I Will Settle What You Scored (Upsilon/Sabacc Edition)

By Stay On The Leader, in X-Wing Squad Lists

A list just for blasting about with rather than something serious, but still a decent bit of thought gone into it. The Weapons Guidance shuttle in particular is something I've not seen before but should be a good loadout.

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Work out from the shuttle...

  • Kylo Ren & A Score To Settle is a really nice combination that synergises both ways - A Score To Settle will draw fire and attention onto the shuttle to trigger Kylo Ren's ability, then it helps to push out crits for I'll Show You Dark Side.
  • I've played the Upsilon a lot and I really don't like Fire Control System on it, as the dial is so limiting that you'll struggle to fire at the same target twice and benefit from your target locks. I replace that Weapons Guidance, which combines very nicely with A Score To Settle to deliver solid accuracy on the first attack from just a focus token (63% chance of getting 4 hits).
  • Last pieces are to play with the target priority the opponent has for the shuttle. I have never won a game where the shuttle is the last thing on the table as it's just too easy to get into the blind spot and stay there. Electronic Baffle allows me to play the shuttle aggressively and keep Focusing for damage output - if the opponent follows the self-damage to kill the shuttle then he's doing what I want, and if he doesn't then I benefit from fixing all the red on the shuttle's dial with the Baffle. Rebel Captive just makes that target priority decision even tougher - two reasons to attack the shuttle first (ASTS & Baffle make it a threat), two reasons to regret bothering with it (Kylo & Rebel Captive).
  • Playing with I'll Show You The Dark Side encourages you to play solid sources of critical hits, so Darth Vader comes in as the ace to partner the shuttle. Nothing special or glamorous here, just the stock 35pts Engine Vader, bringing his Advanced Targeting Computer for the steady supply of crits.
  • That leaves 25pts which is an awkward number for the Imperials, as just 1pt more triggers bringing in Omega Leader, Duchess or Deathfire. The best option is probably Pure Sabacc , which at least brings another big 4 red dice threat for the opponent to worry about. The only meaningful decision is probably the EPT on Sabacc for the last point. All the common sense in the world says it should be Veteran Instincts but that's a bit boring so I've gone for Adrenaline Rush. Staying down at PS6 gives some movement options with Kylo Ren, and Adrenaline Rush unlocks being able to use the Striker's funky sloop as a white maneuver - I get a Focus token for my damage output and still use my Ailerons the next turn as I'm not stressed. Taken over VI For funsies.
Edited by Stay On The Leader

Might I suggest an Alternative to Vader? If you're only using him to get the crit's in, you can use Marsmanship to make anyship that powerful, and putting it on Inquisitor would allow you to do so from range three, further encouraging them to attack your Upsilon even more, as well as give you more points. If you use the title card and Expirimental Interface on you can get a target lock you can spend, attack from range 1 while being at range 3, have an Evade, and activate marksmanship all for the cost of 1 stress token and less points than Vader which would could boost your other ship as well or add another passenger or mod your Upsilon with tactical Jammer so you can hide behind him a bit too once again encouraging them to shoot at your Upsilon.

I would adjust it slightly this way, fly my ships slightly behind the Upsilon whether directly behind or formation, get a bonus defense die or two if they try and throw behind Kylo, encouraging your Plan a bit.

The Inquisitor
Marksmanship (3)
TIE/v1 (1)
Experimental Interface (3)
Kylo Ren
A Score to Settle (0)
Electronic Baffle (1)
Rebel Captive (3)
Weapons Guidance (2)
Tactical Jammer (1)
Pure Sabacc
Push the Limit (3)
Adaptive Ailerons (0)
Lightweight Frame (2)

You are trending in the same direction as me with the Upsilon. I like it. I have VI Quickdraw/Kylo/Deathfire.

My Kylo w/ Expertise, Weapons Guidance, baffle

Deathfire can be fit in for 25pts w/ Cruise Missile,EM,Proximities,LRS. This is how I kit him and he tears anyone up who doesn't make him priority #1. Also, I do like having bombs in my list for the times you do go against other imp players, fenn, etc. Makes damage on them a lot easier. Cruise missiles with LRS scare the bejesus out of people knowing if they screw up, a full mod cruise is coming their way.

