Hyperspace - is there a list better than Tripsilons?

By ahdaniels76, in X-Wing

There seems to be quite a few lists that can take this new alleged Dengaroo.... but these just don't seem to exist in the wild or in zoos really at all. Though I admit it's fun to speculate and talk round the old water-cooler, the obvious question is, is this list actually going to show up enough to tech against it with such focus? or is this just the new boogie hotness just for giggles because it's so unique?

10 minutes ago, clanofwolves said:

There seems to be quite a few lists that can take this new alleged Dengaroo.... but these just don't seem to exist in the wild or in zoos really at all. Though I admit it's fun to speculate and talk round the old water-cooler, the obvious question is, is this list actually going to show up enough to tech against it with such focus? or is this just the new boogie hotness just for giggles because it's so unique?

You need 3 upsilons for that. Who buys them to put it on the table?!

9 minutes ago, clanofwolves said:

There seems to be quite a few lists that can take this new alleged Dengaroo.... but these just don't seem to exist in the wild or in zoos really at all. Though I admit it's fun to speculate and talk round the old water-cooler, the obvious question is, is this list actually going to show up enough to tech against it with such focus? or is this just the new boogie hotness just for giggles because it's so unique?

There were at least three in Hyperspace, including the two undefeated Hyperspace lists. One made top 16 for Ststem Open in Arizona.

I experienced it at a wave tournament, and another with two and QuickDraw. This in a small tourney. I’ve seen at least two other people run it during league night (variations, it’s only now getting refined).

Yeah, the obstacle is triple bat wings. But it will absolutely start showing up in more competitive environments now that the secret is out.

It also didn’t see a points change impact it either. Unlike many other things that may have been able to beat it. If you aren’t seeing it yet, and play in any moderately competitive environment with more than 4 people, just wait. You will. It only really recently got started, but as competitive events, store champs, wave events, and regular leagues, start to roll now that FO is released, it’ll be big.

13 minutes ago, clanofwolves said:

There seems to be quite a few lists that can take this new alleged Dengaroo.... but these just don't seem to exist in the wild or in zoos really at all. Though I admit it's fun to speculate and talk round the old water-cooler, the obvious question is, is this list actually going to show up enough to tech against it with such focus? or is this just the new boogie hotness just for giggles because it's so unique?

It's not really that healthy that it exists and performs consistently even if get solved to the point where it really doesn't win major events (think 1.0 Ghost Fenn), because it just kind of pummels jousting lists into the floor. Also, and this is admittedly a petty gripe, but those models are absolutely terrible to play a game around. If the wings are down, they cover half the table, if they're up, you can't reach past them. The model is so bad, it actively interferes with gameplay and it's ridiculous where there are 3 of them on the table.

I'm sure it doesn't help that Upsilons have recently been super cheap lately.

1 hour ago, MasterShake2 said:

My working theory was ships fast enough, high enough initiative and enough arc dodging was probably the right call. To that end, I settled on L'ulo, Tallie, Nien and Ello. They split easily, they're higher initiative than all common upsilon pilots, they all have boost and barrel roll and even if they try to use something like Phasma to stress you out of T-Rolling or K-turning, Ello does it anyways, Nien sheds the stress and the A-Wings don't care.

The idea in terms of flight plan was just to split the joust among 4 elements, whatever they don't point at gets free damage and it's also possible if you guess the engagement right to limit or negate the shuttle shots, but have them still converge at a central point. It was also, in my mind, important to have 4 ships just because if 1 got caught you weren't as screwed. Initial tests quite promising and it's really fun to fly (basically the opposite of upsilons).

Well see, but the Resistance (appropriately enough) does seem to have the toolkit to make these shuttles regret some life choices. Bonus, if you're in extended, those jamming beams will actually do some work in this match-up.

Agreed that 2X2A is a fun to fly archetype for Resistance, but my experience has been it struggles against the Tripsilons. A guy at our FLGS is running them and I'm like 1-3 against him with assorted versions of 2X2A (currently playing Nien, Bastion, Lulo & Greer). The only game I won was because he mismanaged the opening and didn't close fast enough (he learned that lesson). I've tried running along the back board edge, starting in the center so he doesn't know which way I'll go, splitting forces...none works very well. Last night after he took out an Awing on the first turn and a second Awing on the second turn, we stopped and just theory-crafted how 2X2A can approach this fight. No good conclusions. I wouldn't say it's unbeatable, but 3-4 small base ship lists are going to struggle against it if the opponent knows what they're doing.

Rey Poe actually does quite well against it, and I think Boba probably has potential against it as well (but we haven't tested that yet).

1 hour ago, theBitterFig said:

I'm sure it doesn't help that Upsilons have recently been super cheap lately.

