YOUR top 5 lists of 2019 - weekly reflection series

By Wiredin, in X-Wing

4x Blue T70s with R2 Astromechs
After playing with Quad Phantoms, I found that I liked trying to find good generics. When I realised that I could get Four T70s with Regen, I knew I had to give it a go. Very Survivable with moderate firepower.
It worked reasonably well, I think I only lost them all once and I definitely won more than I lost. It could grind out wins, but it also loses well (i.e keeps its points). Has a few troubles with aces.
Gave it up when Y-Ions and Republic Beef became a thing and made me sad. Not brilliant, and occasionally boring, but I liked it. The list's simplicity helped me, as I tend to overthink things. It generally has only got a few "good" manoeuvres a turn, so it helped me speed up my game.

5x Planetary Sentinel Strikers with Afterburners
Next up was Strikers when Afterburners dropped points and Y-Ions had disappeared from my local area.
These guys are Seriously Good Fun. You can set up Killboxes from having a spread formation on the other side of the board, catch flankers off guard whilst pretending to joust the rest of their forces..... Going to Ludicrous Spreed can catch so many people off guard when it is just Duchess.... but a whole squadron of them going to Ludicrous Speed was simply Hilarious.
However, they met their match when Droids first dropped properly in my area.... too many arcs to get around whilst still being hit in return at low initiative.
I did increase them to Black Scouts with Predator, then later 4 Blacks and Duchess with Crack, and both are more effective.... but 5 Afterburner Sentinels is still my favourite in terms of Fun.
Going to get back in to Strikers now that tournament season is largely over, and it is time to bring out the jank.

Quad Crack Assassin Vipers
The Viper Mk.2 pack was one of the few things that kept me going towards the end of First Edition, the curved Barrel Roll is just that Fun.
So, after a disastrous Hyperspace trial with Reapers and Ruthless Strikers and then later the next week watching a few games from VTTV Live and watching the Crack Vipers in action, I knew I had to give it a go. I bounced between Predator and Crack Shot for a few games before being convinced on Crack by my fellow squadron members. I managed to get my first ever cut... only 2 weeks after that disastrous Hyperspace trial. I tried a few other different things in testing for System Open (see below). I was asked to give the Vipers another go when members of my squadron were testing their lists for an upcoming team tournament that had open lists (of which, one was Predator Assassins)... and promptly wiped the floor three games in a row with them. They convinced me to take it to our System Open... and I got a bit lucky and accidentally got a World's invite out of it.
Still love it, that curved Barrel Roll is still fantastic, and it will be my fall-back list in a competitive environment until they cost 51+ points a pop.
If in doubt, Quad Vipers.

Rex and Juking Phantoms
After the initial run with Vipers, and believing that people were sleeping on Defenders, I started testing Defenders with Jendon & Krennic. Generic Onyx with Jendon/Krennic was surprisingly effective, albeit a bit one dimensional. Palp Defenders, as above by BitterFig, was similar with less potential to be blocked/more potential to block at the cost of Initiative shots. Then tried Rexler, Jendon/Krennic + 1 for a while, with variations of Maarek and Grand Inquisitor given a test (this was around the time of Jendon Inquisitors starting to rise to prominence). I felt it was reasonably good, and I enjoyed the coordinate and Krennic shenanigans, but I felt like I was falling short with Rex's partner (Maarek, if not the early target, doesn't have enough going for him at the end, and I still haven't worked out the Grand Inquisitor). So I tested two Juking Phantoms as Rex's partners, and it felt a bit better. I had it in my box, and even gave it a go in the pod event before Day One of our System Open, but it was just nudged out by the Vipers.

