I need your help! 50 point

By gandalfrockman, in X-Wing

I have been playing quite a bit of x-wing, and loving every minute of it.

Unfortunately, I have now so thoroughly stomped, crushed and obliterated all competitors within my local venues, that I have attracted an intriguing challenge.

I am to do battle at a 50 point handicap; rules are as follows:

I will be playing Empire, I will be permitted 150 points.

My opponent will be playing rebel, he will be permitted 200 points.

Terrain will follow standard rules, and the play area will be the standard 3 x 3 size.

There will be no special scenario rules.

There will be no time limit, play will continue until when side is completely eliminated or one player concedes.

I know who I am playing against, he is good, but prone to playing gimmicky one-trick-pony lists.

I don't expect I will win, but I will sure as hell try. Winning is certainly not an impossibility.

Does anyone have suggestion for lists?

Does anyone have any advice?

Has anyone played this kind of a match before?

- If so how did it go?

A 50 point handicap is huge! I've never tried anything like that, since I lose enough as it is :)

My first instinct is to play TIE swarm (a 7 TIE version complete with "Howlrunner"), and then throw another strong ship in there, like Krassis with Heavy Laser Cannon. Also, if he has 200 points, it's likely he is going to cluster, so adding Assault Missiles to Krassis may be a good tactic as well. Krassis + Assault Missiles + Heavy Laser Cannon + Seismic Charges = 50 points exactly.

That's my knee-jerk reaction to the challenge you've described.

Edited by Parakitor

ok this is a little off the radar but id consider a squad like this:

Bounty Hunter + Gunner

Bounty Hunter + Gunner

Howlrunner + Swarm

Black Squadron Pilot + Draw Their Fire

Black Squadron Pilot + Draw Their Fire

Academy Pilot

Academy Pilot

Lots of options with setup. play the academy's as blockers (either with howlrunner or the bounty hunters)

Keep BSPilots close to howlrunner to keep take pass on any early crits, keep evade on howlrunner or save focus for defensive rolls (keep her at med or long range).

Bounty Hunters support your fighters, keeping on the fringes of the exchanges using focused attacks on the biggest threats they have. (or send them into the front rank as blockers - keep them at range2 of each other so they can work as a team to keep enemies on one of their firing arcs wherever possible... easier said than done i know but u have to have a plan and execute it)

Edited by The_Brown_Bomber

I'm curious to know more about the squad you've been having so much success with!

I'm curious to know more about the squad you've been having so much success with!

I haven't been running any one specific list all the time, but in 150 or 200 point games, I usually start with two BH+HLC, and build on that, in 100 point games interceptors with Stealth devices are usually my foundation pieces, or Ill go with a single BH+HLC.

Most of the folks in my area are still "jousting" ( I think I am correctly describing their playstyle with that usage of the word) , a few of them are starting to move to more controlled position oriented play, a large part of my success has been that I moved to more of a predictive/positional model while most of them were still focusing on optimizing their lists for more of a shooting gallery approach. At this point I have more experience at it than them (plus I really am good at this sort of game, it plays to my strengths).

After perusing the forums, this is where I am at for my challenge:

I am currently leaning towards a "Fettigator list", backed up with some stealth interceptors, and maybe a lambda to handle stress control on the firespray. Theres no rush on this, so I can take my time planning it.

Without delving into specific lists I'd say the most important thing to keep in mind here would be that the imperials really need to take advantage of numbers and/or maneuverability to win. You say that plays to your strengths which is good but with 50 extra points the rebel player will be able to afford two, possibly three smaller ships or a kitted out Falcon. It will be much harder to stay out of arcs and dogpile individual rebel ships. Personally I think Jendon with the Lambda title might do you a lot of good here as it will increase the squads overall damage ability, potentially letting you even the odds before the generally better firepower and hull of the enemy whittles your numbers.

Howlrunner

11 Academy Pilots

BLOCK WAR! :P

Completely untested idea but it came to mind.

150 points exactly

Saber Squadron Pilot + Stealth Device (24)

Saber Squadron Pilot + Stealth Device (24)

Saber Squadron Pilot + Stealth Device (24)

Saber Squadron Pilot + Stealth Device (24)

Krassis Trelix + Engine Upgrade + Heavy Laser Cannon + Seismic Charges + Gunner (54)

Or just 7 Alpha Squadron Pilots with Stealth Devices for 147 points lol

Completely untested idea but it came to mind.

150 points exactly

Saber Squadron Pilot + Stealth Device (24)

Saber Squadron Pilot + Stealth Device (24)

Saber Squadron Pilot + Stealth Device (24)

Saber Squadron Pilot + Stealth Device (24)

Krassis Trelix + Engine Upgrade + Heavy Laser Cannon + Seismic Charges + Gunner (54)

Or just 7 Alpha Squadron Pilots with Stealth Devices for 147 points lol

In a straight up 150 vs 150 game, the "I have more dice than you do" strategies work well. I am not convinced its a recipe for success when I am at a 50 point disadvantage. Based on feedback from this and other sources the Current plan is as follows:

blank.gif?v42Academy Pilot + Stealth Device (15)
blank.gif?v42Academy Pilot + Stealth Device (15)
blank.gif?v42Academy Pilot + Stealth Device (15)
blank.gif?v42Academy Pilot + Stealth Device (15)
blank.gif?v42Boba Fett + Heavy Laser Cannon + Veteran Instincts + Navigator + Slave-1 + Engine Upgrade (54)
blank.gif?v42Captain Yorr + Heavy Laser Cannon + Darth Vader + Intelligence Agent (35)

The academy pilots will be focused on breaking up formations, using yorr when available to take free k-turns, this should make it easy for the Fettigator to avoid any focused fire, and acquire targets. If there is an obvious high value target, I should be able to focus both HLC's on it, using vaders ability liberally to finish it off, at this point I switch focus to evasion. and work on staying out of arcs and removing any 360 degree turret pieces. If all goes well, this will then transition to mop-up.

Of course, no plan survives contact with the enemy.

What do you guys think?

Edited by gandalfrockman

Looks solid to me.