My Gencon Squad (and looking forward)

By macar, in X-Wing

Howlrunner with PTL 21 Pts

Saber Squadron with PTL 24 Pts

Saber Squadron with PTL 24 Pts

Black Squadron PIlot with Draw Their Fire 15 Pts

Black Squadron Pilot with Draw Their Fire 15 Pts

Total: 99

This squad got me to the final table where I my dice crapped out and my opponent rolled beautifully.

I was happy with how the squad ran, multiple dangerous targets, and two important support pieces.

Looking forward at wave 3, I don't feel it will be as competitive. With great abilities, ships, and upgrades coming available I'm looking at what i can change.

Here is one squad that I thought would be a decent subsitute.

Howlrunner with PTL

Saber Squadron with PTL

Saber Squadron with PTL

Captain Yorr with Fire Control Systems, Darth Vader, and Anti-Pursuit Lasers

Being able to hand off my stress from PTL would really help this squad and had hurt me a few times during the North American Tournament. Same goes for doing K-Turns.

I can't use any crew/upgrade that requires an action simple because Yorr is going to be my stress loader, it would be a waist of points to put action based upgrades on him.

Fire Control systems gives Yorr that TL for free while Anti-Pursuit lasers work well for clustering.

One card I want to talk about is Vader. I have not seen a lot of talk about him and I really think he is not getting the attention he deserves. Vader doesn't have to hit for his ability to take effect, you simply have to take an attack against your target. Sure the tradeoff is two personal damage, but what if your target is howlrunner with a damage already on her? Or biggs/wedge/luke/han with no shields? I really think Vader puts in a scare tactic and a big target on the lambda's head, meanwhile my interceptors and howl run rampant tearing things apart.

Since Yorr and my sabers shoot before BH's, rookies, golds, and academies, I find myself in a good position to take the two damage for a crit before they get a chance to deal damage to me.

I like this a lot, and I agree: Vader puts a lot of initiative (in the traditional military sense, not the X-Wing sense) in your hands, and that alone is worth something.

Do you think keeping the interceptors within range 2 of the shuttle will be difficult or counter-productive?

It definitely was a good squad, I was not prepared for 'draw their fire'!

I was the first round victim.

~Ron

Kestrel- Not particularly, range 2 has enough room for error where I feel comfortable flying, besides having to roll with howlrunner range 1 has given me tons of practice. The large base also helps in a way as well.

As far as always keeping them within two, I won't have to. They have great maneuver choices for green moves if I am forced into holding onto the stress. It is initially good for that first pass, two non-stressed focus/evade interceptors, ready to Kturn or do any maneuver after the first pass.

Ron-It was a good match man! I enjoyed playing against you at Gencon.

Range 2 on a large base is a huge area. I've been thinking about a squad with the same basic skeleton for a while. Yorr wouldn't be sucking up stress every turn because you don't need him to (plus he can only shed it so fast) so you only need to get him into range 2 on turns when not having the stress would be ideal. It would be a bit of a dance but you could run some really unexpected turns and your opponent is going to be spending a lot more time trying to predict your movements.

I think this squad looks really solid. My only thing about Vader is that he makes Yorr that much more of a target. The shuttle is going to go down fast to any concentrated fire and its movement will be kind of predictable so I expect it will be targetted down in most games you play. That is a lot of points in your list to loose so you best be prepared. I'm not sure what you would do with the extra point but it may be worth it to shift the points from the fire control system and the anti pursuit lasers somewhere else, then at least you aren't taking such a hug loss.

Edit:

Nevermind I didn't realize the 2 upgrades were only 5 points total. Though I just added up the squad and it came to 101 for me. Howlrunner (21) + Saber (24) + Saber (24) + Yorr (32) = 101

Edited by Lizrrdbreath

yorr is at 31, base 24, plus 2 fire control, +2 anti pursuit, +3 vader

Keep in mind that yorr won't be able to turn while stressed, only bank. And keeping the rest of the squad within 2 of him is going to be harder than you might think. You're really only going to get 1 pass out of him, likely 2 shots at most. Is it worth it to you? Maybe. Test it out and see what you think.

