Countering "Quick Poon"?

By drail14me, in X-Wing

I'm seeing more and more "Quick Poon" lists....

"Quickdraw" + Veteran Instincts + Special Ops Training + Fire-Control System + Lightweight Frame.

Nu Squadron Pilot + Long-Range Scanners + Harpoon Missiles

Nu Squadron Pilot + Long-Range Scanners + Harpoon Missiles

Nu Squadron Pilot + Long-Range Scanners + Harpoon Missiles

Would you agree that the GunBoats are the early game threat? So, try to arc dodge Quickdraw and take out the gunboats unless a solid shield killing or out or arc shot comes up against Quickdraw?

Might sound crazy, but a good old dengar with countermeasures might very well eat that list for breakfast.

As a wingman I suppose ptl fenn rau might work. He can close into range 1 really well.

The list is called 3bqd you philistine! Don't go adding all these letters to it! ;)

The boats are a threat all game long, they want to dive in and out. They dont need to fly like traditional jousters. The list is definitly front loaded but it doesn't drop off through the late game.

Is this.... is this the official name for this list?

'Official' names for lists always suck anyway. Quick Poon is how it should be known!

Stupid nicknames suck, and official my Asse.

QD VI + 3 Harpboats is sufficiently clear.

12 minutes ago, Dosiere said:

Is this.... is this the official name for this list?

It's officially what I'm calling it! Who doesn't love some Quick Poon?

29 minutes ago, MaxPower said:

Might sound crazy, but a good old dengar with countermeasures might very well eat that list for breakfast.

As a wingman I suppose ptl fenn rau might work. He can close into range 1 really well.

I'll be running Corran and Miranda. Just trying to decide the best strategy. Miranda will be carrying 2 Poons and Corran will have a Plasma. Thinking one of those should go towards Quickdraw! Hope to get Corran outside of Quickdraws arcs at range 1 for a double tap.

Play scared but not to scared.

Go get Quickdraw.

There is a spot on the table each round known as the danger zone where they want you to go.

Dont go there.

Don't enter the Danger Zone, at least not without a plan to flank with other stuff or alpha strike Quick.

Decide what you want to trade for Quickdraw...and don't trade it for a gunboat.

Dodge no arcs and lose.

Dodge 1 arc and lose.

Dodge 2 arcs and thank your opponent.

If they over commit with Quickdraw for some reason thank them again.

Range 1 is your friend.

Get behind gunboats if they let you.

If 3 gunboats are remaining...your on the clock to take down 2 before you lose on points in most cases.

Those little monsters can point hoard something fierce.

But most important as with all games of X-Wing.....make the Danger Zone your friend not your enemy.

G0Ya9.gif

Done properly you can trick your opponent into a bad location for the first engagement.

Then you win.

Edited by Boom Owl
1 minute ago, Boom Owl said:

Fly scared but not to scared.

Go get Quickdraw.

There is a spot on the table each round known as the danger zone where they want you to go.

Dont go there.

Don't enter the Danger Zone, at least not without a plan to flank with other stuff or alpha strike Quick.

Decide what you want to trade for Quickdraw...and don't trade it for a gunboat.

Dodge no arcs and lose.

Dodge 1 arc and lose.

Dodge 2 arcs and thank your opponent.

If they over commit with Quickdraw for some reason thank them again.

Range 1 is your friend.

Get behind gunboats if they let you.

If 3 gunboats are remaining...your on the clock to take down 2 before you lose on points in most cases.

Those little monsters can point hoard something fierce.

But most important as with all games of X-Wing.....make the Danger Zone your friend not your enemy.

G0Ya9.gif

Done properly you can trick your opponent into a bad location for the first engagement.

Then you win.

First I've heard of this "Danger Zone". Can you elaborate?

23 minutes ago, drail14me said:

First I've heard of this "Danger Zone". Can you elaborate?

Wild over simplification here....but basically its the spot on the board where all their arcs overlap.

Also called a "Kill box". Its where you auto-lose a ship without some other advantage to lean on.

If you put Poe there its your fault. The boats are PS2.

You can "sometimes" wrestle for control of their Danger Zone.

If they let you and you dont let them.

To be fair in the picture below Poe is "only" taking 2 harpoons, with Quickdraw out of Arc, and likely a boost to Black One a lock.

Against this list its "ok" to go near the danger zone but you never want to enter the danger zone completely.

The real danger zone in this picture is actually a bit further forward.

rG8AmjC.jpg

The Danger Zone is the spot on the board where your opponent can push out the most damage on a single target.

You have control over that spot to a certain extent by making good decisions on where you move your ships and how you limit their possible choices round to round.

Not just this round but also next round.

giphy.gif

Edited by Boom Owl

There's been a lot of weird, crazy tech to try and deal with harpoons.

Really, the best answer is don't be in arc. These aren't deadeye scouts, they don't get to take turret shots at you when you arc dodge them. All your favorite arc dodgers (including large base ones) do exceptionally well against harpoon alphas.

You DO remember how to play things that aren't 100 point bomb flinging defensive turrets, right?

12 minutes ago, Brunas said:

There's been a lot of weird, crazy tech to try and deal with harpoons.

Really, the best answer is don't be in arc. These aren't deadeye scouts, they don't get to take turret shots at you when you arc dodge them. All your favorite arc dodgers (including large base ones) do exceptionally well against harpoon alphas.

You DO remember how to play things that aren't 100 point bomb flinging defensive turrets, right?

What is arc?

danger-zone-o.gif

Edited by Boom Owl
9 minutes ago, Boom Owl said:

What is arc?

It's what Rey sometimes shoots out of.

1 hour ago, drail14me said:

It's officially what I'm calling it! Who doesn't love some Quick Poon?

Ya know, I want a player who will spend some time, not come and go in a heated rush.

1 minute ago, Biophysical said:

It's what Rey sometimes shoots out of.

I think its time for everyone to watch Top Gun again.

Lots of great X-Wing tips in that movie.

I really like the name QD Nubed (Nu's Cubed). Quick Nubed would also be acceptable.

Just fly Poe with BB8 and black one. :P

1 hour ago, Blail Blerg said:

Stupid nicknames suck, and official my Asse.

QD VI + 3 Harpboats is sufficiently clear.

I like 'HarpooNu' better :P

1 minute ago, nitrobenz said:

I like 'HarpooNu' better :P

Dats fine too.

It's called "Draw Harpys."

Yea not sure my top list right now could beat it...

I can't arc dodge the gunboats since I have a 4 ship jousting list with only 1 ship able to reposition. Although I might be able to PS kill one before it fires.

Between defenders, spec forces, and now gunboats, imps by far are the best jousting faction in the game currently IMO.

Similar Question to the main topic, since people are going up to PS4 in my local store:
What's the best Rho Gunboat Build?
Adaptability (up) (0)
Harpoons (4)
Long Range Scanners (0)

Total: 25 points
or
Deadeye (1)
Harpoons (4)
Guidance Chips (0)

Total: 26 points

Is it better to be above the PS4 Gunboats to alpha away problems? Or is it better to be flexible with targets at PS4?

Was just going to ask how this fares against Rhos as it seems that two plus ace have a very good chance of justness taking on way off the board.

Also, lists like this really want me to pick up Kagi again....

Plenty of things beat it very easily. You want quick ships or lots of defensive mods, so like Imp Aces and Time Walk Asajj just laugh at it, for example.

Ive tabled it with both and barely lost a couple of shields in the process.

Try referring to things as "quick poon", that should counter any "quick poon" you would've otherwise received.