No uniques/duplicates imperial jousting list

By hargleblarg, in X-Wing Squad Lists

My flgs has been running a league where the rules are pretty simple: No uniques (pilots or upgrades) and only 1 ship per chassis. I ran the following list last week and won both of my league games:

Upsilon-class Shuttle: Starkiller Base Pilot (30)
Electronic Baffle (1)
Recon Specialist (3)
Weapons Guidance (2)
TIE Defender: Glaive Squadron Pilot (34)
Predator (3)
TIE/x7 (-2)
TIE/sf Fighter: Omega Specialist (25)
Adaptability (Increase) (0)
Fire Control System (2)
Lightweight Frame (2)
Special Ops Training (0)
-- TOTAL ------- 100p. --

It's got a strong joust. However, the upsilon is both a tremendous asset and a considerable liability. On the one hand, it's a huge threat that both can't be ignored and takes a lot to burn down. In each game, it pushed through a ton of damage in the opening volley and soaked up pretty much all of their offense. But afterwards, it was burned down before it could re-engage. It gave my other ships the opportunity to clean house, but I'm greedy, and I want more highly-accurate 4-dice shots. So there's this:

Upsilon-class Shuttle: Starkiller Base Pilot (30)
Collision Detector (0)
Engine Upgrade (4)
Recon Specialist (3)
Weapons Guidance (2)
TIE Defender: Glaive Squadron Pilot (34)
Juke (2)
TIE/x7 (-2)
TIE/sf Fighter: Zeta Specialist (23)
Fire Control System (2)
Lightweight Frame (2)
Special Ops Training (0)
-- TOTAL ------- 100p. --

I give up a lot to fit that engine upgrade. Juke is still really good, considering ps6 is as high as you can get without a boost, but losing predator hurts. And on that vein, dropping 3ps off that sf makes it harder both to get shots and to ps kill. Finally, losing baffle closes off the upsilon's dial and makes it harder to prolong the opening volley (focussing on a stop is a glorious thing). All of that just to turn around faster (and even then still slowly).

So the question is, which list do you think is better? Or is there a better way I'm just missing?

There is a league at my FLGS with a similar concept, but you can have multiple of the same ship, but no duplicate pilots or upgrades. However, there was very little interest in it, so it will probably be my awful list verses this. I can't remember all the upgrades, so some will be guesses.

Royal guard pilot, 29

Tie/in, 22

Targeting Computer, 2

Push the limit, 3

5 PS non unique, 29?

Tie/SF, 25?

Title, 0

FCS, 2

PA, 2?

adaptability, 0

LWF, 2

Glaive Squadron Pilot, 36?

Tie Defender, 32?

Predator? 3

Tie/D, 0

Tractor beam, 1

I can not remember what else was in there. But I'm going to fight it with a T-70, an A-Wing, and two different B-Wings.

Probably a Glaive, an Omega Specialist and a Royal Guard Pilot would be how I'd fly that setup:

Glaive Squadron Pilot (34)
Juke (2)
Twin Ion Engine Mk. II (1)
TIE/x7 (-2)

Royal Guard Pilot (22)
Push the Limit (3)
Autothrusters (2)
Stealth Device (3)
Royal Guard TIE (0)

Omega Specialist (25)
Adaptability (0)
Fire-Control System (2)
Cruise Missiles (3)
Targeting Synchronizer (3)
Lightweight Frame (2)
Special Ops Training (0)

Total: 100

View in Yet Another Squad Builder

This has a bit of everything, and aside from Glaives/RGPs with PS increasing epts, is three of the highest PS ships in the format.

Shadow Squadron Pilots are also likely to be pretty solid given that the number of turrets and bombs is going to be relatively low.

I could also see four mindlinked Scum generics fitting well - 1 TPV, 1 Black Sun Soldier, 1 Concord Dawn Veteran, 1 Gand Findsman, perhaps, though exactly how to build them would be a question.

That's a bummer that there wasn't much interest; It's a lot of fun.

Definitely bring debris with that list you have. That way, the defender can't deny you shots by tractoring you onto a rock.

Just now, thespaceinvader said:

Probably a Glaive, an Omega Specialist and a Royal Guard Pilot would be how I'd fly that setup:

Glaive Squadron Pilot (34)
Juke (2)
Twin Ion Engine Mk. II (1)
TIE/x7 (-2)

Royal Guard Pilot (22)
Push the Limit (3)
Autothrusters (2)
Stealth Device (3)
Royal Guard TIE (0)

Omega Specialist (25)
Adaptability (0)
Fire-Control System (2)
Cruise Missiles (3)
Targeting Synchronizer (3)
Lightweight Frame (2)
Special Ops Training (0)

Total: 100

View in Yet Another Squad Builder

This has a bit of everything, and aside from Glaives/RGPs with PS increasing epts, is three of the highest PS ships in the format.