Facing you, id go after the sabers. Once they're gone, yorr will be easy to get behind and howl isn't an offensive weapon. Honestly, if you change anything, and I'm not saying you should, take howlrunner and Vader out for another saber with ptl. Release the hounds,man. With your squad, you have 2 abilities chaining your sabers down, preventing them from flitting around the board. Throw another saber in and let them fly. If yorr happens to be in range 2, cool, if not, oh well, you've got lots of green moves to choose from.

Or, for the same points as yorr, put some ordinance on a bomber and give your opponent a sophies choice of juicy targets. That will also completely unchain the sabers, freeing you up to fly them however you want. For example, if you wanted to stick with your ps4 strategy, which is a good strategy, btw, you could do

Saber with ptl X3

Gamma squadron pilot with homing (or assault, your choice) missiles and proton bomb

Either way, have fun, and ill see you in November for that rematch ;)

Edited by hothie

I took a stab at tweaking this, and came to the same basic conclusion: for the two (maybe 3) re-rerolls per turn that Howlbringer gives me, I'd rather just run another Interceptor and have to worry less about coherency. But I don't like getting rid of Vader, who I think offers a nice way to make easy targets for the Interceptors by crippling enemy ships, or can automagically finish off targets they couldn't quite get to.

So I went instead with this:

====================
Now YORR In Trouble!
====================
"Talk to the Captain about your stress..."
100 points
Pilots
------
Captain Yorr (34)
Lambda-Class Shuttle (24), Fire-Control System (2), Darth Vader (3), Navigator (3), Anti-Pursuit Lasers (2)
Saber Squadron Pilot (24)
TIE Interceptor (21), Push the Limit (3)
Saber Squadron Pilot (24)
TIE Interceptor (21), Push the Limit (3)
Alpha Squadron Pilot (18)

-----

(Yes, it would be way better to fly all 3 interceptors at the same PS and maneuverability, but I'd like to try it this way first. If either Vader or Navigator – or both – isn't worth the points then it's easy to see where those points go. This might be likely because I am concerned PS 4 is too low for Navigator to be of that much use, but we'll see!)

Yorr is likely to get 1-2 shots off before he has to turn around, and with a pile of stress tokens, that's going to take him a while. So that means his attacks are going to be early game, which is when everyone's favorite new ship the bwing is still going to have shields. I just don't think Vader will be anywhere near as useful if his damage is going to be taken on shields. But maybe you fly it differently, which is great.

Good luck, and let us know how it turns out.

I don't even think you want the shuttle to last long. Hopefully Vader draws all their fire so Yorr gets to remove stress from each ship once, and deal a critical hit and then peace out. If the enemy ignores your TIEs early on your doing well. But I don't know if people would fall for that.

If they ignore Yorr, you'll need a way to bring him back around. Perhaps Engine Upgrade.

Boost is still an action, so that's probably not the solution.

Boost is still an action, so that's probably not the solution.

Edit: still, if they're not shooting at Yorr, and he is your last guy on the board he has to turn around somehow.

Edited by Parakitor

Thinking about the fact the Shuttle is going to be slow as all eff and will have a hard tim turning to get into the fight I think deployment is probably going to be a big deal for this list. Probably entering the fight on an angle so you need to make one fewer turns will be important.

Ok actually here. We are going to build the list with a 3rd Sabre instead of Howlrunner, probably drop fire control system to put it in. We'll split deployment so 2 sabres on one corner and a sabre and Yorr on the other. Now I figure there are two good choices that will depend largely on your asteroids. Either angle in and go straight toward board center with Yorr, or go straight down the board edge and do a hard turn into the combat zone. I personally like the sound of the second option because he will still get his ability even if he is stressed and if you pincer he will be in a good place for your other 2 sabers to koiogran and not stress. This is also a position that will lead you to probably the most flexible ability respond Yorr is going to get while stressed.

I do like the idea of dropping howl for another saber, I playtested this yesterday with good success (original build). I found that the shuttle does more than expected. Staying within two wasn't hard nor imperative.

I faced two bh with gunner and two Acadamy pilots. Apl kept him from wanting to ram my shuttle to keep it from moving. Vader put a crit on bh killing him anda suicide killing an Academy (waisting the tl the bh took that turn)

I am up for debate on removing howl though. Rerolls are very helpful for my interceptors.

