The QD + 2 Seinar PS4 Silencers

By Blail Blerg, in X-Wing

13 hours ago, TheOz said:

Do you feel that the two reaper list is better then vermeil with silencers? Just asking since you took the dual reaper list against your local gauntlet

Probably, mostly I took this because I had more experience playing palp aces.

12 minutes ago, hawk32 said:

Probably, mostly I took this because I had more experience playing palp aces.

That’s cool man. With the palp reaper, what was your approach, did you try to keep him out of the fight like some might do with the shuttle, or were you more aggressive giving the maneuvering capability and evade action

i feel like you wanna jam with vermeil and evade with palp but stay kinda aggressive with those two while your ace flanks and always be ready to shoot palp out of the fight?

reaper palp is super tanky... if he's only getting shot by one ship you're fine. It's pretty fast, and makes a decent flanker. You want him getting shots. I usually played yorr pretty aggressively too though.

Whats the closest Scum equivalent to this?

On 7/7/2018 at 12:20 AM, wurms said:

"Quickdraw" (29) w/ Adaptability (0), Fire-Control System (2), Advanced Optics (2), Lightweight Frame (2), Special Ops Training (0)

Sienar-Jaemus Analyst (26) w/ Fire-Control System (2), Advanced Optics (2), Autothrusters (2)

Major Vermeil (26) w/ Veteran Instincts (1), ISB Slicer (2), Mara Jade (3), Multispectral Camoflouge (1), Advanced Ailerons (0)

Total: 100

Ran this tonight against 7 Z95 harpoon swarm. replacing a ps4 silencer with Vermeil. Got vermeil behind the swarm, while quickdraw and silencer took out a harpoon Z. Quickdraw went down, but mara jade on vermeil just ****ed the Zs up. Jamming them and stressing them so they cant kturn, leaving one or two all alone at your disposal. Once ps4 silencer was behind them, it was brutal as vermeil was stressing and jamming. Time called and I won on points. Was a close game I didnt think I had a chance at winning...until mara jade happened on 4 Zs at once. Gave me an entire round of not being fired upon.

Vermeil and double silencers can definately be a thing. Wish I had a 2nd one to try it out.

Ran this list again vs 5 Xwings. Barely pulled out the win. I think I lose 3 out of 5 times though. I flew my *** off and my opponent made a big mistake early on.

My opponent went after vermeil, so I just dialed in a 3 bank and aileroned out of there baiting his swarm. Did this about 3 or 4 turns in a row. This let my silencer get behind his swarm. My opponent didnt want to keep chasing vermeil, so he went after Quickdraw, but at this point, 2 xwings were pointing in different directions, and he was in/near the rocks. One xwing clipped a rock, and Quickdraw dodged two arcs, leaving only two shots on Quickdraw, while he has range 1. Dropped an xwing to 1 hull with QD and silencer, while taking nothing in return. Slooped next round and dropped another to 1 hull while Quickdraw also got taken to 1 hull. Finished off the 1 hull xwings and only loss Quickdraw. A few rounds of dancing and plinking away and time was called. Vermeil was down to 2 hull remaining, silencer on 4 hull, meanwhile there were 2 full health xwings and 1 xwing on 1 hull.

So, it was a close game, but definately feel better in that matchup. Vermeil didnt do hardly anything on offense, but the bait at the beginning was game changer. Ailerons are so nice. If Xwings just go for straight for Quickdraw and erase him in one round, instead of him trading range 1 shots for 3 rounds, then its a much different game.

5 minutes ago, wurms said:

Ran this list again vs 5 Xwings. Barely pulled out the win. I think I lose 3 out of 5 times though. I flew my *** off and my opponent made a big mistake early on.

My opponent went after vermeil, so I just dialed in a 3 bank and aileroned out of there baiting his swarm. Did this about 3 or 4 turns in a row. This let my silencer get behind his swarm. My opponent didnt want to keep chasing vermeil, so he went after Quickdraw, but at this point, 2 xwings were pointing in different directions, and he was in/near the rocks. One xwing clipped a rock, and Quickdraw dodged two arcs, leaving only two shots on Quickdraw, while he has range 1. Dropped an xwing to 1 hull with QD and silencer, while taking nothing in return. Slooped next round and dropped another to 1 hull while Quickdraw also got taken to 1 hull. Finished off the 1 hull xwings and only loss Quickdraw. A few rounds of dancing and plinking away and time was called. Vermeil was down to 2 hull remaining, silencer on 4 hull, meanwhile there were 2 full health xwings and 1 xwing on 1 hull.

