OK I know this isn't an optimal build...

By direweasel, in X-Wing Squad Lists

but I would like any advice on ways to tweak it. I am not a hard core tourney player, and I don't really care that much about w/l ratios, but I nonetheless would like input from the hive mind here about a list I've run a couple of times with some success in casual play. Wondering if there might be a few points here or there that I might consider switching around. I only have about a dozen empire and a dozen rebel ships so my options might be limited too.

Anyway, here's what I've got:

DARTH + DUCHESS + MINISWARM

100 points

PILOTS

“Duchess” (25)
TIE Striker (23), Adaptive Ailerons (0), Lightweight Frame (2)

Darth Vader (33)
TIE Advanced (29), Engine Upgrade (4)

“Howlrunner” (18)

Academy Pilot (12) x 2

Thank you for your input.

The theory is that the miniswarm (Howl + 2 Academy) runs in tight formation on one side of the table while the other two are a little more freelance, setting up on the other side and trying to get behind primary enemy force if ignored.

Edited by direweasel

Duchess will struggle without an EPT.

Vader can get a system upgrade for free with the x1 Title. Anything 4 points or less. Accuracy Corrector or Sensor Jammer would be good. If you can find a point, he gets Advanced Targeting Computer for an offensive buff. He also wants an EPT.

There are free EPT’s. Adapatability helps you win the PS race when you don’t have the points for VI.

You could take Engine Upgrade off to fit better EPT’s on Vader and Duchess.

Dropping Howlrunner to a cheaper TIE so you can fit more/better upgrades on Vader and Duchess might be good, but I’m not sure I would do it. Howlrunner can do a lot for your squad’s offense, and having her adds an element to your opponent’s target priorities.

I've had some success in casual games with miniswarm plus Aces. If you're interested in a different spin on the archetype, my current list:

Omega Leader (26)

Juke, Comm Relay

Quickdraw (32)

Draw Their Fire, Collision Detector, Lightweight Frame, Special Ops Training

Howlrunner (18)

Adaptability

Academy Pilot x2 (24)

I like the way it's hard to make good targeting priority choices against this list. You want to stop Howlrunner giving everyone rerolls. You want to prevent Quickdraw splitting your damage and getting lots of revenge shots. And you don't want to have to go one-on-one with Omega Leader in the endgame.

It's annoying not to have Fire Control System on Quickdraw. I find that stronger opponents target her first, so the Lightweight Frame is essential to keep her alive, and eke out at least two revenge shots. I have considered swapping out Juke on Omega Leader for A Score to Settle, freeing up the extra two points. I have also considered swapping out Omega Leader for two extra Academy Pilots, which also frees up the two points. Both ideas need testing.

I do like the way this list flies. The swarm acts a lot like a large base in a classic large/small list, and Omega Leader can either bolt on the side, or act as an independent flanker (which also makes the swarm more maneuverable). I'm still figuring out when to set up which way, but I like the flexibility.

As a final note, if you're keen on flying Imperials, the Tie/fo and Tie/sf packs are great choices to buy early. Both give you complete (or nearly complete) powerhouse ships that add some very different options and dimensions to your squad. I'd strongly recommend picking them up next, if you don't have them yet.

  1. Duchess is good, but her ability, combined with the TIE striker's Adaptive Ailerons, basically makes her a 'budget arc dodger' - as long as she can avoid being shot at, she's cool, and can get around the board very fast. But to really react to your opponent requires as high a pilot skill as you can manage, which is why she's generally seen with either Adaptability (because it's free), Veteran Instincts (because it makes her PS10 which is hard to match) or Intensity (because it allows her to barrel roll after moving and still get tokens).
  2. Vader - yeah. The TIE/x1 title was added for a reason; the TIE advanced as printed is pretty shoddy as a ship. Not so bad that Darth Vader's ability couldn't make it useful, but noticeably weaker than pretty much any other ship out there. TIE/x1 and either Accuracy Corrector (free) or Advanced Targeting Computer (1 point) go a long way to correcting this. Engine upgrade is nice but not at the expense of having no useful firepower once you get into position...
  3. I'd agree on saving points by cutting the cost of Howlrunner. Don't get me wrong - her pilot ability is amazing but it has two key problems:
    • She needs to still be alive at the point the person wanting her rerolls attacks. This means she's great buddy-ing a PS7-9 wingman, but suffers a real risk of eating laser bolts and missiles before PS1 academy pilots ever get to shoot.
    • Both Vader and Duchess are ace arc-dodgers, who really shine when flanking and outmaneuvering the enemy. Which means they're unlikely to be at range 1 of Howlrunner and her wingmen unless deliberately attaching the aces to a frontal assault they don't really want to be part of. If you want a 'head on' TIE fighter element, something like Snap Shot Mauler Mithel/Snap Shot Scourge is quite a bit scarier and still saves points to invest in the aces.