I'd have to buy 2 more Ups and two conversion kits (I don't have any FO conversion kit) to field it. That's a fair bit of cash for a list that may be a flash in the pan. But then again it might be the next Dengaroo and dominate the meta until the next point adjustment...

18 minutes ago, Koing907 said:

But then again it might be the next Dengaroo and dominate the meta  until  the next poin  t adju  stm          en     t        ..

This is what i would wager, especially for Hyperspace.

3 hours ago, Koing907 said:

I'd have to buy 2 more Ups and two conversion kits (I don't have any FO conversion kit) to field it. That's a fair bit of cash for a list that may be a flash in the pan. But then again it might be the next Dengaroo and dominate the meta until the next point adjustment...

I suppose I'd need to borrow a Hyperspace Tracking Data from a friend. But the $16 prices on Upsilons online was kinda too cheap to pass up. 3x Upsilon--without the the Dormitz BS--would probably be fair enough, due to dial limitations.

5 hours ago, AllWingsStandyingBy said:

...if they can get all three of their bullseye arcs onto the same target... that's a BIG if.

Also worth nothing that the XXX sports about 50% of the HP of the Shuttles not even counting Reinforce...

So... congrats... you've got a list that admittedly hits less hard while also having radically less HP. Good luck! Better aim for some exhaust ports with those HLCs...

That's... remarkably rude... I'll have you know I don't have a lot of trouble getting stuff into Bullseye with a T-70. Like, the S-Foils (closed) card encourages you to practice that anyway. The frakkers are practically designed for HLC or Bullseye stuff.

And this coming from the guy who said I was dumb for saying Bombers could use ferrosphere, because their bases were so large that bullseyes would almost always be applicable! For shame, AWSB.

5 hours ago, PhantomFO said:

While I'll give you your other points, if you can't get three boost- and barrel-roll-capable ships to train bullseye arcs on the same lower-PS, large-based shuttle, you should probably just sell your collection now. This game ain't for you.

Bingo, these shuttles really are not that bad to try and nail. Like... if you can't get behind them... C'mon.

10 minutes ago, Captain Lackwit said:

Bingo, these shuttles really are not that bad to try and nail. Like... if you can't get behind them... C'mon.

Have you played against it on the table yet instead of in a sim with a meh AI?

Double T65 X-wing list is a thing in Poland. This beat sh..t out of Tripsilons easily :)

30 minutes ago, Oldpara said:

Double T65 X-wing list is a thing in Poland. This beat sh..t out of Tripsilons easily :)

Mind sharing the basics outline of any lists? A list as extreme as that sounds pretty interesting.

  • Fenn Rau - Fearless, Advanced Proton Torpedoes
  • Old Teroch - Fearless, Advanced Proton Torpedoes
  • Kad Solus - Fearless

"Hyperspace Tracking Data! They can't get away!"

"Sir? They're not trying to get away......."

I'm personally stoked to try a striker swarm but with afterburners, which I suspect may have enough oomph to escape a head on "firing line" from the upsilons, and sounds fun to fly regardless.

1 hour ago, Hiemfire said:

Have you played against it on the table yet instead of in a sim with a meh AI?

A sim is about all I've got. But I'm still not afraid of it. Why should I be? My favorite ships have three dice greens and can move like a greased wheel on a butter floor.

And my favorite two green dicers move like a greased wheel on just a floor. I've been gearing my X-Wings towards focus-down and agility, and my A-Wings towards even more agility with cheap rerolls. Heroic+Predator is deadly.

To beat these beasts you must not try to out-alpha them... You can't. They can, if properly converging, throw fifteen modified dice at you. It's a race, but not a sprint. A marathon, you have to force them to make bad decisions. You also have to be ready to lose something.

So make sure what you lose is not essential. RZ-2s of almost any build can handle Upsilons. Just make sure your lists don't stand on one, but several pillars, so the structure doesn't collapse when you lose your lynchpin.

Not that I've actually played against this squad, but it's essentially a variant of the old 4x Shuttles/U-Wings, so I'd be looking at using the same tactics:

1) Keep your ships fairly split up so they can't just joust your whole squad. These kind of squads hate the old bait and switch.
2) Use the rocks to your advantage. Big arc'd ships are really bad at fighting in even loose asteroid fields.
3) Stall combat until turn 2 (when the upsilons lose their token stack).

Once you drop an upsilon, it becomes a lot easier, and if you drop a second it's essentially a win barring a timeout.