Boba, Serissu + 1
This started as a test for Serissu with Marksman Autoblasters and to put Boba on the table with the aim to take it to a Hyperspace Trial.
Initial iteration was Boba with Slave One, Serissu (as above) and Fenn Rau. I tried a few variations... Crack Shot on both Boba/Fenn, Predator on Fenn, before going Crack Shot only on Fenn. It's pretty simple: Boba rushes hopefully at the same time as Fenn, Serissu gives a bonus to Fenn if the opponent targets him at a distance, see which of my big two are left standing after the initial engagement. Turns out that Serissu also provides a credible threat when Fenn and Boba outspeed her and the opponent turns and chases and, if targeted early, means that Boba and Fenn get at least two engagements.
It performed reasonably well, being one win out of cut (and I know which game I could have improved upon to get that win). However, I found that it was occasionally a little difficult to keep/get Fenn and Boba on the same target after the first turn.... I also had a Grand Champs coming up.
I started tinkering with it to see if I could get Cybernetics and Stealth on Boba, so I dropped Fenn for Talonbane with Crack Shot, Cybernetics and Afterburners. The idea is that Serissu can realistically keep Talonbane alive as with Fenn (at R3, they have the same defense) and/or give Boba more defensive re-rolls to keep Stealth for longer, and otherwise fly fairly similar but with the bonuses of Talonbane being able to Afterburn/Barrel Roll or Afterburn/Action whist still being unstressed AND being able to have both Boba and Talonbane K-Turn/jump a debris and still have an action (potentially both Boost back in to Range One, Talonbane with an additional action) to really keep pressure on.
I am not sure if that is the best version of the list (still undecided on Stealth on Boba, but when it works it is Great... could be used as Afterburners on Serissu), but it certainly is interesting and my preferred version.
Unfortunately, wasn't able to attend the Grand Champs due to Life Issues.... so it has left me wondering.

4, in no particular order.

Rex and Ryad. Adv Sen and Outmanoeuvre. Me and the boy only started playing X Wing against other people at the start of 2.0, this was the list we debuted with. The 1st tourney, we didn't even have any 2.0 gear, we were testing the waters before buying in. A successful test!

Took it to a few more tourneys after that and did reasonably, surprisingly, well. Shelved in the end, when I realised it was actually quite a dull experience for both players if I was dodging arc with AS and rolling bad natural dice all the time. I wouldn't mind revisiting with spicier upgrades, less symmetry and healthy portion of extra nous.

Plo, Obi, Matchstick, Broadside. Current no.1, I've said plenty on this elsewhere :D

Boba, Emon. And also this, though it's more buried in the boards. PerCo, titles and bombs are the go-to for me here. Pretty simple, though nuanced to play and very powerful.

Latts, Kad, Old T. A recent surprise hit. The JabbHannetic Bus is amazing, Latts and Trick Shot elevate it even more, pretty convinced it's one of the best things there is. Kad and Terry were an offhand inclusion because of a league night pilot bonus on T. I've enjoyed flying him with Kad before so stuck both in for a surprisingly perfect fit. Better than that, the list gelled instantly. Takes an awful lot of thought to fly it well, so it's been a relatively rocky road, but only one of nearly a dozen games was unfavourable, with the vast majority being very close to a win, when not actually doing so. Plus, it's hilarious.

Too many contenders to narrow down a 5th spot, so honourable mentions- Various trip Imp lists, including Vader, Whisper, Echo- no longer fits well- Rex, Echo, 7th Sis- Echo, Ryad, Vermeil... But top of the pile atm is probably Precog Vader and 2 SuperconcInqs , it's really very good and a lot of fun to use but a bit common ship-wise atm. It's probably the frontrunner for 5th tbh, if Vader and Inqs weren't so popular.

Swarm Fenn, a Zealous Recruit and Guri did really well for us in a couple tourneys and hit a super sweet spot of risk/reward.

Fenn plus 3 Recruits was something we thought we invented, (as obvious as it is), did better than expected with and sort of fell in love. Then I saw Oli kicking some butt with the same and felt a little bandwagonish... Still a good list but more of a struggle in an ace/control meta.

