Looking for feedback to prepare for a 120 person regionals

By JediOswald, in X-Wing Squad Lists

I am not the type of person to do the meta lists. I like to come up with them myself, with some input from others. This will be my first regionals, and I would love to get in the top 25%. I have three lists prepared, but do not know which one to bring. I would love the help.

List 1: Beefy YT Co-Pilots (100)

•Chewbacca (54) - YT-1300
Expertise (4), •C-3PO (3), •R2-D2 (4), •Millennium Falcon (1)

•"Leebo" (46) - YT-2400
Determination (1), "Mangler" Cannon (4), Rey (2), •Outrider (5)

The purpose of chewy is to negate two damage each round then regenerate the third with Artoo. The expertise makes it so with evading every turn he still has a good primary. Leebo is meant to build up focuses for defense so he could be offensive. Then he has determination so when he chooses two cards he picks the pilot trait and discards the other.

List 2: BomberDash (100)

•Dash Rendar (59) - YT-2400
Marksmanship (3), "Mangler" Cannon (4), Sabine Wren (2), •Outrider (5), Smuggling Compartment (0), Cluster Mines (4), Scavenger Crane (2), •Experimental Interface (3)

•Miranda Doni (41) - K-Wing
Twin Laser Turret (6), Intelligence Agent (1), •Bomblet Generator (3), Advanced SLAM (2)

The trick with this is that everyone is used to your regular Miranda Dash that they try and get into your donut hole. That is when you mangler them and drop the cluster mines which with Experimental Interface you can barrel-roll before you bomb. Then you can target lock and marksmanship for a two to three crit attack each round.

List 3: Die removing rebels (100)

•Fenn Rau (27) - Sheathipede-class Shuttle
Wired (1), Weapons Engineer (3), •M9-G8 (3), •Phantom II (0)

•Captain Rex (20) - TIE Fighter
Sabine's Masterpiece (1), Munitions Failsafe (1), "Zeb" Orrelios (1), "Hot Shot" Blaster (3)

•Kanan Jarrus (53) - VCX-100
Reinforced Deflectors (3), Twin Laser Turret (6), Rey (2), Recon Specialist (3), •Ghost (0), Tactical Jammer (1)

Fen Rau target locks two people and makes them reroll attack dice, and prevents one from spending tokens. Captain Rex has "Hot Shot" blaster so he has a 360 degrees attack with munitions failsafe to keep the "Hot Shot" blaster from being discarded. Captain Rex is there to prevent them from bumping. Finally Kanan Jarrus always obstructs attacks and reduces the attack dice.

So I would love some feedback to make the lists better and to pick one to play at regionals in three weeks. I am a new player as of early may 2017 so I know I am unlikely to make the top cut, but I would love to be able to say I have a hobby that I am good at.

#3 Rex is gonna die fast, just make him zeb phantom 1 so kanan gets two shots with tlt. I know you want to be annoying as **** with this list, but you have to kill things too.

That frees up two points.

HSCP on Fenn lets him erase focuses so kanan hits harder. A great counter to Advance Optics ships like Poe and Silencer etc.

Operation Spec allows Fenns miss with his puny two dice to get a focus for himself on defense or toss another to Kanan.

Chewbacca on Fenn makes him beefier. The longer he lives, the tougher the list will be.

Katarn gives Fenn a focus every round.

Two points allows countermeasures on Kanan. Erasing a TL from a gunboat can be crucial.

Vectored thrusters on Fenn lets him maintain arc.

Edited by wurms

[1] For the double-YTs, I'd consider HLC and no title for Leebo. With Leebo maybe taking a TL, and Rey providing a focus, a 4 dice attack is really tasty. You'll be weaker out-of-arc, but as we recall from the pre-nerf Jumpmaster days, having a 4-die attack in arc and 2 out, when you've got barrel rolls and focus from upgrades is often enough. If Leebo is range 1, that's the same 3 dice rolled as if you'd had Mangler Cannon and title. This would also add 2 points. Snuggling Compartments and Burnout Slam on both could be handy, or downgrade Expertise to Predator and taking Countermeasures makes a degree of sense against the Gunboat meta.

[2] For the Miranda/Dash, I don't like Marksmanship. I understand the premise of being able to trigger it along with a TL with Experimental Interface, but I think I'd rather just take Predator or Lone Wolf. These provide rerolls without actions, allowing you to focus most turns, which is stronger for defensive flexibility. Also, Predator doesn't stress you. I don't think Advanced Slam really adds enough to Miranda, so I'd consider with Rey or C-3PO in the crew slot instead. Rey will help Miranda do damage and have defensive focus from time to time. 3PO is solid defense. I'm not personally a big fan of Intelligence Agent, but if it's working for you, great.

[3] @wurms has you covered.

I fly a list similar to this but I use Zeb in the shuttle with Kanan in the Ghost and Nym build with a turret so he always has a 360 arc that way. Also, if you leave the shuttle docked until the Ghost and your second ship is dead its really gets into peoples minds that they still have a 3rd ship they must face. Zeb is also better points wise and can cancel crits before hits thus you can survive a little bit longer with such a weak ship. Also keep in mind on the Ghost card if the shuttle is docked you can do a coordinate action at the end of the activation phase giving your other ship two total actions. For my Nym build I have him take a focus and as his coordinate action a target lock for the turret I use. Which in the turret I use you don't have to spend the target lock. Which means I don't need FCS and save two points there as well.