Crackshot might be a better investment on sabaac? Punching through a crit could be invaluable.

4 minutes ago, SkyCooper said:

you can use Marsmanship to make anyship that powerful, and putting it on Inquisitor would allow you to do so from range three, further encouraging them to attack your Upsilon even more, as well as give you more points.

Uh....no. Marksmanship is just bad bad bad. And taking autothrusters off Inquisitor who only has an evade for defense ends him real quick. He will get maybe 1 shot in the game with his expensive marksmanship.

Vader is the endgame ship in this list.

Adrenaline Rush!!! Dude, I love the squad. Sounds like a good time. I don't yet own the Quadjumper, so I usually have Recon Specialist to change all focus results to hits, and Weapons Guidance to change one blank to a hit. I don't get the crit as reliably, but with 4 dice, it comes often enough. Honestly, I like your take on Kylo Ren a lot better.

4 minutes ago, wurms said:

Uh....no. Marksmanship is just bad bad bad. And taking autothrusters off Inquisitor who only has an evade for defense ends him real quick. He will get maybe 1 shot in the game with his expensive marksmanship.

Vader is the endgame ship in this list.

Taking Autothrusters off of him still makes him a 3 agility with an additional evade. Please tell me how that is worse than Vader who is a 3 die that has to use his actions get an evade?

Regardless of distance Inquisitor will roll 3 dice and get to USE a target lock, costs less points, and gets the Crit. Marksmanship is a Focus token on crack that can't be removed and EI allows him to use it. At Range 3 standing BEHIND an Upsilon I can deal 3 dice of damage with a crit 83% of the time. roll 4 agility dice defense and have an evade to spare. Vader Can't spend his target lock so his max at range 1 is 3 die plus a Crit. Which you have a 13% chance of rolling IF you have a focus ASIDE from the fact you HAVE to be at range 1. Because unlike the rest, Inquisitor is useable all the way through, and more likely to get the Crit through.

Really nice list. I think it's better than just for fun if you get enough practice games in against various lists. Don't let them kill the Striker too soon. Make the shuttle their best shot, but the point is that he's their worst target. Then make them pay with Vader and Striker.

Definitely a nice change-up for the Imps.

Go win some stuff!

kylo-cmmnd-shuttle.jpg

15 hours ago, Parakitor said:

Adrenaline Rush!!! Dude, I love the squad. Sounds like a good time. I don't yet own the Quadjumper, so I usually have Recon Specialist to change all focus results to hits, and Weapons Guidance to change one blank to a hit. I don't get the crit as reliably, but with 4 dice, it comes often enough. Honestly, I like your take on Kylo Ren a lot better.

I was thinking about trying strikers with Lighting Reflexes for extreme silliness, but adrenaline rush sounds cool too - will have to try some black squadron scouts with this!

2 hours ago, Magnus Grendel said:

I was thinking about trying strikers with Lighting Reflexes for extreme silliness, but adrenaline rush sounds cool too - will have to try some black squadron scouts with this!

All three of the discard-on-use have their pros/cons for Strikers, especially as sometimes it's to your benefit to be stressed so you can't use Ailerons and can slow-roll in behind an opponent.

Lightning Reflexes

  • More choice about when you flip about 180 degrees.
  • Doesn't work with the pre-dial Ailerons maneuver (shame, that would be awesome )
  • Leaves you stressed so you go slow next turn

Adrenaline Rush

  • Allows one stress-free k-turn/sloop so you can Focus your dice up
  • Leaves you stress-free so you can't slow-roll, but you've got complete freedom of the dial next turn

Cool Hand

  • Allows you to Focus up your dice despite a red k-turn/sloop
  • Leaves you stressed so you go slow next turn
  • Works against other stressing effects, like Asajj/R3-A2

I could see arguments for taking any of the three. I was originally planning to use Cool Hand because I've found that slow-roll turn to be really useful - you k-turn in nice and tight behind someone then don't have to overshoot them. I switched to Adrenaline Rush at the last minute just for the extra flexibility - even though I'm forced to go fast I could ailerons/1-turn for a good position.

