Tournament play

By Dosnachos, in X-Wing Squad Lists

Tournament List (100)

•Captain Yorr (32) - Lambda-Class Shuttle
Collision Detector (0), •Emperor Palpatine (8)

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

•The Inquisitor (34) - TIE Adv. Prototype
Push The Limit (3), Proton Rockets (3), TIE/v1 (1), Autothrusters (2)

What are the weaknesses this list has that I need to be aware of for a tournament tomorrow?

Firstly: I would trade Prockets for Expertise on QD to REALLY push the damage. It's worth the points more.

As for weaknesses, I'll explain by saying how I'd take it down:

I would kill Yorr first. He should melt in 2 turns of combat, giving me 32 points right away and preventing the other 2 from having ridiculous dial access. I would then attack QD to strip her shields in hopefully one round, minimizing retaliation, and then probably killing her in one more turn, UNLESS I can get the block or stress Inky, because then I can take down Inky in a turn. If I took down QD, I would have prioritized keeping an ace or a turret around to hopefully win a war of attrition against Inky. If I got the block or stressed Inky and took him down, I would then patiently wait until I can get all my guns on QD, even passing up poor shots if they would lead to more retaliation from her. Then, once I have all guns on her, take her down.

So, for you flying it:

Keep Yorr back so he isn't a super tempting target. Bait with QD so that she isn't taking multiple shots - if she is only taking one, either you will be okay, or you will probably get multiple retaliation shots. Fly Inky as a buzzfly - close and mean, but hard AF to hit so a stupid target.

Alternately, skipping Proton Rockets for Advanced Optics on QD and a 1-point bid is also nice. QD will hit harder, since they can roll in pre-focused and can TL, plus you'll have a bid point on that PS 11. Expertise is good, too. They're all trade-offs. PS 11 is great. Full focus modification on all shots (don't worry about stress, that's what Yorr is for!) is also great. If I'm used to PS 11 on QD, I'd probably stick with that, and go with Advanced Optics.

The thing about Proton Rockets is that they're kind of unnecessary in this list. Extra close-range damage on Inquisitor is nice, but how important it is depends on what you're flying with him. In a 2-ship list, Inquisitor + Decimator, I think Proton Rockets (or any missile, really) are a much bigger deal, since the overall damage output of the list is lower (shoutout @pyoinator for 5-dice Inquisitor attacks). Here, QD has a lot of firepower, more if they take Expertise, and the Shuttle can hit fairly hard when it gets arc, even if it's not that often. So Prockets wind up being the easiest to cut.

One piece of advice: be extra careful not to strand QD on a rock. If they can't make return shots due to being on an asteroid, they become a prime and easy target. I mean, no one ever wants to land on a rock, but with QD, it's extra devastating.

Surprise 5 dice shots from Inky are quite fun, often people will forget about the prockets and not care if I sneak inky into range 1 because "hes always range 1", and then I unleash the rockets. That being said, I like the expertise version the best, makes QD into such a big threat and pushes so much damage out.