Joust Me, Triple Ups!

By BlastyMcBlasterFace, in X-Wing

I think I have a list that can joust toe-to-toe with Triple Ups and come out even or maybe a little better.

It's my Flying Piles of Junk!

(43) Lok Revenant

(2) Dorsal Turret
(6) Veteran Turret Gunner
Points 51

(40) Cartel Marauder
Points 40

(43) Lok Revenant
(2) Dorsal Turret
(6) Veteran Turret Gunner
Points 51

(50) Talonbane Cobra
(6) Afterburners
Points 56

Total points: 198

8 dice vs 16 - at range one it's 10 dice vs 23!

They shoot twice, I shoot six times.

Simultaneous fire.

If we both lose a ship I'm up on points.

If the UPS target a Scurrg, it has enough hit points to survive, barring nasty crits.

I know they have Reinforce + plus an Evade token. Four 3 red dice shots + focus averages to 8 hits. Two 2 red dice shots average 2 hits. That's 10 hits. They can, on average between Reinforce and a single Evade token each stop 6 hits, so 4 get through. If they choose to Target Lock instead of Reinforce I'm very happy. Two 4 dice attacks with Focus equals 6 hits. If they shoot a Kihrax it might die, or it might stop 1-2 hits = 4 hits.

Either way, I think I come out okay at the end of the joust, and I have the advantage of K-Turns and T-Rolls for the second round of firing.

Edited by BlastyMcBlasterFace

Wouldn't you say:

(42) Drea Renthal
(2) Dorsal Turret
(3) Hull Upgrade
Points 47

(43) Lok Revenant
(2) Dorsal Turret
(6) Veteran Turret Gunner
Points 51

(43) Lok Revenant
(2) Dorsal Turret
(6) Veteran Turret Gunner
Points 51

(43) Lok Revenant
(2) Dorsal Turret
(6) Veteran Turret Gunner
Points 51

Total points: 200

This is better though? Keeping Drea at R3. You throw 17 dice with rerolls?

Building stuff to outlast triple Upsilons in Extended isn't that much of a challenge, though. It's what they do against anything not specifically designed to deal with them in Hyperspace that's the potential concern.

5 minutes ago, Rodafowa said:

Building stuff to outlast triple Upsilons in Extended isn't that much of a challenge, though. It's what they do against anything not specifically designed to deal with them in Hyperspace that's the potential concern.

True, I'm struggling to come up with something for Hyperspace that I'm this confident in. 4 ship Rebels with Biggs, but it's not as good as this I think.

12 minutes ago, K13R4N said:

Wouldn't you say:

(42) Drea Renthal
(2) Dorsal Turret
(3) Hull Upgrade
Points 47

(43) Lok Revenant
(2) Dorsal Turret
(6) Veteran Turret Gunner
Points 51

(43) Lok Revenant
(2) Dorsal Turret
(6) Veteran Turret Gunner
Points 51

(43) Lok Revenant
(2) Dorsal Turret
(6) Veteran Turret Gunner
Points 51

Total points: 200

This is better though? Keeping Drea at R3. You throw 17 dice with rerolls?

Probably, but I love the Kihrax and only own two Scurrgs! :)

12 minutes ago, BlastyMcBlasterFace said:

I'm stru  ggling to come up with something for H  yp  erspace that I'm this confident in.  

I was considering Intimidation Arvel with 4x GSP with Prockets for extended... the closest equivalent I could come up with for Hyperspace would be Resistance A-Wings;

(32) Blue Squadron Recruit
(3) Intimidation
Points 35

(34) Green Squadron Expert
(7) Proton Rockets
Points 41

(34) Green Squadron Expert
(7) Proton Rockets
Points 41

(34) Green Squadron Expert
(7) Proton Rockets
Points 41

(34) Green Squadron Expert
(7) Proton Rockets
Points 41

Total points: 199

A 20-dice Alpha strike into 0 green dice has a reasonable chance of taking out a Starkiller Base Pilot before it can shoot... ;)

2 minutes ago, DexterOnone said:

I was considering Intimidation Arvel with 4x GSP with Prockets for extended... the closest equivalent I could come up with for Hyperspace would be Resistance A-Wings;

(32) Blue Squadron Recruit
(3) Intimidation
Points 35

(34) Green Squadron Expert
(7) Proton Rockets
Points 41

(34) Green Squadron Expert
(7) Proton Rockets
Points 41

(34) Green Squadron Expert
(7) Proton Rockets
Points 41

(34) Green Squadron Expert
(7) Proton Rockets
Points 41

Total points: 199

A 20-dice Alpha strike into 0 green dice has a reasonable chance of taking out a Starkiller Base Pilot before it can shoot... ;)

Reinforce still works even with 0 green dice, and you're still only shooting with focus, so you're getting around 15 hits in 4 shots which means 11 damage which means no kill, and you're almost certainly losing one ship, quite likely two.