So, it was a close game, but definately feel better in that matchup. Vermeil didnt do hardly anything on offense, but the bait at the beginning was game changer. Ailerons are so nice. If Xwings just go for straight for Quickdraw and erase him in one round, instead of him trading range 1 shots for 3 rounds, then its a much different game.

So what happens when he outplays you and what makes you like 60% of the time by your analysis? What's the worst case scenario (of player decisions)?

Also congrats on the game. How honestly strong do you think 5X is? (As compared to strength from how new the list is)

1 minute ago, Blail Blerg said:

So what happens when he outplays you and what makes you like 60% of the time by your analysis? What's the worst case scenario (of player decisions)?

Also congrats on the game. How honestly strong do you think 5X is? (As compared to strength from how new the list is)

5x is REALLY REALLY tough. Give me 2 hours, and I will feel alot better about facing it. But, in standard format, if you lose two of your three ships, you have to kill 4 xwings in 75 minutes, and 15-20 of those minutes is trying to get into a good position to actually engage cause you cant just head on joust it. When 3 xwings were left, and I had Vermeil and PS4 silencer I was feeling really comfortable and no doubt I take all three down if given the time.

My opponent went for vermeil which was the mistake. He is the most maneuverable ship in the squad and hardest one for the Xwings to get ALL their arcs on because of ailerons. 5X, like an alpha, really wants to wipe a ship off the board in 1 or 2 rounds.

FAA makes the 5x the list that it is. For instance, I had Vermeil positioned nicely, where only maybe 1 xwing would have arc/range on him at first engagement, but the Xwings move and are barely outside range 3 (normally, they are stuck there and cant do anything but focus), but with FAA, they can now boost and take a lock. All of them did this, and Vermeil had 5 locks on him. So, I had a 3 bank dialed in and aileroned away and got the **** outta dodge. But now had 5 locks on me, where normally, the xwings would have had to all focus, cause they were out of range. That made my vermeil very very cautious rest of the game, cause I cant just turn into them and jam two locks off and take 3 full mod shots back.

Another FAA bonus, was the xwing turned away from my silencer, then barrel rolled backward at one point to get a block. That caught me off guard, and cost my silencer its two shields taking a range 2 shot. It also gets the xwings back into the fight a lot faster. THey can turn away, bank boost, then take a lock. Then next turn just turn and bank boost and focus. Normally its just 4 kturn, then next round clear it and focus to get in the fight. FAA is powerful.

4 hours ago, wurms said:

Another FAA bonus, was the xwing turned away from my silencer, then barrel rolled backward at one point to get a block. That caught me off guard, and cost my silencer its two shields taking a range 2 shot. It also gets the xwings back into the fight a lot faster. THey can turn away, bank boost, then take a lock. Then next turn just turn and bank boost and focus. Normally its just 4 kturn, then next round clear it and focus to get in the fight. FAA is powerful.

That combo of Boost from Flight Assist + BR on a PS10 Xwing pilot *really* caught me off guard with an Imperial ace list I was playing. It's sneaky good. What was the unique bag of tricks held by the Empire is now available to rebel scum. Oh and when the rebels do double repositioning they aren't stressed for it either.

I flew 36 point Vermiel and two Silencers Wednesday night, lost a game vs two reapers and Vader. The two reapers had Palp/krennic/kylo and against fast/slow ships like those it was harder to keep FCS on the same target. It was a fun game but it was really tough to focus something down. Vermiel would absolutely hand Poe or any two ship build a loss but I had trouble against this one. The guy I played against also knows how I usually fly, so maybe vs a different player it might have been more tilted towards the silencers. I think in a matchup vs two reapers and an ace, you have to get the ace out early. I did manage to strip all vader's shields, but couldn't close out killing him.

Thinking of taking this build to a store champs this weekend so I'll have to update. I'd take QD, but I really don't like that ship. No question its effective, but I like how the reaper flies far more.

I played QD-DS vs a double reaper (Palp on one, Krennic on the other) and a Juke Ryad. I murdered them. The guy I played is very good, but he was new to flying reapers and put them in very bad spots. If they are taking two reapers, then they are likely two lower PS ones and you have PS advantage with the Silencers. The trick is to use your actions to put the reapers in a bad position next turn. Get familiar with their dial and set them up so that they are bumping or running through obstacles the next turn. Once you shut down jam through bumps/stress they aren't as scary and you can PS kill them in two turns. Use your action to BR/Boost where you think the reaper wants to be next turn and force them away from you. I went after Palp first and burned him down by the 2nd round of combat. With a defender in play, having a palp backing on offense makes it *VERY* hard to chew through their green dice and defense. I felt like Palp needed to go first so I had a better chance of burning through that tanky token stack.

