Pilot in training

By Steelo76, in X-Wing Squad Lists

Hi everyone I'm fairly new to the game I have the 2.0 core set, 1 Tie advanced,1 Tie/LN fighter, 1 Tie Reaper and 2 Tie/SK Striker could I please get advice on a squad with what I have? Oh I also have the empire conversion kit.

Howlrunner

Iden Versio

Gideon Hask

Pure Sabaac

Duchess (Predator)

Fly Howlie, Iden, Gideon, and Sabaac in a fast jousting block, all focusing and getting rerolls from Howlie. Obviously, targeting priority is annoying, and both Howlie and Sabaac need to be killed fast. All at I4 helps with firing order and movement.

Duchess flanks.

15 hours ago, Greebwahn said:

All at I4 helps with firing order and movement.

I'm pretty sure Howlrunner is initiative 5, but it's a good plan.

Be warned that trying to fly a striker in a range 1 formation with a trio of TIE/ln is a lot harder than it looks! You may find it easier to use Sabbac as a flanker as well.

@Greebwahn 's list is a good one.

TIE/sk are good, and the named pilots very good, and TIE/ln are the same.

A TIE/x1 is okay, but it's dependence on target locks makes it so-so in effectiveness unless you've got either the means to give it bonus actions or you take Darth Vader (who may cost the wrong side of 90 points when tooled up but bloody heck is he worth it), so only having a single ship is no bad thing.

If you want a slightly more ace-focused list:

  • Darth Vader
    • Supernatural Reflexes
    • Fire Control System
    • Proton Rockets
    • Afterburners
  • Duchess
    • Predator
    • Hull Upgrade
  • Pure Sabbac
    • Predator
    • Hull Upgrade

it's 200 points (so you don't get much say in who has initiative) but you've got 2 reasonably dangerous aces and one pilot who can theoretically make a mess of an entire squad single-handedly.

TIE Reaper - •Major Vermeil - 56
•Major Vermeil - Veteran of Scarif (49)
Elusive (3)
Shield Upgrade (4)

TIE/sk Striker - •“Countdown” - 53
•“Countdown” - Death Defier (44)
Juke (4)
Hull Upgrade (5)

TIE/sk Striker - •“Duchess” - 52
•“Duchess” - Urbane Ace (42)
Juke (4)
Shield Upgrade (6)

TIE/ln Fighter - •“Wampa” - 38
•“Wampa” - Black Eleven (30)
Shield Upgrade (8)

Total: 199/200

I think that ailerons are one the most fun mechanics in the game, so I've used all the aileroning ships you have. The Reaper can be tricky to get the hang of, but one thing that helps me is to always plan for a s-loop the turn after an engagement. This also is synergistic with elusive to try and help the Reaper survive as long as possible. Two jukes in conjunction with Vermeil's ability should get some extra damage through. However, if you find yourself wishing you had a focus more often than not, feel free to play with those points. Wampa is the cheapest way to get a 3 die primary around, which could also pull fire away from your harder hitting ships. And then shields (hull for countdown's ability) all around because who doesn't like staying alive longer.

11 minutes ago, Intergerm said:

I think that ailerons are one the most fun mechanics in the game, so I've used all the aileroning ships you have.

Wholeheartedly agree!

11 minutes ago, Intergerm said:

. This also is synergistic with elusive to try and help the Reaper survive as long as possible. Two jukes in conjunction with Vermeil's ability should get some extra damage through. However, if you find yourself wishing you had a focus more often than not, feel free to play with those points.

One suggestion? Reapers also have the evade action, so can use juke. Elusive is more useful on a ship with multiple evade dice - since that increases the chances of a 'useless' blank result to reroll. I'd swap Juke to the Reaper and Elusive to the Strikers - saving you a point. Plus, Elusive doesn't restrict your action whilst juke does - but Vermeil should get a 'free' dice modifier from his ability if countdown and duchess have shot up his target first.

The only other thing I'm not convinced by is Wampa - you're quite right that Wampa is the cheapest 3-dice attack pilot available to you....right up until you slap a shield upgrade on him. With agility 3, you pay the maximum cost for the upgrade, and could have taken Mauler or Scourge (both Initiative 5 3-dice-with-caveats ships) instead.

1 minute ago, Magnus Grendel said:

One suggestion? Reapers also have the evade action, so can use juke. Elusive is more useful on a ship with multiple evade dice - since that increases the chances of a 'useless' blank result to reroll. I'd swap Juke to the Reaper and Elusive to the Strikers - saving you a point. Plus, Elusive doesn't restrict your action whilst juke does - but Vermeil should get a 'free' dice modifier from his ability if countdown and duchess have shot up his target first. 