  • Darth Vader - TIE/x1, Juke, Advanced Targeting Computer, Engine Upgrade
  • Duchess - Adaptive Ailerons, Veteran Instincts, Lightweight Frame
  • "Mauler" Mithel - Snap Shot
  • "Scourge" - Snap Shot
Edited by Magnus Grendel

I'm aware of the Tie Advanced booster cards, but I don't own them. Is there another way to cheaply make him better? Or is there another Imperial ship (Interceptor, Bomber, or FO TIE) that does more or less the same thing?

Veteran Instincts on Duchess is nice. I have used her that way, but had to shave a point to fit in everything on this list. Will play around with it some more and see what I can do.

Yes, Magnus, Howlrunner's boost is designed only to help the 12 point Academy pilots in the initial first run. Those 3 ships stay in tight formation and all focus on one target with their rerolls. My Empire lists are way more squishy than my Rebel lists, to I tend to try to make up for it by having more ships, and then hopefully forcing the opponent to choose who to fight and who to ignore. Wrong design philosophy?

Also, other than the Advanced "booster" cards, I have all the cards needed to run the 4 TIE list you posted. Assuming I did that one, how would you fly it? All as one block of 4? If so, Won't Vader and Duchesses abilities tend to make them drift? Should I be trying to keep them together the whole battle, or start that way, and then let Vader and Duchess improvise? To me, that's their strength.

Or maybe I should just do Rebels? =P

19 minutes ago, direweasel said:

I'm aware of the Tie Advanced booster cards, but I don't own them. Is there another way to cheaply make him better? Or is there another Imperial ship (Interceptor, Bomber, or FO TIE) that does more or less the same thing?

It very much depends on what you have access to:

  • TIE interceptors are good dogfighters provided you can keep them clear of 'automatic damage effects' like bombs and mines, but really need:
    • Push The Limit
    • Autothrusters
    • Royal Guard TIE
  • TIE Bombers - if you want to use a TIE bomber as an 'ace' you're probably looking in the wrong place. You can make a TIE bomber an ordnance carrier, or use it as a half-decent control element:
    • Major Rhymer/Tactician/Snap Shot/Lightweight Frame/TIE Shuttle
  • The TIE/fo is a really good choice. If you want a cheap ship that'll win one-on-one dogfights, Omega Leader is always worth a thought.
    • Omega Leader/Juke/Comms Relay is ready to go straight out of a TIE/fo upgrade pack. If you can keep the target lock in place, Omega Leader is probably one of the single most powerful one-on-one dogfighters in the game, despite the TIE fighter chassis and <30 point price tag.
  • A good 'cut-price Darth Vader' is The Inquisitor (TIE Advanced Prototype). These are cute lil' ships and his ability covers off its only real weakness (a 2-dice primary weapon).

Edited by Magnus Grendel

OK, will look into the Inquisitor, one more thing on my long-term purchase list. :)

I have 3 Interceptors, including the Aces set, so I can do a lot with that. I am familiar with how they fly and how they break (VERY easily!) No Autothrusters though.

TIE FO's I can do, I have the Force Awakens Starter, but no Jukes because I haven't bought another TIE FO...which I am also now seeing means I don't have Omega Leader either, just Omega Pilot and Omega Ace.

Mostly I've just played with my kids (that's why I have 2 factions), and other noob friends. This weekend will be the first time I'm stepping out into the broader gaming community. (Only exception being some scenarios at GenCon, but that's not the same as a 100 point battle). So while I am sure to lose, in fact I'd be shocked if I didn't, I'm trying to at least not totally embarrass myself.

I appreciate the input from everybody, keep it coming. If it would help, I can post my collection of ships from both factions...