1 minute ago, CRCL said:

Not that I've actually played against this squad, but it's essentially a variant of the old 4x Shuttles/U-Wings, so I'd be looking at using the same tactics:

1) Keep your ships fairly split up so they can't just joust your whole squad. These kind of squads hate the old bait and switch.
2) Use the rocks to your advantage. Big arc'd ships are really bad at fighting in even loose asteroid fields.
3) Stall combat until turn 2 (when the upsilons lose their token stack).

Once you drop an upsilon, it becomes a lot easier, and if you drop a second it's essentially a win barring a timeout.

Did those deploy the entire list at I6 with 2/3rds of it midway across the obstacle field?

1 hour ago, theBitterFig said:

Mind sharing the basics outline of any lists? A list as extreme as that sounds pretty interesting.

Wedge Antilles (52)
Proton Torpedoes (12)
R2 Astromech (4)
Afterburners (6)
Servomotor S-foils (0)

Luke Skywalker (62)
Supernatural Reflexes (24)
Proton Torpedoes (12)
R2-D2 (6)
Afterburners (6)
Servomotor S-foils (0)

Total: 184

As for Tripsilion match up: you place Wedge after Upsilons, so you can control approach. With Luke you just use Supernatural to get shot only once in initial, then they'll never see you again. You probably loose Wedge but you need to kill 1,5 Upsilon to win. Easy.

1 hour ago, Hiemfire said:

Did those deploy the entire list at I6 with 2/3rds of it midway across the obstacle field?

I'm aware they can deploy quite far forward, but their fastest move is still only a 3-forward.

I haven't mapped it out on vassal yet, but can the upsilons still reach you turn 1 if you deploy as far back as possible, parallel to your back edge, and just do a straight move Turn 1? If not, there's your Turn 1 stall.

EDIT: Nope looks like the upsilons cannot reach you if you do an extreme stall. If I'm doing my maths right, you should still be OK in your deployment zone.

Edited by CRCL
10 minutes ago, CRCL said:

I'm aware they can deploy quite far forward, but their fastest move is still only a 3-forward.

I haven't mapped it out on vassal yet, but can the upsilons still reach you turn 1 if you deploy as far back as possible, parallel to your back edge, and just do a straight move Turn 1? If not, there's your Turn 1 stall.

EDIT: Nope doesn't look like the upsilons cannot reach you if you do an extreme stall. If I'm doing my maths right, you should still be OK in your deployment zone.

Start Dormtiz at a 45 degree, as well as the Starkillers. Then 3 bank the Starkillers. They'll catch you in the back of your start zone.

The Ups will get you in your start zone, like MegaSilver said above.

Supernatties are the key to beating it, and FFG just screwed that. A swarm of RZ-2 Awings can take down Trip Ups as well. I bet triple brobots can also. They are fast with boost+evade, sloops to get behind, and they can jam cannon and strip 2 or 3 tokens away each shot. The upsilons will just be fired naked until the brobots get behind them.

Basically you need super fast dodgy ships. If you flying FOs, SFs, Bwings, Ywings, etc. your gonna get taken down.

EDIT: Just remembered this is for Hyperspace. So Brobots are out :(

Edited by wurms
50 minutes ago, CRCL said:

I'm aware they can deploy quite far forward, but their fastest move is still only a 3-forward.

I haven't mapped it out on vassal yet, but can the upsilons still reach you turn 1 if you deploy as far back as possible, parallel to your back edge, and just do a straight move Turn 1? If not, there's your Turn 1 stall.

EDIT: Nope looks like the upsilons cannot reach you if you do an extreme stall. If I'm doing my maths right, you should still be OK in your deployment zone.

Please take a look

Han and Poe and bid?

Han deploys behind. Poe slams past the alpha strike. Then just start chipping away

51 minutes ago, MegaSilver said:

Start Dormtiz at a 45 degree, as well as the Starkillers. Then 3 bank the Starkillers. They'll catch you in the back of your start zone.

Ah I see, that's what I was missing. Still, that's a pretty fragile deployment, a well placed rock or two could really mess it up. Even if you just stop one upsilon from being able to come in hard, having a 1 vs your list trade isn't the worst.

I'll have to convince someone to play it against me and see what it's like.

Edited by CRCL
16 minutes ago, CRCL said:

Ah I see, that's what I was missing. Still, that's a pretty fragile deployment, a well placed rock or two could really mess it up. Even if you just stop one upsilon from being able to come in hard, having a 1 vs your list trade isn't the worst.

That's why the two 'forward' Upsilons usually pack collision detectors. It means that on their "surprise round", they can fly over and/or shoot whilst on top of an obstacle if so inclined.

A rock between their potential final position and where you plan to be turn 1 can still be useful, though, as it's a bonus green die on the critical turn. Obviously they could come in at a sharper angle to avoid it, but that can make range 2 shots into range 3, with much the same effect.

Edited by Magnus Grendel