd probably stick with TIE advanced, and consider throwing in either some missiles (cluster missiles pair with accuracy corrector well, but Proton rockets are easier to use without making yourself massively vulnerable) or Zertik Strom, who's ability is surprisingly good with a big block of 2-dice attack ships; meaning mixing it up at range 1 is no longer suicidal.

I finish a store championship in my area with a Alpha Strike Empire. Now the only major tournament we have is done I can return with most casual ship, saddly for my prize I take a Wookie Gunship for my collection (or may be for the breach specialist for epic game ?) rather than a striker :)

Most players after this store will play more casual because sometimes your brain need rest :P

Need brainstorming my new list, I hesitate a lot with that :

Imperial Trainee (19) x 2
TIE Striker (17), Adaptive Ailerons (0), Lightweight Frame (2)

Alpha Squadron Pilot (20) x 2
TIE Interceptor (18), Autothrusters (2)

And hesitate between :

Tempest Squadron Pilot (22)
TIE Advanced (21), TIE/x1 (0), XX-23 S-thread Tracers (1), Accuracy Corrector (0)

or

Sienar Test Pilot (20)
TIE Advanced Prototype (16), XX-23 S-thread Tracers (1), TIE/v1 (1), Autothrusters (2)

15 hours ago, Arkanta974 said:

I finish a store championship in my area with a Alpha Strike Empire. Now the only major tournament we have is done I can return with most casual ship, saddly for my prize I take a Wookie Gunship for my collection (or may be for the breach specialist for epic game ?) rather than a striker :)

Most players after this store will play more casual because sometimes your brain need rest :P

Need brainstorming my new list, I hesitate a lot with that :

Imperial Trainee (19) x 2
TIE Striker (17), Adaptive Ailerons (0), Lightweight Frame (2)

Alpha Squadron Pilot (20) x 2
TIE Interceptor (18), Autothrusters (2)

And hesitate between :

Tempest Squadron Pilot (22)
TIE Advanced (21), TIE/x1 (0), XX-23 S-thread Tracers (1), Accuracy Corrector (0)

or

Sienar Test Pilot (20)
TIE Advanced Prototype (16), XX-23 S-thread Tracers (1), TIE/v1 (1), Autothrusters (2)

Of the two:

  • The Tempest Squadron Pilot is probably more capable by itself - with a garuanteed 2-dice hit, it's primary weapon will do more than the target-locked 2-dice Sienar Test Pilot. That said, if you can get into range 1, the Sienar Test Pilot's 3 dice with reroll will do more.
  • The Test Pilot is tougher at range 3. Autothrusters - if you have a 3rd autothrusters card - are a godsend; 4 green dice with focus (test pilot) and 4 green dice with evade (Tempest) are essentially identical, but Autothrusters swing it massively.
  • TIE/v1 is a nice card, but doesn't interact with Thread Tracers as much as it probably should, because whilst you will get a free evade, you'll get it after everyone else has already fired at PS4+, and never spend it.
  • Don't forget that the Tempest Squadron Pilot can take Guidance Chips, making the thread tracers much more reliable (technically so can the Test Pilot, but only at a cost of giving up his autothrusters).
  • Ultimately, this is a support ship. Its job is to get into range 3, and survive long enough to fire thread tracers and pass target locks to your Squints and Strikers. The Sienar Test Pilot is probably better at that. Yes, the tempest might be more capable once the racks are empty, but it doesn't benefit from its own free target lock, and with 4 other ships on hand, it shouldn't need to be doing the heavy lifting itself.

I forget to add the Guidance Chips, it's free so no problem. :)

I think I will take the Tempest, he have more Hp and can be useful after firing his tracker despite the prototype is more nimble and fun :)