Parakitor wants to defect

By Parakitor, in X-Wing Battle Reports

Hey there. You may know me as a primarily Rebel player. In casual play I play both sides, but when it's time for a tournament I always go for the Alliance. Our Season 2 final tournament is coming up, and I want to fly for the Empire this time. (Ironic because the winner gets the special Wedge card, which is really exciting).

So without further ado, my list for you all to critique, applaud, or tear to shreds:

Major Rhymer (Adv. Proton Torpedoes x2, Push the Limit, Seismic Charges)

"Howlrunner" (Push the Limit)

Academy Pilot

Academy Pilot

Academy Pilot

100 points

Rhymer doesn't have to get too close to launch the missiles. Ideally the first round of combat sees Rhymer at range 2, Academy Pilots at range 1-2, and "Howlrunner" turtled up behind the Academy Pilots. Rhymer will probably come in at an angle. If the opponent does gun for him, he can Koiogran behind them and drop his Seismic Charges.

What do you think?

I think you will see some success, depending on how you play this. I would either split Rhymer away from the crowd, let the TIEs hit head on and break up the formation before bringing Rhymer in for the kill, or I would put Rhymer in formation to keep blockers away and fire into the cluster that occurs during the second round of shooting.

Either way, they will be trying to block Rhymer to deny him his actions. If you can prevent that, his APTs could easily decide the game in 2 shots.

I am anxious to see how this fares.

i like what ur trying to do here. having blockers and a support bomber that hits hard.

u do have a lot of points invested in Rhymer which will almost certainly make him a target for concentrated enemy fire early on, im wondering if swarm tactics on Howlrunner would be good here, although that will mean Rhymer sticking close to howlrunner early on and i think ur plan of him coming in at a diff vector could actually work, i guess now u have the option of him staying close to howlrunner early for the alpha strike then go hunting on his own after that.

putting veteran instincts on Ryhmer might actually be decent as he will fire first most of the time and b able to place his mines after seeing where most pilots have moved :)

so one variant of him could be...

Major Rhymer (Adv. Proton Torpedoes x1, Veteran instincts, Proton Bomb)

"Howlrunner" (Swarm Tactics) + Stealth Device

Academy Pilot

Academy Pilot

Academy Pilot

100 points

the addition of the proton bomb and Veteran Instincts gives you a significant threat in close and will punish enemy ships that come at you in formation. going with a mini swarm strategy gives ur academy pilots the a reasonable chance to take down a wounded enemy before they can return fire.

i like what ur trying to do here. having blockers and a support bomber that hits hard.

u do have a lot of points invested in Rhymer which will almost certainly make him a target for concentrated enemy fire early on, im wondering if swarm tactics on Howlrunner would be good here, although that will mean Rhymer sticking close to howlrunner early on and i think ur plan of him coming in at a diff vector could actually work, i guess now u have the option of him staying close to howlrunner early for the alpha strike then go hunting on his own after that.

putting veteran instincts on Ryhmer might actually be decent as he will fire first most of the time and b able to place his mines after seeing where most pilots have moved :)

so one variant of him could be...

Major Rhymer (Adv. Proton Torpedoes x1, Veteran instincts, Proton Bomb)

"Howlrunner" (Swarm Tactics) + Stealth Device

Academy Pilot

Academy Pilot

Academy Pilot

100 points

the addition of the proton bomb and Veteran Instincts gives you a significant threat in close and will punish enemy ships that come at you in formation. going with a mini swarm strategy gives ur academy pilots the a reasonable chance to take down a wounded enemy before they can return fire.

Good thoughts.

I've thought about something similar, especially the Veteran Instincts and the Swarm Tactics, but I like the two APT's on Rhymer. If I have just one, my opponent will say, "Well, I'm gonna have to eat that APT because that's 6 hull points to take down. Might as well suck it up and go for "Howlrunner." Oherwise Rhymer will also be a threat in the late game with "Howlrunner's" ability boosting his primary weapon." Or at least, that's what I would be thinking, especially if I had a swarm or double large ships, which can handle that kind of damage. With two APT I think he'll definitely get the first one off, and then draw a lot of fire from my flight of TIE fighters, who will do a fair amount of damage on their own. And he may even be able to get both of them off (which I'm fully expecting because of his ability to launch them at range 2).

But good suggestions.