3 hours ago, Magnus Grendel said:
  1. Duchess is good, but her ability, combined with the TIE striker's Adaptive Ailerons, basically makes her a 'budget arc dodger' - as long as she can avoid being shot at, she's cool, and can get around the board very fast. But to really react to your opponent requires as high a pilot skill as you can manage, which is why she's generally seen with either Adaptability (because it's free), Veteran Instincts (because it makes her PS10 which is hard to match) or Intensity (because it allows her to barrel roll after moving and still get tokens).

I like Duchess with Lone Wolf for a dedicated flanker, but not in a list with 4 or more ships.

2 hours ago, direweasel said:

I'm aware of the Tie Advanced booster cards, but I don't own them. Is there another way to cheaply make him better? Or is there another Imperial ship (Interceptor, Bomber, or FO TIE) that does more or less the same thing?

Proxy if you’re playing a casual game. Borrow if you’re playing a tournament. Buy the cards on eBay if having the cards means that much to you.

There are no other upgrades that solve the ship’s deficiencies. x1 Title and ATC were the fix for the TIE Advanced. Especially the x1 title, as it makes System upgrades free.

Before the title, I still ran Vader with an EPT and Engine Upgrade. His offense was awful, but he could still arc dodge anything. Soontir was better at the time, but that was before the autodamage blitzkrieg.

Why does Duchess become a less attractive option with 4 or more? I would still keep her seperate from the Miniswarm if you're worried about the Lone Wolf issue...which I do actually own (see below). :)

I have bought a few singles on eBay (Rage and Experimental Interface for Psycho Tycho, Lone Wolf mostly for Vader, just couldn't fit those points into above list, plus Duchess starts off flying with him), so those TIE Advanced are on the short list of ones to add in that fashion. No use for the huge Raider it comes with.

15 minutes ago, direweasel said:

Why does Duchess become a less attractive option with 4 or more? I would still keep her seperate from the Miniswarm if you're worried about the Lone Wolf issue...which I do actually own (see below). :)

Lone Wolf becomes less attractive in a list with 4 or more ships. VI Duchess is great with miniswarms.

Yeah, VI Duchess, some EPT (VI, Adaptability, etc) on Vader, and go ahead, proxy the Title and ATC. Then you throw in TIEs as fit; if you can't get three, get 2 better ones.

OK, I was able to pick up the Inquisitor this weekend, so now I can field this list, which seems superior on paper anyway. I know it's still not world-winning, but honestly I'm not looking for that. Very similar to first list, but any further input is still welcome and appreciated.

INQUISITOR + DUCHESS + MINISWARM

100 points

PILOTS

The Inquisitor (32)
TIE Advanced Prototype (25), Deadeye (1), Assault Missiles (5), TIE/v1 (1)

“Duchess” (26)
TIE Striker (23), Veteran Instincts (1), Adaptive Ailerons (0), Lightweight Frame (2)

“Howlrunner” (18)

Academy Pilot (12) x 2

eye_sm.png View | upload_sm.png Tweak | export_sm.png Export as XWS

Thanks again for all the help already, too. :)

Edited by direweasel

Thinking about the miniswarm, dropping Howlrunner to Youngster + Rage would be interesting. I know Youngster is buried away in the Gozanti, but most casual players will let someone proxy. It saves 2 points (enough for VI on Duchess, Adaptability and Advanced Targeting Computer on Vader), and still gives your mini-swarm a fairly potent offensive punch. Probably a bad plan to Rage an ace, though.

@direweasel

Try to get/borrow auto thrusters and you could try something like this...

The Inquisitor (25)
Push the Limit (3)
Autothrusters (2)
TIE/v1 (1)

"Duchess" (23)
Veteran Instincts (1)
Lightweight Frame (2)
Adaptive Ailerons (0)

"Howlrunner" (18)

Academy Pilot (12)

Academy Pilot (12)

Total: 99

View in Yet Another Squad Builder

That gives you a point for initiative, or you could throw something like crackshot or veterans instincts on Howlrunner.

Nice concept, but why not try:

Vader: Swarm Leader, Title, Adv Targeting, Twin Ion (34)

Howlrunner: Adaptability (18)

Duchess: Veteren Instincts, Ailerons (24)

2 x Axademy (24)

Duchess can fly solo around the flanks with the other 4 in formation - Vader providing a very strong offence.

I replaced Vader W/Inquisitor because I don't own the Title or Adv. Targeting computer, so Vader doesn't have much punch.