QuickDraw, Backdraft, and ??

By j_man_04, in X-Wing Squad Lists

Looking at a few options to pair with Quickdaw and Backdraft. I’ve flown all three of the other ships enough to be comfortable with them (though I’d say the Inquisitor I have the least experience with and the Rho the most). I’m leaning towards the Rho to pair that harpoon missile with Backdraft’ ability. And I think all three ships have about an even firepower (once QD’shields are gone).

List #1:

(100)

•"Backdraft" (32) - TIE/SF Fighter
Veteran Instincts (1), Fire Control System (2), Special Ops Training (0), Lightweight Frame (2)

•"Quickdraw" (37) - TIE/SF Fighter
Expertise (4), Fire Control System (2), Special Ops Training (0), Lightweight Frame (2)

•The Inquisitor (31) - TIE Adv. Prototype
Push The Limit (3), TIE/v1 (1), Autothrusters (2)

List #2:

(99)

•"Backdraft" (32) - TIE/SF Fighter
Veteran Instincts (1), Fire Control System (2), Special Ops Training (0), Lightweight Frame (2)

•"Quickdraw" (37) - TIE/SF Fighter
Expertise (4), Fire Control System (2), Special Ops Training (0), Lightweight Frame (2)

Rho Squadron Veteran (30) - Alpha-class Star Wing
Push The Limit (3), Harpoon Missiles (4), OS-1 Arsenal Loadout (2), Guidance Chips (0)

List #3:

(99)

•"Backdraft" (34) - TIE/SF Fighter
Veteran Instincts (1), Fire Control System (2), Advanced Optics (2), Special Ops Training (0), Lightweight Frame (2)

•"Quickdraw" (39) - TIE/SF Fighter
Expertise (4), Fire Control System (2), Advanced Optics (2), Special Ops Training (0), Lightweight Frame (2)

•"Omega Leader" (26) - TIE/FO Fighter
Juke (2), Comm Relay (3)

Just in comparing the third ships, Omega Leader is probably the most consistent end game piece between the three. The Rho seems like it would be the most bursty, which equates to big swings of game influence, but its poor turning means you won't be getting off those shots often. I would imagine the Inquisitor would be the highest average damage per round choice, but he is also the most fragile if he gets caught in a bump or just takes a few close range shots in a single round. I'd give it a long consideration if any of those capabilities are worth more than just a cheap /x7 defender, which is probably the low ps benchmark that compares best to your third ship selections.

If you are leaning on the Rho solely for the synergy with Backdraft, then I'd say you're better off with another option. It's a lot harder to get consistent rear arc shots on a specific target than it would be to just front arc someone; particularly if your opponent sees it coming. Vader could replace him and make it easier to set that up, but I'm assuming you are set on running both /sf aces.

For other consideration, you could load up a decent bomber for 30ish points, or a palp shuttle if you like the /sf aces and feel like the third ship isn't bringing a lot to the party otherwise.

If you are going to try and work the Rho in, I would highly recommend trying to squeeze in pattern analyzer or at least primed thrusters on Backdraft. Those sloops are the easiest way to get him facing the right direction, and being able to do that along with a barrel roll will give you the most area coverage. PA is just more versatile in the event you need to switch target locks or refresh your focus instead, but probably not worth the extra point.

I'm also a huge proponent of sensor cluster on QD. You lose out on the double modded first shot, and almost guaranteed one or two additional barrel rolls or target lock swaps over the course of the game, but the greater control over her shields is usually worth the trade. You are guaranteed to always have an evade as long as you have a focus, and you have something like an 84% chance to have 2+ evades (assuming you're rolling all 3 dice). That means she keeps her shields longer and is a much scarier presence early and mid game. Just my 2 cents.

TL;DR - I vote for Meg.

1. Inquisitor is standard. Everything looks fine, just depends on whether you like to fly Inquisitor or not. If you're really worried about turrets, this seems like a strong variant.

3. Omega Leader list... I don't know if I like Advanced Optics on QD. I love it on Backdraft since they don't normally have focus-type modification, but on QD, since they already have Expertise, I kind of want to cover the red moves rather than the early game and take Pattern Analyzer. Optics kinda covers red moves, but only sometimes when you haven't needed to spend the focus. Due to Expertise, your red moves will probably be a lot more surprising and you can potentially leverage that. There's probably not really a huge difference, but it's something I'd consider.

I haven't seen too much Omega Leader lately. There's a lot of TL removal out there (Countermeasures, Black One) which will completely ruin OL's day.

