Imp 9’s

By Han Silo, in X-Wing Squad Lists

Going to try this out tonight in preparation for our local regional at the weekend.

Alpha class Star wing - Major Vynder + VI, Advanced slam, XG-1 Loadout, Flechette cannon, Harpoon missiles = 36pts

Tie/Sf - QuickDraw + Title, FCS, Advanced Optics, Lightweight frame, Harpoon missile = 39pts

Tie/Fo - Zeta leader + VI, Advanced Optics, TIE mk 2 = 24pts

Total = 99pts

This seems to me a really nicely balanced list. It’s got the support ship that can slam in and deliver its payload, then bug out or offer some stress support. It has an ace in Zeta who can offer a 3/4 dice moded shot and can easily shed stress. And then it has the big hitter in QD, still haven’t decided on Trick Shot or A Debt to Pay yet for EPT. Plus they are all ps 9, I’ve found having all my ships at the same ps is worth more than VI on QD to push to ps11.

i know it lacks tricks and isn’t very subtle but I’ve always gone with carry a bigger stick than the other guy and hope you get your hits in.

Any thoughts on something I’m missing?

Thanks

Edited by Han Silo

For Quickdraw, if you're not taking VI, take A Score to Settle. Having access to tokenless Focus modification is strong, particularly with all the Fenn Rau and Sensor Jammers out there. As such, I'd consider flying with Pattern Analyzer instead of Advanced Optics. I'd probably settle on Optics (focus action economy is strong), but I'd think about PA. It'd be nice to be able to pull a red move, barrel roll or focus defensively, and still have both types of offensive mods. AdvO still allows the focus on reds, though, and full focus is better than soft focus on a Harpoon shot against most ships (again, see Fenn Rau).

With Vynder, it's an interesting build. I've mostly seen PTL/OS-1 builds to SLAM and Reload and TL all in the same turn for Harpoons. VI/XG-1 seems like it'd be a lot more like a baseline 22-point Gunboat with higher PS. I might skip Advanced SLAM. I think I'd rather either get the extra hit from Guidance Chips, or use LRS to get early TLs so I could have focus/TL on a missile shot. Considering that I couldn't get both focus and TL in the same round, or that I can't SLAM into a missile shot, this means I want to stack as much into that missile shot as I can. Also, Advanced SLAM mostly only helps offensively on cannon turns, or when you're running out to reload and will be mostly out of the fight. To that end, I'd consider (I might stick with AdvSLAM) switching to Guidance Chips or Long Range Scanners and Linked Batteries. It's the same number of points, you'll still have mods on your cannon shots when you SLAM (although not as strong ones), and it'll improve your Harpoon barrage. Also, at all PS 9, it might be worth thinking about Tractor Beam over Flechette. You'd be able to strand some ships like Miranda on a rock (or at least make her fly so she can't be), and with two other ships firing, you'll probably make up for the lost damage from not having a Flechette shot. Flechette isn't bad, though.

I guess there's one other thing worth considering: with two Harpoon ships, do you want Omega Ace instead of Zeta Leader? They'd both be PS 9 with the same loadout (although you could probably skip TIE Mk.IIs for points), and the full-crit attack might be better than a 3-dice attack. Maybe not. Fenn Rau can put the kibosh on your all-crits, and having a 3rd die is just nice. Plus, Quickdraw might have a revenge shot and might be able to use A Score to Settle to proc the explosions.

The list seems likely fine, or at least fine enough to test on the table. Just running options and throwing out things to think about. I don't think it necessarily needs changes.

@theBitterFig thanks for your detailed reply. Everything you have suggested makes sense, especially A score to settle over Trickshot, passive mods are one of the reasons I have chosen QuickDraw and that focus to crit on a harpoon heavy list could be really useful.

i have been considering Tractor Beam and may well take it instead of Flechette. I played two matches earlier tonight and didn’t use the cannon once. When it came to it Vynder either had a range one shot and hadn’t slammed, so a three dice primary seemed the best option or was disengaging so was reloading and had no shot. The chance to put someone on a rock and reduce their agility for the other two ships to shoot may be more appealing than the opportunity to give them one stress.

As for Zeta leader vs Omega ace, I just find that the consistent 3/4 red dice I get from Zeta beats the once, maybe twice a game chance to turn all my dice result to crits I’d get from Omega. I’ve always felt that the only thing the Fo misses is that third red dice and that, coupled with an amazing dial, makes Zeta leader one of the most underestimated aces you can get for less than 25pts.

As I said I played a couple games tonight, one against a reble stress/ion list and the other a double Deci squad. I won both games (some luck involved) without loosing a ship and I can say my list hits like a steel fist. It isn’t subtle but the combination of ships, ordinance and being able to choose who shoots in what order means it can tear through whatever is in its arc very quickly.

Reckon I’ll be taking it to the regional as is, probably...

I dig this. I, for one, REALLY like XG-1 Alphas with a missile to deal damage, and a cheap cannon to mess with people as you reload. VI and Harpoons are excellent there. However, I can see why, as Fig said, you might want GC rather than Adv. SLAM. It gives you at least some mods without needing to spend the lock. I would also agree with downgrading to Tractor Beam, but then put on Linked Battery. With that build, you approach, fire Harpoons, GC at least one thing, next turn, reload, fire Tractor Beam (with LB reroll), then get in position to fire Harpoons again next turn.

For QD, I would much rather have Expertise than Harpoons. That is brutal on her double-tap, especially with Fenn everywhere.

I just straight up like Zeta. Nice choice.

13 hours ago, Greebwahn said:

For QD, I would much rather have Expertise than Harpoons. That is brutal on her double-tap, especially with Fenn everywhere.

Thanks @Greebwahn your post has some great advice.

I used to use QD with Expertise. Dropped it to make her a bit lighter but now I’ve added The Harpoons I think your right and I could swap back.

Just really not sure which would be the best option, and the tournament is tomorrow...

Both for sure have value. I would rather have expertise on every shot, though, than 1 Harpoon shot

And what about swapping flechette on Vynder for Tractor beam and Jamming beam? Makes him a bit more of a Swiss Army knife

For Vynder's canon shot (on turns between harpooning) I would choose Tractor Beam and Linked Battery - useful for the rest of the squad, and some rerolls to keep it going.