Shooting angles aren't hard witha big ship Expecially at long range. Yorr deploys away from the group and flanks from the other side

One other tactic for movement is flying my interceptors forward 5(assuming its safe) and taking the battle to the otherside of the board, tgis allows yorr to hover back and close in as necessary

But then aren't you losing a big part of the reason for having him there in the first place?

Howlrunner with PTL 21 Pts

Saber Squadron with PTL 24 Pts

Saber Squadron with PTL 24 Pts

Black Squadron PIlot with Draw Their Fire 15 Pts

Black Squadron Pilot with Draw Their Fire 15 Pts

Total: 99

This squad got me to the final table where I my dice crapped out and my opponent rolled beautifully.

I was happy with how the squad ran, multiple dangerous targets, and two important support pieces.

Looking forward at wave 3, I don't feel it will be as competitive. With great abilities, ships, and upgrades coming available I'm looking at what i can change.

Here is one squad that I thought would be a decent subsitute.

Howlrunner with PTL

Saber Squadron with PTL

Saber Squadron with PTL

Captain Yorr with Fire Control Systems, Darth Vader, and Anti-Pursuit Lasers

Being able to hand off my stress from PTL would really help this squad and had hurt me a few times during the North American Tournament. Same goes for doing K-Turns.

I can't use any crew/upgrade that requires an action simple because Yorr is going to be my stress loader, it would be a waist of points to put action based upgrades on him.

Fire Control systems gives Yorr that TL for free while Anti-Pursuit lasers work well for clustering.

One card I want to talk about is Vader. I have not seen a lot of talk about him and I really think he is not getting the attention he deserves. Vader doesn't have to hit for his ability to take effect, you simply have to take an attack against your target. Sure the tradeoff is two personal damage, but what if your target is howlrunner with a damage already on her? Or biggs/wedge/luke/han with no shields? I really think Vader puts in a scare tactic and a big target on the lambda's head, meanwhile my interceptors and howl run rampant tearing things apart.

Since Yorr and my sabers shoot before BH's, rookies, golds, and academies, I find myself in a good position to take the two damage for a crit before they get a chance to deal damage to me.

nice squad. ive always been a fan of draw their fire. this is one of the few lists iv seen that uses two of them. more commonly seen on chewie or luke so i can see how u would have surprise alot of ppl with it. keeping howlrunner alive and late game ur intercepters would give this squad a very good late game, giving u on average better quality ships than ur opponent (assuming they were running some non-name pilots). how was PTL on howlrunner? worth it? i usually go with swarm tactic on her myself.

Edited by The_Brown_Bomber

Ha, I had a similar idea for a squad

Three Saber Squadron TIE Interceptors each with Veteran Instincts = 66pt

Colonel Jendon + Fire Control System + Weapons Engineer + ST-321 title for 34pts

Total 100pts.

Jendon could acquire two target locks as an 'Action' and pass one off to an Interceptor, then after attacking he could reacquire a target lock and trigger the Weapons Engineer a second time and be ready to pass off another target lock the next turn.

All ships are Pilot skill 6 due to Veteran Instincts on the Sabers.

I ran this against a buddy and had a horrible time, the shuttle is just too slow to keep up with the TIE Interceptors and it is hard to turn. He flew two BH's with gunners and a shuttle with Vader and kicked my butt due to my focusing on the Shuttle in an attempt to kill it to avoid Vader in the next combat round. It proved to be very distracting to me

I wouldn't put Vader on a Shuttle, I would put him on a Firespray because after the first head to head that shuttle may not get another shot to use Vader again due to the shuttles lack of maneuverability. However, if the idea is to cause a distraction then Vader on a shuttle works pretty well

The_Brown_Bomber- PTL was fantastic, most people assume you are safe with focus and a stealth device, but for the same points you can get two actions focus/evade or barrel roll/focus. I found that as long as I could take my actions (flying correctly) I normally took no damage, I could also use my focus offensively and still use my evade token for the lower pilot skill attacks.

The Draw Their Fire worked wonders too. Being able to sacrifice my BSP instead of a dead interceptor really became game changing. Being able to do it twice won me a few games.