If I were playing against your list, as is, I would move heaven and earth to block Rhymer. APT's won't help him at all if he misses his actions, and the mighty 5-K turn on Bombers leaves him stressed so it isn't as scary as it would be using weapons that don't require you to focus the turn you fire.

With PS 7 and relatively short ranged weapons even with his ability, he is going to have a hard time avoiding blockers unless you either bring him in from the flanks or run a wall of blockers of your own to fend it off.

Edited by KineticOperator

If I were playing against your list, as is, I would move heaven and earth to block Rhymer. APT's won't help him at all if he misses his actions, and the mighty 5-K turn on Bombers leaves him stressed so it isn't as scary as it would be using weapons that don't require you to focus the turn you fire.

With PS 7 and relatively short ranged weapons even with his ability, he is going to have a hard time avoiding blockers unless you either bring him in from the flanks or run a wall of blockers of your own to fend it off.

You blocked me quite effectively. I wonder if Squad Leader on Howlrunner would be helpful. Brings me down to 99 for initiative, and let's Rhymer TL and Barrel Roll if necessary, and Howlrunner can grant the Focus....nah! I've been down that Road. Howlrunner will evaporate if she gives her actions away. I think I'll try it a few more times this way before changing it.

While two APT can definitely bring the hurt I think you should trade one for extra reach. Get something that reaches out to Range 3 and you may make setting up a block a little bit harder if it doesn't want to get shot at.

Instead of veteran instincts take adrenaline rush. Nothing would catch your opponents off guard faster than 5K turning behind them as a white maneuver and getting a focus action that allows you to fire.

You might want to take assault missile for the first shot to hit the enemy formation. The APT should be the surprise from behind.

I like the idea of Adrenaline Rush, and I would probably drop an APT for Concussion Missile, so I could launch that with just a TL after a Koiogran.

Something else I should say is that this tournament will be a little unorthodox. There will be 8 players: 4 Rebel, 4 Imperial. There will be no mirror matches. There will be a 1st, 2nd, 3rd and 4th place prize for each faction. This means two things. First, I will only be hunting Rebels, which may affect my tactics (I'm lookin' at you, Han Solo). Second, if the Imperial faction never loses all night, then the only way to get 1st will be by losing as few points as possible. From that stand point, this list probably won't be the best (Rhymer will probably go down every single match), but I think it will be fun to try.

What about using Dead eye?

I think you're really unlikely to get off both of those torpedoes. 6 hull isn't as much as it seems, and especially if Wedge is on the opposing team, you're going to feel the hurt in a hurry, especially with no way to pass focus to Rhymer. The easiest way to solve this is probably PTL – so you can at least guarantee one heavy hit/kill shot – but that's just putting more points on Rhymer. Tough one.

I do like that this distracts the enemy from Howlrunner for a couple turns, but I'm not sure if that's enough to justify the cost.

I do have push the limit. Rhymer + push the limit was kind of the foundation of this squad. And while Rhymer can distract my opponent from "Howlrunner" it may be more effective to have "Howlrunner" rush up and distract them from Rhymer.

StevenO suggested grabbing a missile that can reach out to range 3, and I hemmed and hawed. But it just hit me that for Rhymer EVERY missile/torpedo extends to range 3 (except Adv. Proton Torpedoes, obviously). So what if I threw Cluster Missiles on there? Again, remember that I'll be facing Rebels for this squads maiden voyage, so I can tear apart Y-wings, YT-1300s and B-wings at range 3 with the Cluster Missiles.

I also have decided that I want "Howlrunner" to have Swarm Tactics. I tried out Push the Limit and it severely limits her maneuver options. And I've been playing with Roark, and I really like that PS-boosted attack.

So my current build is

Major Rhymer (Advanced Proton Torpedoes, Cluster Missiles, Seismic Charges, Push the Limit)

"Howlrunner" (Swarm Tactics, Stealth Device)

Academy Pilot

Academy Pilot

Academy Pilot

I could easily be convinced to trade out Cluster Missiles for Concussion Missiles. In fact, I think I've already talked myself into that.

I feel compelled to point out that for 1 point less, you could trade Howlrunner in for Jonus. He will be much, much harder to kill, provide a place to park your Seismic Charge so you don't have ALL your eggs in the one basket, and will boost Rhymer rather than the APs. This would make Cluster Missiles a viable alternative. Would you rather reroll the shots from the APs or the Cluster Missiles, and which one is likely to stick around afterwards to punch the last few points through?