Edited by Stay On The Leader
2 hours ago, Stay On The Leader said:

All three of the discard-on-use have their pros/cons for Strikers, especially as sometimes it's to your benefit to be stressed so you can't use Ailerons and can slow-roll in behind an opponent.

Lightning Reflexes

  • More choice about when you flip about 180 degrees.
  • Doesn't work with the pre-dial Ailerons maneuver (shame, that would be awesome )
  • Leaves you stressed so you go slow next turn

Adrenaline Rush

  • Allows one stress-free k-turn/sloop so you can Focus your dice up
  • Leaves you stress-free so you can't slow-roll, but you've got complete freedom of the dial next turn

Cool Hand

  • Allows you to Focus up your dice despite a red k-turn/sloop
  • Leaves you stressed so you go slow next turn
  • Works against other stressing effects, like Asajj/R3-A2

I could see arguments for taking any of the three. I was originally planning to use Cool Hand because I've found that slow-roll turn to be really useful - you k-turn in nice and tight behind someone then don't have to overshoot them. I switched to Adrenaline Rush at the last minute just for the extra flexibility - even though I'm forced to go fast I could ailerons/1-turn for a good position.

I often find the massive drop in speed to be an issue, which is why Adrenaline Rush is a nice one to remember.

If I was just wanting improved dice modification during an end-around, Wired strikes me as better - it's only 'half a focus token' on attack and defence, but assuming you get a shot it works out the same, and it's not one use - for that matter it gives the striker a fighting chance if you want to pull a white turn out of a loop to retain range 1, for example.

I can't ever get on board with Wired. In all the games I've ever played with it I'm genuinely not sure it's flipped a single bad result to a good one. Especially on a Striker that's going to work hard to avoid being stressed. You'll probably get more positive dice results from that one Focus token with Adrenaline Rush than you'll get from Wired over the course of a game.

10 minutes ago, Stay On The Leader said:

I can't ever get on board with Wired. In all the games I've ever played with it I'm genuinely not sure it's flipped a single bad result to a good one. Especially on a Striker that's going to work hard to avoid being stressed. You'll probably get more positive dice results from that one Focus token with Adrenaline Rush than you'll get from Wired over the course of a game.

Fair enough. I feel like I've had pretty good experience with Wired over time; maybe it's luck, maybe it's the opponents I face (I keep seeing Rebel Captives on decimators, and chasing along behind one of those for several turns, you can probably imagine how Wired is a godsend...)

At the same time, I wholeheartedly agree that Strikers want to avoid being stressed. If you're used to a striker's normal 'dial' (including ailerons), the 'green dial' is painfully bad.

I mean, I know intellectually it's as good as a T-70 X-wing's. But still...

Edited by Magnus Grendel

It's a lot better than an X-Wings as it's got the hard 1, the sloops and a 2K. It's more like an improved B-Wing dial.

Not green , it doesn't

Rebcap -> Kylo Shuttle

Adrenaline -> Lone Wolf

This has been proposed... thoughts?

I really like the look of this list....but I don't own A Score To Settle....any other Elite suggestions to fill in that slot?

really love it when someone brings out an upsilon build, it's a personal favorite of mine

Well, not really. If you didn't have ASTS the best thing to do might be to drop Kylo Ren's shuttle down to a cheaper pilot and use Recon Specialist.

But ASTS is well worth picking up a Quadjumper for, it could well be my favourite upgrade card in the entire game!

4 hours ago, Stay On The Leader said:

Rebcap -> Kylo Shuttle

Adrenaline -> Lone Wolf

This has been proposed... thoughts?

I like it.