I find myself using red maneuvers quite frequently on the reapers so it gets used much more per game and gives the reaper a passive modifier to use while stressed. That being said, an evade token is undeniably better than a re-roll.

I don't know if I'd want to take away juke from the Strikers since stacking juke has a higher payoff (another argument for juke on Vermeil).

5 minutes ago, Magnus Grendel said:

The only other thing I'm not convinced by is Wampa - you're quite right that Wampa is the cheapest 3-dice attack pilot available to you....right up until you slap a shield upgrade on him. With agility 3, you pay the maximum cost for the upgrade, and could have taken Mauler or Scourge (both Initiative 5 3-dice-with-caveats ships) instead.

Very true. Definitely take an I5 over Wampa. You could even through juke on the I5 for maximum jukes.

I've become quite the fan of Juke Vermeil recently. Getting the evade action doing double duty makes a fair bit of difference to him.

I should add though, I think Juke is far better if you have more than 1 copy in your squad. 4pts feels expensive for what you get from just 1.

Edited by Cuz05
31 minutes ago, Intergerm said:

I don't know if I'd want to take away juke from the Strikers since stacking juke has a higher payoff (another argument for juke on Vermeil).

22 minutes ago, Cuz05 said:

I've become quite the fan of Juke Vermeil recently. Getting the evade action doing double duty makes a fair bit of difference to him. 

I should add though, I think Juke is far better if you have more than 1 copy in your squad. 4pts feels expensive for what you get from just 1.

Stacking multiple copies of juke is crucial - because it's the second and subsequent attackers (who now knock an evade down to a focus the defender can't modify back up to an evade) who benefit.

However .

A trio of 3-dice attackers evading and using juke to modify the defender's dice do, on average, slightly less damage to a generic target (something like an X-wing) than a trio of 3-dice attackers using focus tokens to modify their attack dice.

The average (if my hamfisted spreadsheet work is correct) is something like 40% more, in fact - largely because when you use juke, you're modifying one of the defender's two defence dice at a cost of modifying any of your own three attack dice (meaning you nearly lose 1 damage on average on each attack roll), and - assuming the defender has a focus token - the first time you do so it achieves nothing but forcing them to spend it, which they might have wished to do anyway.

If you can concentrate 4 3-dice attackers with juke on 1 target, it equals out, and with 5 or more it becomes the better option....but I don't think you can realistically do that in a 200 point squad.

Juke is an awesome ability but it comes into its own where the attacker can evade and still have dice modifiers on their own attack - an aura ability like Howlrunner, Vermeil's free blank/focus-to-hit, or a TIE Phantom or TIE Defender generating a free evade token.

If you don't have one of the above, I really think you're actually better off just sticking with focus and saving your points

On 1/3/2019 at 6:16 PM, Magnus Grendel said:

Stacking multiple copies of juke is crucial - because it's the second and subsequent attackers (who now knock an evade down to a focus the defender can't modify back up to an evade) who benefit.

However .

A trio of 3-dice attackers evading and using juke to modify the defender's dice do, on average, slightly less damage to a generic target (something like an X-wing) than a trio of 3-dice attackers using focus tokens to modify their attack dice.

The average (if my hamfisted spreadsheet work is correct) is something like 40% more, in fact - largely because when you use juke, you're modifying one of the defender's two defence dice at a cost of modifying any of your own three attack dice (meaning you nearly lose 1 damage on average on each attack roll), and - assuming the defender has a focus token - the first time you do so it achieves nothing but forcing them to spend it, which they might have wished to do anyway.

If you can concentrate 4 3-dice attackers with juke on 1 target, it equals out, and with 5 or more it becomes the better option....but I don't think you can realistically do that in a 200 point squad.

Juke is an awesome ability but it comes into its own where the attacker can evade and still have dice modifiers on their own attack - an aura ability like Howlrunner, Vermeil's free blank/focus-to-hit, or a TIE Phantom or TIE Defender generating a free evade token.

If you don't have one of the above, I really think you're actually better off just sticking with focus and saving your points

^ - what I’ve carried over from 1.0 is the quest for action economy. I’m still learning the ropes of 2.0 but in a 200 pt No Glory empire list you can field 3x i4 ships with 3 red dice and jukes and which will be focusing and evading each turn. With an 8pt bid.

I know these aren’t in the ships listed, but I 100% agree that Juke pairs very well defenders and phantoms who can get a “free” evade each turn leaving the action open to focus. Double tokens for the win.

Edited by RollingSwarm

Darth Vader (70)
Supernatural Reflexes (12)
Fire-Control System (3)

Major Vermeil (49)
Juke (4)
0-0-0 (3)

“Duchess” (42)
Juke (4)
Fifth Brother (12)

Total: 199