3 hours ago, Vespid1311 said:

Boba, Serissu + 1
This started as a test for Serissu with Marksman Autoblasters and to put Boba on the table with the aim to take it to a Hyperspace Trial.
Initial iteration was Boba with Slave One, Serissu (as above) and Fenn Rau. I tried a few variations... Crack Shot on both Boba/Fenn, Predator on Fenn, before going Crack Shot only on Fenn. It's pretty simple: Boba rushes hopefully at the same time as Fenn, Serissu gives a bonus to Fenn if the opponent targets him at a distance, see which of my big two are left standing after the initial engagement. Turns out that Serissu also provides a credible threat when Fenn and Boba outspeed her and the opponent turns and chases and, if targeted early, means that Boba and Fenn get at least two engagements.
It performed reasonably well, being one win out of cut (and I know which game I could have improved upon to get that win). However, I found that it was occasionally a little difficult to keep/get Fenn and Boba on the same target after the first turn.... I also had a Grand Champs coming up.
I started tinkering with it to see if I could get Cybernetics and Stealth on Boba, so I dropped Fenn for Talonbane with Crack Shot, Cybernetics and Afterburners. The idea is that Serissu can realistically keep Talonbane alive as with Fenn (at R3, they have the same defense) and/or give Boba more defensive re-rolls to keep Stealth for longer, and otherwise fly fairly similar but with the bonuses of Talonbane being able to Afterburn/Barrel Roll or Afterburn/Action whist still being unstressed AND being able to have both Boba and Talonbane K-Turn/jump a debris and still have an action (potentially both Boost back in to Range One, Talonbane with an additional action) to really keep pressure on.
I am not sure if that is the best version of the list (still undecided on Stealth on Boba, but when it works it is Great... could be used as Afterburners on Serissu), but it certainly is interesting and my preferred version.
Unfortunately, wasn't able to attend the Grand Champs due to Life Issues.... so it has left me wondering.

Interesting... I’ve had variations on paper but have yet to try it. Thanks

No order...

- Poe (Heroic, R4 Astromech, Integrated S-Foils)
- Nien (Heroic, Pattern Analyzer, Integrated S-Foils)
- Ello (Heroic, Primed Thrusters, Integrated S-Foils)
198 points

- Lieutenant Tavson (Captain Phasma)
- Blackout (Outmaneuver, Pattern Analyzer)
- Quickdraw (Fanatical, Special Forces Gunner)
200 points

- Mace Windu (Delta-7B)
- Wolffe (Clone Commander Cody)
- 104th Battalion Pilot
- 104th Battalion Pilot
200 points

- Darth Vader (Fire-Control System, Afterburners)
- Whisper (Fifth Brother)
- Echo (Juke)
199 points

- Luke (Sense, R2-D2, Spare Parts Canisters, Servomotor S-Foils)
- Blue Squadron Pilot
- Blue Squadron Pilot
- Blue Squadron Pilot
199 points

1. Han/Luke (million different variations)

Han + 1 has been my go to list since January of 2018. Love the archetype. Some days I feel like I beat the world with it, other days I feel I’ve overused the list and take a 2-4 week break from it and then find my love for it again.

2. Han/Poe

Again a Han + 1, it’s not nearly as good as Han/Poe in 1.0, but it gives me my nostalgia. If the Resistance Falcon gets some help, then I think this list can actually be competitive. It’s definitely very fun.

3. Vader/FCS/Afterburners, Howl/Iden/2 Academy’s

Made cut at the largest Hyperspace Trial of the season with this list. It no longer fits and is 201 pts. It was fairly good, it was solid and I knew it’d be good enough for me to make cut with. I almost ruined it by going 4-0, then losing the last 2 games with nail biters, but ended up 16th barely.

4. Obi-Wan/Chopper/7B, Broadside/Ion/R4, & 2 104ths

This is my current list, it’s very fun using Chopper and the rest of the list is so beefy. I’m pretty much using it because it gives me the Ace plus beef like the Vader list above had. It’s an easy archetype to fly when you don’t have a lot of practice time.

5. I can’t even think of a 5th list I used enough to be mentioned.

In chronological order

Rex + Juke, Whisper + Juke, Soontir + Lone Wolf:

I didn't fly it beyond the store level in 2019, given that the late-January point change would forbid it. But fly it for most of January I did, considering how it got me to the semifinals of Crossroads a few months prior. In the days before massed force users, let alone Obi-Wan, the double I5 Jukers would devour almost any target, especially if Soontir got the block on the opposing I6's (really, with Lone Wolf, Soonts is fine not moving last, and Rex and Whisper have immense advantages for moving and shooting first). Sure, 1v1, LW Rex is better in dmg. consistency and dmg. blocking than Juke Rex, but this list is very high aggro, and thus needs Juke on Rex for that double-down that makes him and Whisper effectively Upsilons in area denial and dmg. output.