I feel compelled to point out that for 1 point less, you could trade Howlrunner in for Jonus. He will be much, much harder to kill, provide a place to park your Seismic Charge so you don't have ALL your eggs in the one basket, and will boost Rhymer rather than the APs. This would make Cluster Missiles a viable alternative. Would you rather reroll the shots from the APs or the Cluster Missiles, and which one is likely to stick around afterwards to punch the last few points through?

Very good point. And this is exactly why I talked myself into two APTs in the first place (I'd just forgotten). Any other projectile and I'd want Jonus there for the reroll. APTs don't need that because they reroll themselves, essentially.

And "Howlrunner" allows all the TIEs to reroll, including Rhymer if he finds himself empty in the ordnance department.

I want to stay as far from Jonus as I can on this squad, so looks like I'm back to the beginning, but with Swarm Tactics bringing the total down to 99 points.

Actually, I would trade Swarm Tactics and Stealth on Howrunner for PTL. Yes, it limits her movement options. However, with a swarm (which is how her element will fly) your lead Academy Pilots will be moving up to run interference for her and allow her to make her green move. Howlrunner is very unlikely to live through more than 1 round of focus fire anyway, she is there to get focus + Evade in order to make that focus fire use every ship, with nothing left for Rhymer or the APs.

The 2 points saved turns your Concussion Missile into an Advanced Proton Torpedo, which is just plain terrifying. You don't need Jonus, you have an effective element with Howlrunner and her APs, and you have a potential big hitter with Rhymer. You just have to be careful that some joker doesn't fly his stuff straight into Rhymer's face at top speed.... :)

Love it. Trying it this weekend.

Battle Report! We had our Season 2 finale tournament, as described above. I ended up winning 1st place for the Imperials, but only had 1 win and 2 losses. Shows you how well us Imperials played :D

At the last second I changed my squad to:

Major Rhymer (2x Adv. Proton Torpedoes, Push the Limit, Seismic Charges)

"Howlrunner"

3x Obsidian Sq. Pilot

ROUND 1

Kyle Katarn (Shield Upgrade, Recon Specialist, Moldy Crow, Blaster Turret)

Blue Squadron Pilot (Autoblaster)

Blue Squadron Pilot (Fire-Control System, 2x Adv. Proton Torpedoes)

This match went exactly the way I wanted it to. He placed his B-wings in the center, and I placed my Obsidian Sq. Pilots opposite them. He put Kyle behind the B-wings, I put Rhymer off to my left, not quite on the edge, and "Howlrunner" behind my other fighters. All my ships moved forward 4. He inexplicably split his force, with the Adv. Proton Torp.-carrying B-wing banking in Rhymer's direction, and the other ships banking the other way. Because of asteroids, he couldn't come straight at my Obsidian flight, so Mr. Torp had to keep heading towards Rhymer. I banked my TIEs to be at range 2 of the B-wing. We all fired before the Blue Squadron Pilot. Rhymer's Advanced Proton Torpedoes landed 4 hits (thanks to Push the Limit), and Obsidian Squadron finished it off.

Then there was some dogfighting, and Rhymer finally blew up Kyle with the second APT. My opponent conceded. I didn't lose a single ship.

ROUND 2

3x Dagger Sq. Pilot (Fire-Control System, Heavy Laser Cannon)

Well, I can't say I didn't see this coming. I fully expected the triple HLCs, but my bid for Pilot Skill with the Obs. Sq. Pilots was wasted points. Again, I had Obsidian Squadron rush straight at the B-wings, and had Rhymer come in from the side. We made short work of the first B-wing in large part because of Rhymer's ability and Push the Limit, but then things got dicey. Those Heavy Laser Cannons just wouldn't let up. I eventually got a decent opportunity to drop the Seismic Charges, hitting one TIE and both remaining B-wings. "Howlrunner" was chased around, not doing much at all. I then got the second APT off, but he survived with 1 hull point because of his 1 agility. Drat! I did score a crit, but it was Munitions Failure. Rhymer then died to the other B-wing.

The next round that Seismic Charge would come back to haunt me. My lone remaining TIE would have survived the range 1 attack from the limping B-wing, but for that 1 damage. I probably would have finished it off....and then I would have been destroyed by his last B-wing anyway.