Changes aggression, which could be good or bad depending on your strategy for this list. Rebel captive deters people from firing on your shuttle, and if your opponent doesn't shoot at Kylo, they dont get IWSYTD and dont get stressed. This keeps the shuttle alive, but you aren't procing Kylos ability either. Also, not attacking the shuttle first puts Sabaac and Vader at risk as both ships are weak against many arcs. Having the shuttle take the blunt of early round damage and remove a ship or two from the board first gives Sabaac and Vader longer life. The title brings that aggression to the shuttle and brings heat off Sabaac.

Edited by wurms

This is awesome!

Edited by Boom Owl

Ran a few games against Miranda/Nym (played badly) and won them all, though one of them was by the skin of my teeth!

I like the shuttle and I like Vader, but Sabacc found it tough going on a table of TLT and bombs - it was really tough to put him in a good spot, and really easy to take two damage and turn off his extra dice.

Sabacc was decent for the cost but probably should be Omega Leader - no better against bombs but decent vs TLT. The metas just not that kind to OL either these days.

Been on squad builder ‘twerking’ with your list, quick question: wouldn’t Agent Kallus achieve the same damage output as WG? What does math says? You have to stay on target but it can save some hitpoints in return (no need to use baffles that often)

It’s boring because no Alirons (Striker is top fun/brilliant design) but we can fit Delta/X7 if we remove WG and Rebel Captive.

Delta can work as a blocker against Jumps or make room for Vader to bank 1 safely in tight spaces.

If you're still looking in the 25pts and under category:

  • Saber Squadron Pilot w/ Intensity + Autothrusters (25) - can emulate Striker speed while much more resilient vs TLT
  • Zeta Specialist w/ Collision Detector, Title, LWF (25) - absorbs bombs a bit better, lasts longer vs TLT
  • Lt. Colzet w/ Title + AC (23) - evade until you have something worth flipping, reasonable defense pool, AC chips reliably vs 1 AGI ships
  • Seinar Specialist/Baron of the Empire + Title, Autothrusters, Cruise Missiles - cheap, resilient vs TLT, and can threaten both spike damage and chip damage on 1 AGI ships
7 hours ago, polmoneys said:

Been on squad builder ‘twerking’ with your list, quick question: wouldn’t Agent Kallus achieve the same damage output as WG? What does math says? You have to stay on target but it can save some hitpoints in return (no need to use baffles that often)

It’s boring because no Alirons (Striker is top fun/brilliant design) but we can fit Delta/X7 if we remove WG and Rebel Captive.

Delta can work as a blocker against Jumps or make room for Vader to bank 1 safely in tight spaces.

The maths for Kallus instead of WG are a bit iffy. If you've got a Target Lock action and are firing on the thing you've ASTS & Kallused then it's slightly better, but if any of those things aren't true it's worse.

And I hope you meant tweaking not twerking!

While only a 2 ship build, what would you think of the below list?

  • Kylo Ren , Upsilon-class Shuttle [54]
    - A Score to Settle
    - Sensor Jammer
    - Shield Upgrade
    - Rebel Captive
    - Recon Specialist
    - Kylo Ren's Shuttle
    - Weapons Guidance
    - Sensor Cluster
  • Whisper , TIE Phantom [43]
    - Veteran Instincts
    - Sensor Jammer
    - Advanced Cloaking Device
    - Agent Kallus
  • TOTAL = 97

I was trying to make both of them bad options to shoot at. Shoot at Whisper, assuming she's shot and got their free Focus and Stealth tokens (PS9 and a 3pt Initiative Bid), and you have to get past 4 evade dice, a focus token, Sensor Jammer, and perhaps even Kallus. Shoot at Kylo and you do get the extra help from A Dept to Pay (from ASTS) but have to push past Kylo's ability, Rebel Captive, Sensor Jammer and a guaranteed evade from either rolling an evade, rolling a focus, or rolling a blank.

I know they're both points heavy, but when playing those two ships, their minimum upgrade threshold is so high you're left with too little points to get anything, even a measly Academy Pilot TIE Fighter...so might as well add more stuff to them.

Another set up for Kylo could be Expertise instead of ASTS and Electronic Baffle instead of Sensor Jammer, reducing your Initiative Bid to 2pts from 3pts.