Rex + Juke, Whisper + Juke, Maarek + Composure + Afterburners

After the first point change, Soontir in the prior list could only fit with predator. Predator Soontir needs a bid. But, Maarek got massive discounts, afterburners got a discount, and composure was made only 1 pt (hello, 2 free focus tokens for 7 pt)! Furthermore, with the swarms of Rebel beef and Drealocks entering the meta, Maarek is the guy to take any low-init beefy thing down thanks to the power of crit chains, Rex's ability softening targets, and double juke offering only bad defensive token management decisions. And with all pilots at I5 with abilities all related to attacking, the firing order is nearly as flexible as the movement order. I goofed my bubble game at Adepticon with this, but 4-2 and 36th overall demonstrated that the list had legs.

Kylo, Tavson + Biohexacrypt Codes, Thannison

After repeated disappointing results with 2 ship Kylo beyond the store level, I resigned on being a list hipster and outright netlisted Brad S. The first tourney I took it to was a 47 player Hyperspace Trial, where I placed 2nd in Swiss and lost the final. Not only is Kylo beef just better than rebel beef, but Thannison is low-key the best shuttle in the game when you are facing b-wings, quad resistance, or Torrential. Both as a trap card and as a control ability, especially in interacting with debris/asteroids/I'll show you the dark side, this list offers a lot of relaxed and defensively consistent area denial at very little cost to aceplay. The epitome of hammer and anvil.

(Honorable mention to Kylo + Predictive Shot, Tavson + Biohexacrypt, Starkiller: This Kylo 2 U is not as dominant as the previous version due to the meta change with the same point changes that ousted Thannison. It still offered a relaxed game against people who did not know how to approach the list, plus Predictive Shot is not bad at all when sniping at targets with no mods, especially through asteroids (a notable damage boost against targets that disengaged tokenless and thought they could escape). And, predictive shot can be taken because the area denial of Upsilons allows you to count to 200. Might be possibly the only list where Predictive Shot is actually good.)

Kylo + Supernat + Optics, Quickdraw + Fanatical + FCS + Gunner, Rivas

After disappointing myself at Gencon with a similar list and all positive matchups yet ending up 4-3 when the matchup gods offered more, I deepened the bid by ditching Scorch for Rivas and I used some of the leftover points for Optics for Kylo, which feel a lot better to use when shooting then locking only to reroll another blank/too many focus results. It turns matches against 2 I6 + I5 from impossible to uphill, and actually gives you a significant edge against Sun Fac. Why Rivas instead of the Epsilon or even Null? The double mods actually allow a consistent hit rate. I1 is a terrific blocker, especially when blocking a load of vultures with one move. For 2 pt more than base, he draws a lot more aggro than the generic. Triggers on stress, lock, ion, tractor, jam, strain, disarm, etc: it's fun to move the lock around. QD likes pattern analyzer, but without it, makes more favorable trades when out to kill an enemy ace or to buy Kylo more time before he has to kick it into overdrive. This is also the first Super Kylo list I did better than the store level at technically : the Hyperspace Trial I placed 5th in Swiss and lost the final with this was only 25 players. But it got me a World's Invite, and World's was fun, where I went 4-3, goofing yet another bubble match, lol.

Rex + LW + Adv. Sensors, Maarek + Crack Shot + Passive Sensors, Omicron + Palp

Haven't brought this to anything beyond the kit level, but I am enjoying it a lot. Rex typically has to wait for the endgame to be certain that he can fly anywhere and not be blocked, but thanks to all the mods and Adv. Sensors, he doesn't have to! Sure, diet Kylo is disgusting, but the tactical decision of trading an evade not only for going slow but by using advanced sensors to shut off full throttle feels like a more balanced version of Supernat Reflexes. Maarek is always good, and with coordinate, passive, and Palp, this is perhaps the easiest way to fly him. And it leaves his crackshot open! I'm just saddened by the fact that Palp and the lambda aren't going to be Hyperspace Legal in time for next HST season.