QD and the two Silencers just won me a Store Championship. Still an awesome list, especially against Reapers.

9 minutes ago, CrippleCrit said:

QD and the two Silencers just won me a Store Championship. Still an awesome list, especially against Reapers.

Did you face single or double reaper? Single I think is OK. There's only one opportunity to jam and if you burn it off the board quickly it's no longer a threat. 2 gets more tricky, especially if they are capable reaper flyers. That's where limiting movement/actions on the reapers are critical. Setup bumps for the next round so you can keep your Focus and FCS charged up and nuke something the next turn.

Only during game night. It was close. Took out my last Silencer with Inquy, didn't manage to kill his one hull Reaper with QD.

On 7/9/2018 at 10:25 PM, Boom Owl said:

Whats the closest Scum equivalent to this?

Maybe base something around Guri Mindlinked with a Black Sun Assassin? Both PS5, 5 health, 3 agility, autothrusters, fairly unblockable. The dial is the big difference, but they still have the one turn for knife fighting. Guri and a BSA each with mindlink, AT and the title is 58, or 61 if you want to give one Virago and FCS.

The third ship isn't obvious since the closest scum equivalent to QD is Dengar, which won't fit. When I play I'm expecting QD to be burned down first, so I'm looking to trade her for something more expensive. Maybe an aggressive Nym build? You could fit a barebones Assaj in too.

I just won a 14 player SC. It was 4 rounds without a cut, standings based entirely on MOV. I went 3-1 and my loss was a close one to the guy who came in 3rd so it wasn't a costly loss. The list performed beautifully and my loss was winnable but for a poor target priority decision (don't be tempted by Ryad at range one, it's a trap!).

Some rules questions. Was playing QD Feroph Seinar vs. 5X-Wings.

If an Xwing (PS2) shoots shields off of QD, then QD revenge shots and kills a different Xwing, does that Xwing still get to fire under Simult fire?

If a Reaper has Lightning reflexes, can it be used on the aileron maneuver? (When does it get stress, does it get an action if you do a green move on dial after?)

Oh also. I tried Feroph, so you don't have to.
Its mixed: At first glance, I'd say he's not very good. Keeping the jam on means you don't get to Sloop and shoot much. But I will note that I won the game vs 5X with Feroph, and I lost it horrifically when I brought Vermiel. Feroph theoretically has ok long game. The problem is that generally, even if the other ship is jammed, Feroph doesn't have focus either, and also hits for really low.
On the other hand, Vermiel with Rebel Captive makes you 1 point over, so you have to drop a critical upgrade somewhere in the list, which feels bad. Also, lost very horribly against 5X, but not sure why yet.

How do we feel about Seinar PS4s vs PS2 5 Xwings? Feels like maybe the Xwings just have too much efficiency. Range 3 is kind of critical (and annoying to maintain)

On other notes, 5X feels truly like playing Xwing at its finest. I am proud of this meta monster.

Edited by Blail Blerg
37 minutes ago, Blail Blerg said:

Some rules questions. Was playing QD Feroph Seinar vs. 5X-Wings.

If an Xwing (PS2) shoots shields off of QD, then QD revenge shots and kills a different Xwing, does that Xwing still get to fire under Simult fire?

If a Reaper has Lightning reflexes, can it be used on the aileron maneuver? (When does it get stress, does it get an action if you do a green move on dial after?)

Oh also. I tried Feroph, so you don't have to.
Its mixed: At first glance, I'd say he's not very good. Keeping the jam on means you don't get to Sloop and shoot much. But I will note that I won the game vs 5X with Feroph, and I lost it horrifically when I brought Vermiel. Feroph theoretically has ok long game. The problem is that generally, even if the other ship is jammed, Feroph doesn't have focus either, and also hits for really low.
On the other hand, Vermiel with Rebel Captive makes you 1 point over, so you have to drop a critical upgrade somewhere in the list, which feels bad. Also, lost very horribly against 5X, but not sure why yet.

How do we feel about Seinar PS4s vs PS2 5 Xwings? Feels like maybe the Xwings just have too much efficiency. Range 3 is kind of critical (and annoying to maintain)

On other notes, 5X feels truly like playing Xwing at its finest. I am proud of this meta monster.

The xwing wont get simulataneous if QD kills it with revenge shot, the 5x player should be shooting with the hurt Xwing first.

