Switching up my Kylo/QD list

By j_man_04, in X-Wing Squad Lists

I’ve been using this for a while now and I’m quite comfortable with it. Each ship can operate independently and still put out some good damage.

TIE/vn Silencer - •Kylo Ren - 80
•Kylo Ren - Tormented Apprentice (76)
Advanced Optics (4)

TIE/sf Fighter - •“Quickdraw” - 65
•“Quickdraw” - Defiant Duelist (45)
Fanatical (2)
Fire-Control System (2)
Shield Upgrade (6)
Special Forces Gunner (10)

TIE/sf Fighter - Omega Squadron Expert - 50
Omega Squadron Expert - (36)
Fanatical (2)
Fire-Control System (2)
Special Forces Gunner (10)

Total: 195/200

View in the X-Wing Squad Builder

However, I’m thinking of working in Muse here to give some action efficiency through Squad Leader. Kylo could get 4 actions in one turn. Or I can pair Muse with QD for a focus/evade combo each round.

TIE/fo Fighter - •“Muse” - 45
•“Muse” - Epsilon Leader (32)
•Squad Leader (6)
Hull Upgrade (7)

TIE/vn Silencer - •Kylo Ren - 87
•Kylo Ren - Tormented Apprentice (76)
Proton Rockets (7)
Advanced Optics (4)

TIE/sf Fighter - •“Quickdraw” - 65
•“Quickdraw” - Defiant Duelist (45)
Fanatical (2)
Fire-Control System (2)
Shield Upgrade (6)
Special Forces Gunner (10)

Total: 197/200

View in the X-Wing Squad Builder

Is hull upgrade on Muse worth it? I would remove it and give QD Pattern analyzer instead.

1 hour ago, RavenGear said:

Is hull upgrade on Muse worth it? I would remove it and give QD Pattern analyzer instead.

It has its advantages. Three agility, access to evade, and also potentially the third ship on the priority list. PA may be the better value, especially in combination of Muse’s ability to remove a stress from a friendly ship.

My list below works really well. You can switch out Scorch for Muse if required but you loose out on damage.

(76) Kylo Ren [TIE/vn Silencer]
(3) Hate
(12) Proton Torpedoes
Points: 91

(45) "Quickdraw" [TIE/sf Fighter]
(10) Special Forces Gunner
(3) Elusive
(5) Pattern Analyzer
(2) Fire-Control System
Points: 65

(35) "Scorch" [TIE/fo Fighter]
(2) Fanatical
Points: 37

Total points: 193

8 hours ago, Deffly said:

My list below works really well. You can switch out Scorch for Muse if required but you loose out on damage.

(76) Kylo Ren [TIE/vn Silencer]
(3) Hate
(12) Proton Torpedoes
Points: 91

(45) "Quickdraw" [TIE/sf Fighter]
(10) Special Forces Gunner
(3) Elusive
(5) Pattern Analyzer
(2) Fire-Control System
Points: 65

(35) "Scorch" [TIE/fo Fighter]
(2) Fanatical
Points: 37

Total points: 193

I’m not as worried as much about damage output as I am action efficiency and supporting Kylo/QD so I think Muse fits better with what I’m trying to accomplish in this setup.

22 hours ago, kempokid said:

However, I’m thinking of working in Muse here to give some action efficiency through Squad Leader. Kylo could get 4 actions in one turn.

Thing is, without an action of her own, Muse is pretty ineffectual. I get that Squad Leader lets you chop and change from Kylo to Quickdraw, but if you're primarily looking at supporting Kylo, I'd question whether the benefit from a 45 point Squad Leader justifies not just taking a 24 point Supernatual Reflexes instead. It's expensive, but it basically does the same thing and you're not tied to a range 1-2 'choke chain' around the much less manouvrable TIE/fo.

19 minutes ago, Magnus Grendel said:

Thing is, without an action of her own, Muse is pretty ineffectual. I get that Squad Leader lets you chop and change from Kylo to Quickdraw, but if you're primarily looking at supporting Kylo, I'd question whether the benefit from a 45 point Squad Leader justifies not just taking a 24 point Supernatual Reflexes instead. It's expensive, but it basically does the same thing and you're not tied to a range 1-2 'choke chain' around the much less manouvrable TIE/fo.

Though my focus would be supporting Kylo, Muse also offers the ability to give QD an evade/TL for the first engagement, and then a focus/evade or evade/BR once she's shieldless. That greatly increases her survivability.

But yeah, your advice makes sense. Yet a SupNat Kylo with Adv Optics and that loadout on QD puts me at 174 points with no real way to add a third ship. The only things I could really drop from either ship is Optics from Kylo or the shield upgrade on QD. If I do one other the other, I could squeeze Null as a third ship, or maybe a Zeta Squadron Survivor with FCS (but no gunner). I'm pretty attached to both of those upgrades so I'm not convinced it's better than my current or the proposed list with Muse.

23 hours ago, kempokid said:

TIE/sf Fighter - •“Quickdraw” - 65
•“Quickdraw” - Defiant Duelist (45)
Fanatical (2)
Fire-Control System (2)
Shield Upgrade (6)
Special Forces Gunner (10)

When you say "that loadout" do you mean as above?

Because I make that configuration plus Supernatual Reflexes/Advanced Optics Kylo Ren only 169 points, which is enough to let you field Null, Lieutenant Rivas or TN-3465 without dropping anything. Personally, whilst "Null" gives you initiative ridiculous, I'd suggest he doesn't give you a lot else unless you have points to invest - Rivas by comparison gets surprisingly good action economy for a 30 point ship, whilst TN-3465 pairs unbelievably well with Kylo's ability - she's a cheap blocker who can allow any attack to spontaneously spawn I'll-Show-You-The-Dark-Side triggering criticals.

8 minutes ago, Magnus Grendel said:

When you say "that loadout" do you mean as above?

Because I make that configuration plus Supernatual Reflexes/Advanced Optics Kylo Ren only 169 points, which is enough to let you field Null, Lieutenant Rivas or TN-3465 without dropping anything. Personally, whilst "Null" gives you initiative ridiculous, I'd suggest he doesn't give you a lot else unless you have points to invest - Rivas by comparison gets surprisingly good action economy for a 30 point ship, whilst TN-3465 pairs unbelievably well with Kylo's ability - she's a cheap blocker who can allow any attack to spontaneously spawn I'll-Show-You-The-Dark-Side triggering criticals.

Sorry, I should have clarified -- it comes in at 169, but any FO I add gives me a really small or no bid, which is tough to swallow when you have a I6 ship and an I5 that wants to move after all the other I5 ships based on repositioning. But maybe I can get away with it.

Or you know, become a better flyer without the initiative/bid crutch. 😅