Edited by Hoarder of Garlic Bread
25 minutes ago, Hoarder of Garlic Bread said:

Kylo, Tavson + Biohexacrypt Codes, Thannison

After repeated disappointing results with 2 ship Kylo beyond the store level, I resigned on being a list hipster and outright netlisted Brad S. The first tourney I took it to was a 47 player Hyperspace Trial, where I placed 2nd in Swiss and lost the final. Not only is Kylo beef just better than rebel beef, but Thannison is low-key the best shuttle in the game when you are facing b-wings, quad resistance, or Torrential. Both as a trap card and as a control ability, especially in interacting with debris/asteroids/I'll show you the dark side, this list offers a lot of relaxed and defensively consistent area denial at very little cost to aceplay. The epitome of hammer and anvil.

(Honorable mention to Kylo + Predictive Shot, Tavson + Biohexacrypt, Starkiller: This Kylo 2 U is not as dominant as the previous version do to the meta change with the same point changes that ousted Thannison. It still offered a relaxed game against people who did not know how to approach the list, plus Predictive Shot is not bad at all when sniping at targets with no mods, especially through asteroids (a notable damage boost against targets that disengaged tokenless and thought they could escape). And, predictive shot can be taken because the area denial of Upsilons allows you to count to 200. Might be possibly the only list where Predictive Shot is actually good.)

Very cool. I played something similar recently and really liked it:

- Thannison (Jamming Beam)
- Tavson (Jamming Beam)
- Blackout (Outmaneuver, Pattern Analyzer)
200 points

13 hours ago, DarkArk said:

1. Rey + Poe. Went undefeated swiss and got top 4 at a fairly major Hyperspace with it. Wrecks Jedi like nobodies business. Good fun all around, but also very unforgiving of mistakes or the 5% of the time your dice just utterly fail you.

must knwo this list! I love Rey Poe

Double Bombers

-Finch with VTG, Paige Tico, proton bombs, seismic charges, perceptive copilot

-Vennie with Rey, C-3PO, prox mines, proton bombs, VTG, collision detector

Squad 54

-Garven Dreis (X-wing) with S-foils

-Jake

-Blount

-Horton

-Shara

Whatever, you go where I want

-4x Blue Sqad B-wings with tractor cannon, ion cannon, and electronic baffle

Flying is for droids

-DBS-404 with Adv protons

-DBS-32C with TA-175

-3x Separatist drones with discords

-2x naked Separatist drones

Reach out and jam someone

-Obi-wan with CLT, foresight, and CP-10P

-Matchstick with ion turret, VTG, prox mines, static discharge vanes, R4

-2x Gold squad torrents with static discharge vanes

Wait for It

  • Emon Azzameen: Proton Bombs, Seismic Charges, Boba Fett, Andrasta
  • Captain Nym: Expert Handling, Ion Cannon Turret, VTG, Bomblet
  • Captain Jostero

Still my favorite list overall. Keeps enemies worried about bombs from round 1. It has survived every points update to date and got me to the top 3 in the only tournament I played this year.

Oh 6!

  • O-66: TA-175, Tractor beam
  • 7x Vultures w/ struts

Quantity has a quality all of its own. Not the most optimal, but being able to add a Sith Infiltrator along with 7 droids is too much fun to pass up on.

CIS 4x4

  • DBS-404: Adv. Proton Torp, Afterburners, Struts
  • General Grievous: Outmaneuver, Impervium plating, Soulless One
  • Chertek: Ensnare
  • Petrakani Ace: Ensnare

Only played this list a couple times and absolutely loved it. Haven't had complaints about NPE yet, but I limit its use just in case.

Big Furry Deal

  • Chewbacca: Rose Tico, Amilyn Holdo
  • Finn: Heroic, Perceptive Copilot
  • 2x Blue Squad Recruit: Adv. Optics

Sub-optimal build. Still fun to throw A-wings out there recklessly blocking and having Chewy do his thing with support from the biggest of all deals.

Dengrrr

  • Dengar: Swarm Tactics, Punishing One, Greedo
  • Serissu: Jamming Beam
  • Cpt. Seavor: Snap Shot, Stealth Device
  • Jakku Gunrunner: Pattern Analyzer, Prox. Mine

Still working on how to fly Dengar right, but the rest of the list is scarily good at how well it supports him.

