First Attempt at Theorycrafting!

By kbh1975, in X-Wing Squad Lists

Hello everyone! This is my first attempt at making a squad list so please be gentle. I'm mainly looking for a list I can be competitive with my friends (no tournaments for me most likely). In any event, here's what I came up with:

Special Forces TIE Fighter "Quickdraw", Push the Limit, Enhanced Scopes, Concussion Missiles, Sensor Cluster, Special Ops Training, Munitions Failsafe (40 Points Total)

TIE Defender

Maarek Stele, Concussion Missles, Flechette Cannon, Push the Limit, TIE/D, Guidance Chips (44 Points Total)

TIE/fo Fighter

Zeta Squadron Pilot (16 Points Total)

Edited by kbh1975
Thought of more to add!

Good start. Got the right ships in there.

Quickdraw

  • Best with VI or Expertise
  • Not a lot of green so PTL is restrictive.
  • Fire Control System gets you the action efficiency and opens the dial up to red 1 or 3 turns and the sloops
  • Primed Thrusters to Barrel Roll while Stressed
  • Or Pattenr Analyzer to take actions before a red move finishes
  • Light Weight Frames consipderably improves defense
  • Cruise Missiles or Harpoon Missiles if you want ordinance.
  • Sensor Cluster is nice on defense so feel free to keep that instead of Fire Control System

Tie/Fo

  • Most people people run Omega Leader with Juke and Comm Relay, he is the go to Tie/Fo
  • Epsilon Ace and Omega Ace are also fun options

Tie Defender

  • If you run Fire Control System on Quickdraw and Omega Leader you will have Target locks on things
  • Vessery fits nicely with those 2 and gets some joy from those target locks
  • Just slap Crackshot and the Tie X7 title on him and enjoy

All that said.......you probably don't need a list as well optimized as that.......if its just against your friend run exactly what you built and see how it goes.

Sometimes running your first list idea is the best way to learn what works and what doesnt.

Certainly is more fun to learn that way rather than going with the "usual" stuff everyone else uses.

I started with Whisper and played her for months with Advanced Sensors instead of Fire Control.

Learned alot and had fun even if its not ideal for her.

Edited by Boom Owl

Some thoughts!

  • For Quickdraw, he often wants to be right in the middle of the fight, to try and trigger double-shots when he loses a shield... so a range 2-3 missile is less likely to fire, save for the first confrontation. I'd recommend trimming him a little to PTL, SpecOps Training, and Lightweight Frame if you have it, then perhaps Fire Control System. If you love missiles, try Harpoon or Cruise, for more punch than Concussion.
  • For Maarek Stele, if you have that TIE/D title, you're most likely going to be using that instead of your missile... so again, I'd recommend dropping to save some points. Flechette isn't a bad idea, but you might have more luck with a Tractor Beam, particularly if you replace his PTL with Veteran Instincts (to make him able to shoot alongside Quickdraw).
  • The Zeta Squadron is, I'm assuming, filler here... no problems with that! But maybe with the extra points you've saved, you can up his game a little?

Consider the following revisions:

  • Quickdraw (TIE/sf): Push The Limit, Special Ops Training, Lightweight Frame, Fire Control System
  • Maarek Stele (Defender): TIE/D, Flechette Cannon, Veteran Instincts
  • Omega Leader (TIE/fo): Juke, Comm Relay
Edited by emeraldbeacon
stupid original advice!

I agree that you have a strong starting point, including some very potent choices.

Definitely keep Quickdraw, that MF is stupendous. However, I agree that PTL is too restrictive on such a ship; Expertise is by far my preferred upgrade there. You really don't want Enhanced Scopes; FCS is kinda the bomb.com on QD, but I have seen other systems work - but the scopes are counterproductive for a ship that has no interest in moving first. While I understand the desire for ordinance (it is super fun), I think you would be better suited to trim her down, and then be able to use Light Weight Frame, because that is almost universally stapled to Spec. Forces. Sensor Cluster is a very respectable choice, especially if you do use FCS/Expertise, because then your action can freely be to focus for defense, improving Sensors. However, Pattern Analyzer and Primed Thrusters are also nice choices for their action economy on reds.

I would agree that increasing the TIE F/O to something more potent, like Omega Leader, would be a wise decision. A single TIE F/O is not gonna be that big of a deal.

I can definitely respect that defender build; TIE/D and Flechette is nice, but generally Tractor Beam is stronger - even if it itself doesn't do damage, if it hits, its secondary effect will always trigger, reducing the agility for your follow up primary shot. PTL is a good choice, but in such a case, I might advise flying Ryad: she is basically all greens, which you want. However, I second the above suggestion that Vessery is a prime candidate for this list, given the proliferation of Target Locks. Expertise is very strong there, also on Maarek if you were to keep him, though I wouldn't advise it.

Even though you're playing casually doesn't mean you can't optimize your list; its more fun at a higher level of interactions, and both you and your friends can proxy to have some more interesting, high-quality matches.

Good choice in ship. PTL on S/Fs is not ideal. If you were going to do it, I would probably go adv sensors, so you can b-roll, then focus, then do a green and end unstressed. And probably would use PTL on Backdraft, because his rear arc is dangerous, and hoping over someone can be devastating with that crit ability.

This is a list I have been using and it's brutal. Similar idea to yours using missiles on defenders. Proxy upgrade cards if just with your friends, will help you decide what you need to buy/borrow if you do go to a tournament.

Tinker around as you wish:

Colonel Vessery (35) w/ Deadeye (1) , Tractor Beam (1) , Cruise Missiles (3) , Guidance Chips (0) , TIE/D (0)

"Deathfire" (17) w/ Extra Munitions (2) , Cruise Missiles (3) , Proximity Mines (3) , Long-Range Scanners (0)

"Quickdraw" (29) w/ Veteran Instincts (1) , Fire-Control System (2) , Primed Thrusters (1) , Lightweight Frame (2) , Special Ops Training (0)

Total: 100

View in Yet Another Squad Builder

Deathfire is either your Biggs, aka opponents priority target, or else he just wrecks things once he is in close. Vessery is such a big threat, people usually go for him first and then Deathfire chews people up with proxies and 5k cruise missiles. Otherwise, Vessery can 4k for a cruise missile.

TIPS: Dont force Vesserys cruise missile and put him in a bad spot, with all 3 turns and his white 4ks, it will come naturally, and having that cruise on him REALLY messes with your opponents moves. They arent gonna risk a kturn shootout, and instead try and run away if they suspect your 4k with a cruise missile.

Thanks for all the input! I really appreciate it, and now I have a much clearer view of what I want to do. Thanks again!

@wurms , i like the idea of cruises on a Defender with the white 4K. I have to try this... It puts more points on an already expensive TIE/D, but, as i play with friends who has absolutely no idea of netlisting...

@kbh1975 , as lot of people said, TIE/sfs and PTL don't go very well. Predator is also a good choice of EPT for that first shot without the TL from FCS.