The truth is I did have a great late game, Assuming there are squints (or event not) the interceptors are strong attack craft, giving them a hybrid of attack and defend actions really gives my opponent something to worry about. The reason I don't have swarm is because at PS4 I am above all squints but below all named pilots, this gives me move initiative for blocking and firing initiative for attack. I found that I would rather shoot second against named pilots in case I need my focus evade token for different attacks. 4PS seems to be a perfect number for relying on this type of hybrid move.

Howlrunner with PTL 21 Pts

Saber Squadron with PTL 24 Pts

Saber Squadron with PTL 24 Pts

Black Squadron PIlot with Draw Their Fire 15 Pts

Black Squadron Pilot with Draw Their Fire 15 Pts

Total: 99

How are you people getting the cards you need to build these squads? The Push The Limit card is only available with the A-Wing expansion and Draw Their Fire is only in the Millennium Falcon expansion pack. I would have to buy the following list to field this squad in a tournament:

1x Core set

2x Tie Interceptor Expansion Pack

1x Tie Fighter Expansion Pack (for Howlrunner)

3x A-Wing Expansion Pack

2x Millennium Falcon Expansion Pack

That's just over $200 before taxes!

Howlrunner with PTL 21 Pts

Saber Squadron with PTL 24 Pts

Saber Squadron with PTL 24 Pts

Black Squadron PIlot with Draw Their Fire 15 Pts

Black Squadron Pilot with Draw Their Fire 15 Pts

Total: 99

How are you people getting the cards you need to build these squads? The Push The Limit card is only available with the A-Wing expansion and Draw Their Fire is only in the Millennium Falcon expansion pack. I would have to buy the following list to field this squad in a tournament:

1x Core set

2x Tie Interceptor Expansion Pack

1x Tie Fighter Expansion Pack (for Howlrunner)

3x A-Wing Expansion Pack

2x Millennium Falcon Expansion Pack

That's just over $200 before taxes!

Over time, compared to other miniature game systems, X-Wing is one of the cheaper options out there. Also you can go to on-line retailers and get discounts. I have seen places like miniaturemarket.com and the Warstore.com selling ships at a discount. You just have to shop around.

As for what I have? I have bought enough ships to play almost any list out there, a little bit at a time. I've never spent more than $100 at a time when purchasing minis for this game, including the 7 ships I preordered for Wave 3 (2 each of the small ships and 1 shuttle). Over time my collection has grown to this:

2 Core Sets

2 X-Wings

3 Y-Wings

4 A-Wings

2 Falcons

4 TIE Fighters

2 TIE Advanced

4 TIE Interceptors

2 Slave-1

Howlrunner with PTL 21 Pts

Saber Squadron with PTL 24 Pts

Saber Squadron with PTL 24 Pts

Black Squadron PIlot with Draw Their Fire 15 Pts

Black Squadron Pilot with Draw Their Fire 15 Pts

Total: 99

How are you people getting the cards you need to build these squads? The Push The Limit card is only available with the A-Wing expansion and Draw Their Fire is only in the Millennium Falcon expansion pack. I would have to buy the following list to field this squad in a tournament:

1x Core set

2x Tie Interceptor Expansion Pack

1x Tie Fighter Expansion Pack (for Howlrunner)

3x A-Wing Expansion Pack

2x Millennium Falcon Expansion Pack

That's just over $200 before taxes!

I have way more than enough for that. So do a lot of us.

I just checked my spend so far and I'm closing in on $500. That being said I own everything in multiples of 2 or 4.

In Warhammer 40k or even Warmachine, that is enough to buy only one army.

Here I own everything and can field just about every option available.

Sure, this is beyond boardgaming, but even compared to CCGs, like Magic, this is cheap! In Magic you can spend $200-$500 on a tournament deck that rotates out of relevance withing a year or less!

Edited by RecklessFable

I should probably also point out that the list that came in second at the North American Championship was just three X-WIngs. It was probably doable from the base set and two X-Wing expansions unless there was a card from another expansion :)

X-wing makes a great second game for those of us who play other minis games - its cheap (you can buy multiples of almost every ship for less than a 40k army, or a pair of Warmachine tournament lists), it doesn't require painting or assembly, and it plays fast. Personally, I have max playable of almost every ship for 100 point games, excluding wave 3 of course.