14 minutes ago, Draycos said:

@DarkArk Stealth device? Does that do anything on a native 1 die defense? And how often did Ferrosphere pay off?

I'm assuming it's the Finn/Rey combo that works for stealth. could kill off 3 hits in theory.

@gennataos you've been a pretty big fan of Rey/Poe for what seems like forever. Any tips for deployment/tactics? Whenever I played it I've never really felt like it was much better than a casual night out list.

2 minutes ago, Wiredin said:

I'm assuming it's the Finn/Rey combo that works for stealth. could kill off 3 hits in theory.

That. It's more effective than one might think, particularly against 2-die attacks.

2 minutes ago, Wiredin said:

@gennataos you've been a pretty big fan of Rey/Poe for what seems like forever. Any tips for deployment/tactics? Whenever I played it I've never really felt like it was much better than a casual night out list.

I'll PM you, so as not to derail the thread.

21 hours ago, gadwag said:

1. Vorpal Blade (198)
Fenn Rau - Crack Shot (69)
Captain Seevor - Crack Shot (31)
Black Sun Assassin - Crack Shot (49) x2

This looks good! I think i'll play this this weekend at my LGS. just need to pick up a 2nd starviper ;)

2 hours ago, Draycos said:

@DarkArk Stealth device? Does that do anything on a native 1 die defense? And how often did Ferrosphere pay off?

Here's the thing about Stealth Device: if you can turn that extra die into an Evade, it's as good as a Shield Upgrade, even if it's knocked off on the first attack. Literally exactly the same.

If it doesn't get knocked off? If you had like 2 hits incoming and evaded them both? Jackpot. Buy one, get one free.

There aren't too many ships I'd do this with. Captain Feroph. Maybe Braylen Stramm. Rebel Lando or Han with Millennium Falcon (I lost a game to Lando with Stealth Device in a large part because I couldn't roll more than 2 hits with a Focus/Lock Plasma Torpedoes attack on him, and he got the 2 Evades he needed). If you've got Jyn Erso in the list, Stealth Device on Luke would be amazing.

I can see it on Rey, as well, since she can use her pilot ability to a blank.

Edited by theBitterFig

1. RAC/Whisper

I've flown this list a lot and have gotten quite good with it (I'd like to think). I've changed some of the upgrades, but the core is Jerjerrod, Vader, lone wolf, dauntless, and a bomb on RAC and Whisper with juke, Fifth Brother, and stealth device. The list has the tools to take on any archetype, and it's always fun to fly.

2. Kylo/QD/2FO

Flew a few variants of this, settled on Kylo, QD with PA, FCS, fanatical, and gunner, Scorch, and a generic. I also played around with Rivas and a few points for upgrades on Kylo (hate, advanced optics, etc). Kylo is a blast to fly but still takes patience and precision. QD can stay in the fight each round and punish for losing shields, and the two ties are great blockers/filler.

3. Corran + 3X

Corran with predator, fcs, r2d2 and 3 generic X-wings. Lots of health, good firepower, and good maneuverability when you need. Corran is a great character and he's also fun to put on the table in his green E-wing.

4. Obi, Ric, and 2 arcs

Obi-wan with CLT, and the arcs each had the seventh fleet gunner. Good efficiency from the arcs, and 5-straighting Ric across the board is always fun.

5. Resistance 4

Cova+Leia, Finn, Bastian, and Nien. Cova with Leia flies very uniquely, because you either have to stop/reverse bank or go extremely fast. T-70s are classic ships with good statlines and consistent offense, and Finn is a big deal. Heroic is probably my favorite upgrade in the game.

2 hours ago, Da_Brown_Bomber said:

This looks good! I think i'll play this this weekend at my LGS. just need to pick up a 2nd starviper ;)

It is good! It scored me a hyperspace win and two hyperspace top cuts, and my mate in the US did very handily with it as well.

