Which Alpha Class list for Tournament?

By gamespy10, in X-Wing Squad Lists

Im debating over which of the two builds below to take to a tournament. any help or suggestions to improve either would be great.

The first is a munitions build makeing use of harpoon missiles to alpha strike any large targets with quickdraw in reserve to deal with aces. only issue i have had flying this list so far is ocassionally not getting the alpha strike of due to range issues.

The second build usese the alpha classes as cannon platforms to rip through things with their manglers and flechettes with kylo as the reserve to help mop up tricky aces. i have found tis build to be a bit more consistent than the munitions build.

1st List: You were only supposed to blow the bloody doors off (100pts)

1x Tie SF Quickdraw (34)

Lightweight frame

Special ops training

a score to settle

Fire control system

Primed Thrusters

Alpha Class Nu Squadron pilot (66)

Long range scanners

Harpoon Missile

2nd List: Crits ahoy (98pts)

1x Tie Silencer Kylo Ren (44)

Autothrusters

First order vangaurd

Push the limit

Collision detector

Sensor Cluster

2x Alpha Class Nu Squadron pilot (54)

Advanced Slam

XG-1 Assult Configuration

Mangler Cannon

Flechette Cannon

Any suggestions would be appreciated

The biggest 'Meta Bugbear' at the moment is the Fenn + Ghost list. Neither of the lists you post have a good way to deal with that particular build, although your first list does have Score to Settle on Quickdraw, which at least gives you a bit of actionless modification. With that in mind, I would go with the first list. Kylo + 2 Gunboats seems too weaksauce for tournament play, unfortunately (at least right now).

Kylo is terrible right now. Ghost fenn just a absolutely wrecks him since he can't tank up and the ghost can boost at PS11.

Triple LRS harpoon Nu + budget ace does just fine vs ghost fenn (I have done well with the QD and cruise missile vader versions). Be sure not to screw up the initial joust and try to block with a Nu afterwards. Sensor jammer will be annoying but ghost fenn doesn't have the damage to 1 round a gunboat. The real trick in the matchup is to ignore reloading. After you fire your harpoons just use focus actions to whittle down whatever is left because 2 die primaries work just fine vs 0 ability. The way you lose the matchup is by screwing up the initial joust extremely badly (i.e. you have 2 or less ships firing on the initial joust...even if you have to give up a harpoon or 2 by letting him boost to range 1, having the multiple 3 die range 1 attacks is better than only having 1-2 in range), by targeting fenn first, or you try to reload with the Nus while the ghost picks apart your list.