Shadow Squadron Pilots are also likely to be pretty solid given that the number of turrets and bombs is going to be relatively low.

I could also see four mindlinked Scum generics fitting well - 1 TPV, 1 Black Sun Soldier, 1 Concord Dawn Veteran, 1 Gand Findsman, perhaps, though exactly how to build them would be a question.

Duplicate upgrades are not allowed, so mindlink is out.

I ran a very similar imp list on the first day of the league, but without the targeting synchronizer and missiles in favor of expertise and predator on the sf and defender. The biggest pitfall I found is that the defender and sf are jousters, while the interceptor has to spend more time dodging arcs and wasn't always able to contribute firepower. This led to me being outjousted by most lists 4 to 2.

The missile and synchroniser should help a lot with that though - not to mention that a Juke Glaive is almost certainly the best pure jouster in this format. The goal should either be to force people to focus on the wrong ship (i.e. the one with Focus/evade and range 3) or to trade the two jousters for enough of the enemy to mean that the RGP can coast home on arc dodging.

The other option would be to swap in a TIE Shuttle with Fleet Officer and Systems Officer, but exactly what else to put in the rest of the points would be a question there - or to sub in a TIE Bomber with EM, Plasma, Crack Shot, Chips.

(For the generics-only but duplicates allowed format, assumign Scouts aren't permitted because lol, 3 Crack Shot x7 Glaives is probably the best list in the game).

It doesn't matter if you're outjousted 2 ships to 1 if your jouster is 2x as good as their jouster ;)

I was thinking of a way to adjust the list so that you could get Engines on the shuttle, but still have stronger small ships. Here's my attempt:
Glaive Squadron Pilot (34)
TIE Defender (34), Juke (2), TIE/x7 (-2)

Omega Specialist (32)
Special Forces TIE (25), Adaptability (0), Fire-Control System (2), Targeting Synchronizer (3), Special Operations Training (0), Lightweight Frame (2)

Starkiller Base Pilot (34)
Upsilon-class Shuttle (30), Collision Detector (0), Engine Upgrade (4)

The shuttle is weaker on its own and has to rely on the Targeting Sychronizer to get a consistent attack (Focus TL on 4 dice is pretty good), but it moves points off of it and gains mobility. If the shuttle still gets focused down first, the Glaive can use the OmSpec's Target Lock to power huge Juke shots. Omega Specialist might be a much wiser target for your opponents to focus down, though. If it goes down first, I'm not sure if SBP mobility is enough without extra dice mods.

Edited by theBitterFig

FWIW if you want 3 pure jousters instead:

Glaive Squadron Pilot (34)
Juke (2)
TIE/x7 (-2)

Omega Specialist (25)
Adaptability (0)
Fire-Control System (2)
Cruise Missiles (3)
Targeting Synchronizer (3)
Lightweight Frame (2)
Special Ops Training (0)

Shadow Squadron Pilot (27)
Fire-Control System (2)
Lightweight Frame (2)

Total: 100

View in Yet Another Squad Builder

Or go with a Cutlass with UGR and LWF or a Gamma Vet with UGR, LWF, and an EPT.

7 minutes ago, theBitterFig said:

I was thinking of a way to adjust the list so that you could get Engines on the shuttle, but still have stronger small ships. Here's my attempt:
Glaive Squadron Pilot (34)
TIE Defender (34), Juke (2), TIE/x7 (-2)

Omega Specialist (32)
Special Forces TIE (25), Adaptability (0), Fire-Control System (2), Targeting Synchronizer (3), Special Operations Training (0), Lightweight Frame (2)

Starkiller Base Pilot (34)
Upsilon-class Shuttle (30), Collision Detector (0), Engine Upgrade (4)

The shuttle is weaker on its own and has to rely on the Targeting Sychronizer to get a consistent attack (Focus TL on 4 dice is pretty good), but it moves points off of it and gains mobility. If the shuttle still gets focused down first, the Glaive can use the OmSpec's Target Lock to power huge Juke shots. Omega Specialist might be a much stronger target for your opponents to focus down, though. If it goes down first, I'm not sure if SBP mobility is enough without extra dice mods.

I think that the use of targeting synchronizer to modify Glaive/Upsilon attack is a right idea, however I would drop Engine Upgrade (I don't think it matters that much on PS2 ship) in favor of Baffles (to increase shuttle mobility), Twin Ions on a defender and some 2 point crew on a shuttle (Systems Officer?)