Need helping picking a squad for Tournament PLZ HALP!!!

By Sir Orrin, in X-Wing

Hey guys! I have a tournament tomorrow and I haven't played in a tournament in almost a year and a half. I have three squads I have practiced with that all seems really fun and somewhat effective, and I can't decide which one to take. Wanted your opinions on it. Which squad would you take and why? Would you take one of these and swap some upgrades or pilots! Let me know, I really want to be confidant with my list!

LIST 1

Omicron Group Pilot (43)-Admiral Sloane (10)-Darth Vader (14)

“Howlrunner” (40)

Academy Pilot (23)

Academy Pilot (23)

Academy Pilot (23)

Academy Pilot (23)

200 points

LIST 2

Soontir Fel (52)-Predator (2)-Hull Upgrade (7)

“Howlrunner” (40)

Gideon Hask (30)

Academy Pilot (23)

Academy Pilot (23)

Academy Pilot (23)

200 points

LIST 3

Major Vermeil (49)-Tactical Officer (2)

“Duchess” (42)-Outmaneuver (6)

“Pure Sabacc”-Crack Shot (1)-Seismic Charges (3)

“Countdown”-Stealth Device (6)-Seismic Charges (3)

200 points

Edited by Sir Orrin

I take it that it's extended when you can bring a lambda shuttle?

For your list 3, which I would bring: why not add Sloane there, too? Downgrade to Vizier, add a shield device on Sabacc to keep his ability going for a bit, and then you have 7 points to play with. I'd try predator as your only other source for rerolls is Sloane against stressed targets.

That keeps the same ships and mostly same pilots, but adds a bit of spice.

Just now, GreenDragoon said:

I take it that it's extended when you can bring a lambda shuttle?

For your list 3, which I would bring: why not add Sloane there, too? Downgrade to Vizier, add a shield device on Sabacc to keep his ability going for a bit, and then you have 7 points to play with. I'd try predator as your only other source for rerolls is Sloane against stressed targets.

That keeps the same ships and mostly same pilots, but adds a bit of spice.

I downgraded to Vizir and added sloane, and I'm over 4 points. What other upgrades were you thinking?

This is how I would build it:

“Vizier” (45)
Admiral Sloane (10)
Tactical Officer (2)

“Duchess” (42)
Predator (2)

“Countdown” (44)
Predator (2)

“Pure Sabacc” (44)
Predator (2)
Shield Upgrade (6)

Total: 199

View in Yet Another Squad Builder 2.0

No seismics, no stealth device. Of course you can remove 1-3 predators and bring back the seismics.

Just now, GreenDragoon said:

This is how I would build it:

“Vizier” (45)
Admiral Sloane (10)
Tactical Officer (2)

“Duchess” (42)
Predator (2)

“Countdown” (44)
Predator (2)

“Pure Sabacc” (44)
Predator (2)
Shield Upgrade (6)

Total: 199

View in Yet Another Squad Builder 2.0

No seismics, no stealth device. Of course you can remove 1-3 predators and bring back the seismics.

I like it alot, Vizier synergizes with with the tactical officer

1 minute ago, Sir Orrin said:

I like it alot, Vizier synergizes with with the tactical officer

I'd guess the main difficulty is when to bring him into and out of the fight.

I would probably try to coordinate Sabacc for an evade so he gets double mods for defense or offense. Then these 4 dice are basically a proton torpedo, just with range bonus. The pre-movement coordinate also allows you to block enemy ships with Vizier, to stop, or to turn him around. You can swap the EPTs, but I'd not fall for the Juke-trap on Sabacc, that won't work. You can also take a bid if you want, or go back to bombs. I hesitate with bombs because they might easily hit Vizier the way I imagine a game with this squad. Crackshot is probably good, and trickshot never hurts.

Just be careful because Vizier is the clear first target. Keeping him back and just range 3 of the other ships so they get Sloane is what I'd try first.

I would seriously consider removing Tac officer on Vizier, his ability already makes the coordinate white.

Then could put juke on duchess as she often wants the evade anyway

Edited by Roundy1161
3 minutes ago, Roundy1161 said:

I would seriously consider removing Tac officer on Vizier, his ability already makes the coordinate white.

You mean if you dial a blue maneuver? It doesn't allow coordinate + stop/sloop/kturn though, which removes quite some versatility from the ship.

Juke is an option, but only if you can reliably coordinate the evade. I think it's a trap without coordinate, and still tempting to make unforced errors when vizier is around.

I love me some Strikers, but just don’t know about them competitively. If you’re comfortable running a swarm, I’d vote for List 1. The Tie Sloane swarm is a real pain, especially if your opponents aren’t super familiar with it.

Have you considered putting Sloane in a phantom like Whisper? My only concern is that they’ll focus fire your shuttle, so you have to be ready for that. Use those academies to block and keep that shuttle alive.

1 hour ago, GreenDragoon said:

You mean if you dial a blue maneuver? It doesn't allow coordinate + stop/sloop/kturn though, which removes quite some versatility from the ship.

Juke is an option, but only if you can reliably coordinate the evade. I think it's a trap without coordinate, and still tempting to make unforced errors when vizier is around.

That's true enough. My experience with reapers is being able to coordinate and turn off ailerons it's quite helpful in some situations as well.

Also depending on how you look at it, it moves the coordinate action forward a turn using his ability followed by a red 😁

Just now, dadocollin said:

I love me some Strikers, but just don’t know about them competitively. If you’re comfortable running a swarm, I’d vote for List 1. The Tie Sloane swarm is a real pain, especially if your opponents aren’t super familiar with it.

Have you considered putting Sloane in a phantom like Whisper? My only concern is that they’ll focus fire your shuttle, so you have to be ready for that. Use those academies to block and keep that shuttle alive.

The Reason I picked the shuttle is it can reinforce and soak up dmg unless people get really close and get good hits. Usually it's hiding behind all the TIEs and is at range 3 of the enemies anyway since Sloane ability can reach all the TIEs at range 2.