Have fun with that.

4 minutes ago, DexterOnone said:

I was considering Intimidation Arvel with 4x GSP with Prockets for extended... the closest equivalent I could come up with for Hyperspace would be Resistance A-Wings;

(32) Blue Squadron Recruit
(3) Intimidation
Points 35

(34) Green Squadron Expert
(7) Proton Rockets
Points 41

(34) Green Squadron Expert
(7) Proton Rockets
Points 41

(34) Green Squadron Expert
(7) Proton Rockets
Points 41

(34) Green Squadron Expert
(7) Proton Rockets
Points 41

Total points: 199

A 20-dice Alpha strike into 0 green dice has a reasonable chance of taking out a Starkiller Base Pilot before it can shoot... ;)

I always screw up munition alpha strikes tho...

1 hour ago, BlastyMcBlasterFace said:

Probably, but I love the Kihrax and only own two Scurrgs! :)

As good a reason as any 😁

1 hour ago, DexterOnone said:

I was considering Intimidation Arvel with 4x GSP with Prockets for extended... the closest equivalent I could come up with for Hyperspace would be Resistance A-Wings;

(32) Blue Squadron Recruit
(3) Intimidation
Points 35

(34) Green Squadron Expert
(7) Proton Rockets
Points 41

(34) Green Squadron Expert
(7) Proton Rockets
Points 41

(34) Green Squadron Expert
(7) Proton Rockets
Points 41

(34) Green Squadron Expert
(7) Proton Rockets
Points 41

Total points: 199

A 20-dice Alpha strike into 0 green dice has a reasonable chance of taking out a Starkiller Base Pilot before it can shoot... ;)

If you want to straight joust and maybe have a chance of not losing a ship on the engage:

Tansarii Point Veteran (32)
Predator (2)
Hardpoint: Cannon (0)
Heavy Laser Cannon (4)

Tansarii Point Veteran (32)
Predator (2)
Hardpoint: Cannon (0)
Heavy Laser Cannon (4)

Tansarii Point Veteran (32)
Predator (2)
Hardpoint: Cannon (0)
Heavy Laser Cannon (4)

Tansarii Point Veteran (32)
Predator (2)
Hardpoint: Cannon (0)
Heavy Laser Cannon (4)

Serissu (40)
Predator (2)
Hardpoint: Cannon (0)
Heavy Laser Cannon (4)

Total: 198

You set them all up in a tight bundle and 2 forward. Should be range 2-3, then Serissu is pointing forward on a rear one and she hard turns in behind them. With luck one survives the initial engagement and at least they fire simultaneous with Tavson. You will put on a pretty big hurting to one of them. Chance to kill one outright.

Wouldn't the bump from the Blue Sq deny the Ups it's reinforce token? Thus enabling the ps kill

13 minutes ago, FriendofYoda said:

Wouldn't the bump from the Blue Sq deny the Ups it's reinforce token? Thus enabling the ps kill

Nope. Dormitz can hand it the reinforce.

Makes it less likely that two A Wings die tho.

And that assumes you get the block which is by no means guaranteed. The Ups would probably be happy to short their move, not take the 20 dice, leave the A wings at range 3, and just murder the blocker.

As a Hyperspace player:

Any chance something like this could viably approach taking out Triple Ups?

Higher Initiative, Ions could control where they go (assuming I punch through more than a single hit), and rear arcs allow me to shoot while on the run.

TIE/sf Fighter - •“Backdraft” - 65
•“Backdraft” - Fiery Fanatic (41)
Fanatical (2)
Fire-Control System (2)
Ion Missiles (4)
Shield Upgrade (6)
Special Forces Gunner (10)

TIE/sf Fighter - •“Quickdraw” - 75
•“Quickdraw” - Defiant Duelist (45)
Fanatical (2)
Fire-Control System (2)
Ion Missiles (4)
Shield Upgrade (6)
Special Forces Gunner (10)
Targeting Synchronizer (6)

TIE/sf Fighter - Omega Squadron Expert - 60
Omega Squadron Expert - (36)
Fanatical (2)
Fire-Control System (2)
Ion Missiles (4)
Shield Upgrade (6)
Special Forces Gunner (10)

Total: 200/200

View in the X-Wing Squad Builder

Edited by kempokid

4 Cartel Executioners. All with predator & 2 with prockets. I haven't actually tested it but on paper it should work if you line up the bulls-eye arcs. It's then 16 dice and he gets no mods on defensive dice(that includes reinforce). The problem with this is it probably won't do much to any other list.

Edited by bamhvac