Key points to bear in mind: Fenn is a big hammer, but he's also the biggest threat, and as such you should be trying to bait your enemy into going after him. It's not the end of the world if Fenn dies, as long as he takes out enough enemy ships first. The two vipers are MVPs and are more than capable of killing any ace between the pair of them (or one viper + fenn). Never target lock with a viper unless you're sure you won't get shot, block enemy ships as much as you can, and watch out for enemies trying to block the slow blues on the viper (especially swarms).

10 hours ago, Draycos said:

@DarkArk Stealth device? Does that do anything on a native 1 die defense? And how often did Ferrosphere pay off?

It's to get an extra die for Rose while still allowing you to get two/three evades. That's all it's really there for, but Rey with focus/force and SD can hide at range 3 from a lot of lists and come out the better (mostly, lost top 4 in part because I rolled 12 blanks in a row). Some games it doesn't do much, others I roll like a god and it literally never goes away, I did that to first round opponent at that tourney.

Ferrosphere is tech against Jedi and PS Vader. It restricts force users ability to double mod on Poe. It's something of a gotcha card, and it's hard to judge effectiveness because of what your opponent does not do. I like having it though. People often forget that I have it (it took a lot of games to remember the trigger myself), and it can force them into suboptimal positions based on a normally routine action. Also makes Poe mirrors an absolute nightmare for my opponent.

The list itself has problems, basically anything with 4+ ships gives you something to think about. Absolutely murders 2-3 ship lists, though it is not forgiving of mistakes at all.

Edited by DarkArk
  1. 5 CLT JEDI : It is just SO GOOD, against most stuff. You just need to drop these b*******t cagey strategies.
  2. BOBA GURI : Well, really, GURI. Boba is a good filler. Fenn+Sunny, or similar also works as teammates.
  3. CLT R4-P17 OBI with friends (Like 7B Ani or Mace, sprinkle with whatever, maybe even Wolfe)
  4. Vader Soontir Barrage Bombers: Hits like a truck, easy enough to play at a long tournament.
  5. ...I guess I haven't played much else this year...
16 hours ago, dunhop said:

Big Furry Deal

  • Chewbacca: Rose Tico, Amilyn Holdo
  • Finn: Heroic, Perceptive Copilot
  • 2x Blue Squad Recruit: Adv. Optics

Sub-optimal build. Still fun to throw A-wings out there recklessly blocking and having Chewy do his thing with support from the biggest of all deals.

Very cool! I played this recently and it was solid as well:

- Chewbacca (Heroic, Agile Gunner, Shield Upgrade)
- Finn (Heroic, Pattern Analyzer)
- Tallisan Lintra (Heroic, Marksmanship)
- L'ulo (Heroic, Predator)
200 points

30th at italian sos (my best result):

vader fcs afterburners

inquisitor

inquisitor

omicron lambda, palpatine.

6 hours ago, DarkArk said:

It's to get an extra die for Rose while still allowing you to get two/three evades. That's all it's really there for, but Rey with focus/force and SD can hide at range 3 from a lot of lists and come out the better (mostly, lost top 4 in part because I rolled 12 blanks in a row). Some games it doesn't do much, others I roll like a god and it literally never goes away, I did that to first round opponent at that tourney.

Ferrosphere is tech against Jedi and PS Vader. It restricts force users ability to double mod on Poe. It's something of a gotcha card, and it's hard to judge effectiveness because of what your opponent does not do. I like having it though. People often forget that I have it (it took a lot of games to remember the trigger myself), and it can force them into suboptimal positions based on a normally routine action. Also makes Poe mirrors an absolute nightmare for my opponent.

The list itself has problems, basically anything with 4+ ships gives you something to think about. Absolutely murders 2-3 ship lists, though it is not forgiving of mistakes at all.

Thanks! I think I'll be giving this a shot soon.

4 hours ago, NilsTillander said:
  1. 5 CLT JEDI : It is just SO GOOD, against most stuff. You just need to drop these b*******t cagey strategies.

I've been tempted to get a 5th Aethersprite for a while now...

10 minutes ago, theBitterFig said:

I've been tempted to get a 5th Aethersprite for a while now...

DEW IT!

Most point update theories I've seen even predict a point drop on the Jedi, so 5 CLT Jedi + upgrades (a sprinkling of droids, foresight, sense, cheap named Jedi...) might become a thing.