Lightning reflexes - not sure cause it states "executing a maneuver on YOUR DIAL" and ailerons arent coming from your dial. My feeling is no, but Im not sure if precedence has been established for it elsewhere.

5x is REALLY good. Just went 6-0 and won store champ. Didnt face sienars, but multiple FCS I would think would give the list problems. With just one FCS (or krennic) I can split fire enough to mitigate damage. With two+ FCS on the table it will be hard. And autothrusters can negate the first attack big time. The problem the sienars will have is anytime they want to shoot at the xwing, They will take many many shots back. In 6 games, I only loss 2 xwings once, and that was PS10 rebel alpha.

Personally, I think control is the best against 5 Xwings. Stress so they cant turn around, ions to limit arcs on your ships. Multiple jams were nasty when I played double reaper whisper, but my naked dice still find hull on 1 agility ships (2 with LWF).

I will have to test games against QD + 2 Sienars and see what happens.

4 hours ago, DXCrazytrain said:

I just won a 14 player SC. It was 4 rounds without a cut, standings based entirely on MOV. I went 3-1 and my loss was a close one to the guy who came in 3rd so it wasn't a costly loss. The list performed beautifully and my loss was winnable but for a poor target priority decision (don't be tempted by Ryad at range one, it's a trap!).

Congrats! Did you happen to play any 5X lists?

I find that the 2 Seinars like to do jousting. ... which the Xwings like too. And the improved dial (3segnors) and FAA can help a lot to improve arc coverage.

This is a little off topic but do you find 5x works best when they start as a tight formation and then spread out a bit? (Seems to work best for me), instead of starting out spread and converging.

22 minutes ago, Blail Blerg said:

I find that the 2 Seinars like to do jousting. ... which the Xwings like too. And the improved dial (3segnors) and FAA can help a lot to improve arc coverage.

This is a little off topic but do you find 5x works best when they start as a tight formation and then spread out a bit? (Seems to work best for me), instead of starting out spread and converging.

I started tight in a corner every match, 3 up front, 2 in back and usually came out blazing with 4 speed and boost. Sometimes I would point 1 xwing in like Vaders direction to keep him honest about if he really wants to spend that focus on offense or not, while my other 4 go for glory, but most of time, I never spread out until things get ugly in the middle.

19 minutes ago, wurms said:

I started tight in a corner every match, 3 up front, 2 in back and usually came out blazing with 4 speed and boost. Sometimes I would point 1 xwing in like Vaders direction to keep him honest about if he really wants to spend that focus on offense or not, while my other 4 go for glory, but most of time, I never spread out until things get ugly in the middle.

So you find you're capable of getting the 5 guns on something and evaporating it pretty often.

46 minutes ago, Blail Blerg said:

So you find you're capable of getting the 5 guns on something and evaporating it pretty often.

Yeah, lot of stuff flown right now doesnt have double repositioning. And if its not a turret they have to point at you to shoot sometime. This is a 75 minute game, and if they want to fly around for 30 minutes, Im fine with that too. I got 15 red dice for any final salvos. All my games never went to time though. Sometimes the quickdraw would barrel roll and only be in two arcs, but next round I talon or kturn and he is in 4 or 5 the next round then I just 1 straight and he is in another 4 or 5 while he has to run or sloop. That is enough.

I never evaporated a ship in a single round unless it was a PS1 reaper or Cavern Angel, cause I could FAA all my arcs onto them. Higher PS ships, I get 3 or 4 on them, then its the next round or two where you are blocking and getting range 1 shots that does most of the work.

Kind of getting off topic, so here is my batrep if ya want more info or discuss my matches.

Edited by wurms

I know this is not an xwing thread, but they just went too far including a barrel roll on the xfoil card. With flight assist and 5 of them it's just A LOT of area control backed by decent health and a three dice primary attack. Double reposition with no stress at 20 points is bonkers.

Flew a variant of this yesterday (drop lwf on QD, replace an analyst with Raspberry Vermeil: VI, LWF, Kallus, Ailerons, ISB slicers)

Between full mods for you and no mods for your opponent, **** is mean. Poor x7 ryad just got annihilated in a single round because slicers don't give a single ****

The remaining analyst is a very solid ship and I wouldn't replace it for anything

Only regret of 2.0 is the Reaper can't jam at r2 in arc, which is sodding horseshit if you ask me esp because jam ain't permanent.

Edited by ficklegreendice
15 hours ago, AlexW said:

Congrats! Did you happen to play any 5X lists?

No, one buddy of mine did fly 4 U-Wings though. I'm a little happy I didn't have to face him. Lol