2. This is the one I'd be most likely to fly. You say you have experience with this Rho, all good. If I was building it, I'd take Deadeye Extra Munitions and skip the OS-1 title, saving points for Advanced Optics on Backdraft. SLAM into Missile won't go, but you'll have a full white dial available, and won't be that much worse off, statistically speaking, with just Focus/GChips. You also gain targeting flexibility against lists with HSCP, but taking TLs there might be enough.

50 minutes ago, theBitterFig said:

2. This is the one I'd be most likely to fly. You say you have experience  with this Rho, all good. If I was building it, I'd take Deadeye Extra Munitions and skip the OS-1 title, saving points for Advanced Optics on Backdraft. SLAM into Missile won't go, but you'll have a full white dial available, and won't be that much worse off, statistically speaking, with just Focus/GChips. Yo  u also gain targeting flexibility against lists with  H  SCP, but taking TLs there might be enough.

Yeah, this one appeals to me the most at a glance. Solid ship with no major weaknesses. At the start, I was totally opposed to running PTL on them, but now I’ve almost become reliant on it. Though you make a good point with Deadeye/EM and it saves points to give Backdraft AO. I think I’ll give it a go.

I have done Omega Leader with these two, but it hasn’t been since the SF first came out. Omega is solid for the points, but I think having three strong offensive ships is appealing.

7 hours ago, Jimbawa said:

If you  a  re leaning on the Rho solely for the synergy with Ba  ck  draf  t  ,    then I'd say you're better off with another op    t  io  n      . 

I wouldn’t say it’s the sole reason, but it can certainly help. I’d agree that OL is the most consistent but just lacks that firepower sometimes. If I strike out with the Rho after a few games, this will be Plan B.

17 hours ago, jwilliamson12 said:

I wouldn’t say it’s the sole reason, but it can certainly help. I’d agree that OL is the most consistent but just lacks that firepower sometimes. If I strike out with the Rho after a few games, this will be Plan B.

There was a thread from a while back about two SF's + 1 here. A lot of good ideas in it. Most people didn't like OL with the SF's because of the firepower issue.

I'd be inclined to OL. Not only is it pleasantly thematic, it is also consistent through early, mid, and late game, both offensively and defensively. I would consider it the most balanced - Inky can be block screwed, and the Rho is more gambly - though if you could afford Advanced SLAM I'd like it more

I won a store kit tournament with a similar list 2, with just a few modifications.

List #2:

(99)

•"Backdraft" (34) - TIE/SF Fighter
Veteran Instincts (1), Fire Control System (2), Special Ops Training (0), advanced optics (2), Lightweight Frame (2)

•"Quickdraw" (39) - TIE/SF Fighter
Expertise (4), Fire Control System (2), Special Ops Training (0), advanced optics (2), Lightweight Frame (2)

Rho Squadron Veteran (26) - Alpha-class Star Wing
Deadeye(1), Harpoon Missiles (4), Guidance Chips (0)

The Rho is just as deadly, and the SF's can carry the focus with them. This allows QD to either TL before the initial engagement, or Barrel for positioning/arc dodging. It wrecked quite a few lists, including Fenn/ghost. I almost ran it at the Hoth open, and I think I would have done better if I had.

22 minutes ago, Biggsy_boy said:

I won a store kit tournament with a similar list 2, with just a few modifications.

List #2:

(99)

•"Backdraft" (34) - TIE/SF Fighter
Veteran Instincts (1), Fire Control System (2), Special Ops Training (0), advanced optics (2), Lightweight Frame (2)

•"Quickdraw" (39) - TIE/SF Fighter
Expertise (4), Fire Control System (2), Special Ops Training (0), advanced optics (2), Lightweight Frame (2)

Rho Squadron Veteran (26) - Alpha-class Star Wing
Deadeye(1), Harpoon Missiles (4), Guidance Chips (0)

The Rho is just as deadly, and the SF's can carry the focus with them. This allows QD to either TL before the initial engagement, or Barrel for positioning/arc dodging. It wrecked quite a few lists, including Fenn/ghost. I almost ran it at the Hoth open, and I think I would have done better if I had.

Good stuff. I feel really good about it. I’ve gotten a few games in with it and plan to take to a tournament in a few weeks. I’ll try your edits, which reflects @theBitterFig ‘s edits.

Edit: I can also see how having two ships with aux arcs can help against the Ghost. Even if it gets to boost after Fenn moves, you still have decent chances to catch it in a rear arc. Plus the harpoons hit the Ghost so freakin hard.

Edited by jwilliamson12