ROUND 3

Biggs Darklighter (R2-D2)

Roark Garnet (Saboteur)

Blue S. Pilot (Sensor Jammer, Heavy Laser Cannon)

Prototype Pilot

Remember how awesome first round went? This was the opposite. I had him banking towards my squad of TIE fighters, so I brought Rhymer in a little earlier than was prudent. Biggs and the A-wing did a sharp turn instead of the Koiogran I was expecting. Suddenly, all cannons were on Rhymer. I tried to get that APT off on the B-wing...but I had completely forgotten about Biggs! I was forced into a range 3 Primary Weapon attack. He only took 1 damage. Then the opponent unleashed on poor Rhymer. He got dealt Injured Pilot, which meant no more Range 2 APTs and no more PtL. Ack! As soon as that happened, I knew it was over. He was surprisingly good at maneuvering his HWK for a shot, but it didn't do much damage. And he never got to use Saboteur. There was an embarassing cluster of ships for about 3 rounds. We killed Biggs, but that was it. Time was called when I had 2 Obsidian Sq. Pilots remaining to fight off his remaining 3 ships. Bleak prospects.

So there you have it. 1 win, 2 losses. First place for Imperials. Disgraceful. I would practice more, but I just don't have that much time to play, so I work with the skills I've got, you know? Oh, and the 3x B-wing squad went undefeated, tabling every opponent in under 60 minutes.

My overall thoughts on this squad are that it is amazing. It plays a little bit more like a Rebel list, I think. Or maybe I just associate ordnance with Rebels. I think the Obsidian Squadron Pilots make a huge difference. Seismic Charges could probably be ditched, but I just like them - a single damage could make all the difference. I think on the last game I didn't have Rhymer far enough out. I will most likely use this squad again. A Black Squadron Pilot with Draw Their Fire would have helped a lot when I ran into that mess in Round 3, but usually that shouldn't happen. If they want to kill Rhymer I need to make them work for it, and sick "Howlrunner" and her squadies on their sixes.

Also, playing against Fire-Control System so much makes me REALLY want to use Expert Handling. Maybe on Black Squadron Pilots. But I'll save that discussion for another time.

Edited by Parakitor

Thanks for the update! Congrats on first place! It's neat to see how this idea ended up panning out. It makes me excited to open my TIE Bomber this Christmas.

Looks like a number of things went down about as predicted. In round 1 you went against another short ranged squad and taking out his heavy B-Wing before it could do anything really shut him down. In Round 2 you basically faced the opposite of the Round 1 squad as this one would easily chew you up at long range. In that last one it seems my thought on carrying something that reaches Range 3 could have been useful as it would have let you throw four dice his way instead of just two.

Congrats on finishing with the top Imperial squad but if that was just 1-2 then it's pretty obvious how the Rebel scum dominated the space.

Looks like a number of things went down about as predicted. In round 1 you went against another short ranged squad and taking out his heavy B-Wing before it could do anything really shut him down. In Round 2 you basically faced the opposite of the Round 1 squad as this one would easily chew you up at long range. In that last one it seems my thought on carrying something that reaches Range 3 could have been useful as it would have let you throw four dice his way instead of just two.

Congrats on finishing with the top Imperial squad but if that was just 1-2 then it's pretty obvious how the Rebel scum dominated the space.

Yeah, I completely agree. I think I want to put a Homing Missile on instead of one Adv. Proton Torpedoes, dropping me down to 99 points. Then I want to put Adrenaline Rush on "Howlrunner" because the way I play she always Koiograns, but sometimes she doesn't have the leisure of a green maneuver because I need her to move into range 1 of my other TIEs.

A case could be made for Assault Missiles, but Rhymer usually hangs back while Obsidian Squadron zooms forward, and my own TIEs would be caught in the blast.

I just realized that the squad I decided on for the tournament is identical to the squad Sozin is running in the Team Covenant Vassal tournament. http://teamcovenant.com/mrfroggies/2013/10/14/x-wing-tournament-iii-wildcard-round/.

He is battling out for the 7th seed out of 44 players, so clearly he knows how to fly this list better. If you have Vassal, I encourage you to download his log files and see how he does it!

His was definitely on my "to play list" last weekend but it just want meant to be.

The three HLC B-Wing squad is the new toure de force right now, but that won't last long. My mate came up with a build that took it out, consisting of Mr. Vader with Concussion missiles, Howlrunner, Jonus and a Scimitar. Can't remember all the ordinance he had, but it's maneuverability and firepower gave the B-Wings a hard time.

In the end, only Vader survived, but with a bit more practice with the squad, it is money against those B's.