Critics welcomed

By dogred, in X-Wing

I got a 135pt tourney coming up. Here is what I plan on using.

Krassis +HLC +Mercenary Copilot = 45pts

Omnicron +Autoblater +Navigator +Intelligence Agent +FCS +Engine upgrade = 36pts

Dark Curse +Stealth = 19pts

Soontir Fel +Elusivness +Stealth = 32pts

So what do you think?

i like ur mix of ship types but heres my advice.

  • 1) switch autoblaster on Omicron for Gunner - the FCS+Gunner combo is amazing and hits as hard as Han at times.
  • 2) Drop navigator and mercenary copilot.
  • 3) switch out Dark Curse for Backstabber - thats trading offense for defense, something u will need imo.
  • 4) Do you have Push the Limit ? If u do id recommend putting it on Fel (i would drop elusiveness and intelligence agent). If u dont have PTL then perhaps swarm tactics on Fel but PTL is by far the best option.
  • 5) If u had a few more points id consider Recon Specialist on Krassis but that would mean dropping a stealth device from something - perhaps an acceptable tradeoff and worth considering - once again u r trading defense for more offense. Depends what u favor most :) Here are some suggested squads using a similar ships to ur posted list.

Squad#1 125pts

Krassis +HLC = (43)

Omnicron +Gunner +FCS +Engine Upgrade +Intelligence Agent (33)

Backstabber +Stealth = (19)

Soontir Fel +PTL +Stealth = (33)

Squad#2 125pts

Bounty Hunter +HLC +Recon Specialist (43)

Omnicron +Gunner +FCS +Engine Upgrade +Intelligence Agent (33)

Backstabber +Stealth (19)

Soontir Fel +PTL +Stealth (33)

Squad#3 125pts

Krassis +HLC +Recon Specialist (46)

Omnicron +Gunner +FCS +Engine Upgrade +Intelligence Agent (33)

Backstabber (16)

Soontir Fel +PTL +Stealth (33)

Squad#4 125pts

Bobba Fett + Expert Handling + Rebel Captive (46)

Omnicron +Gunner +FCS +Engine Upgrade +Intelligence Agent (33)

Avenger Squadron Pilot +Stealth Device (23)

Avenger Squadron Pilot +Stealth Device (23)

Edited by The_Brown_Bomber

I agree, the starting point for your shuttle should be:

Omicron Group Pilot + FCS + Gunner + Engine Upgrade

This makes it an extremely fast and brutal ship to encounter. There are a number of threads on the forum talking about it.

I actually disagree on the proposal to change out Dark Curse for Backstabber. I'm definitely in the minority, but I can't help but admire the sheer survivability of that feisty little craft.

The Brown Bomber has some excellent 125 point lists, posted above. You could easily add 10 points to any of them.

Of course, my list would probably look like:

Omicron Group Pilot (21)
Fire-Control System (2)
Gunner (5)
Engine Upgrade (4)

Omicron Group Pilot (21)
Fire-Control System (2)
Gunner (5)
Engine Upgrade (4)

Omicron Group Pilot (21)
Fire-Control System (2)
Gunner (5)
Engine Upgrade (4)

Captain Yorr (24)
Fire-Control System (2)
Gunner (5)
Rebel Captive (3)
Engine Upgrade (4)

Total: 134

So I might be biased towards the alabaster void manatee. :)

Of all the lists presented here I like The_Brown_Bomber's third list most. It has a nice balance and good tactical options. I think he has left you with 10 points to spend though based on 135pt Tourney?

Edited by Englishpete

Of all the lists presented here I like The_Brown_Bomber's third list most. It has a nice balance and good tactical options. I think he has left you with 10 points to spend though based on 135pt Tourney?

I noticed that list was actually 128 points. So, I tweaked it a bit. What do you think about:

Captain Yorr (24)

Fire-Control System (2)

Gunner (5)

Mercenary Copilot (2)

Engine Upgrade (4)

Krassis Trelix (36)

Heavy Laser Cannon (7)

Recon Specialist (3)

"Backstabber" (16)

Stealth Device (3)

Soontir Fel (27)

Push the Limit (3)

Stealth Device (3)

Total: 135

I like it, drawing stress from Fel will make him even harder to deal with. The Shuttle chainsaw with Firespray support will be pretty viscious as well.

Just remember if Fel doesn't receive the stress token he doesn't get the focus either!

Just remember if Fel doesn't receive the stress token he doesn't get the focus either!

You know, you are absolutely right. However, there is another Interceptor pilot who would definitely benefit from this.

Captain Yorr (24)

Fire-Control System (2)

Gunner (5)

Engine Upgrade (4)

Krassis Trelix (36)

Heavy Laser Cannon (7)

Proximity Mines (3)

Recon Specialist (3)

"Backstabber" (16)

Stealth Device (3)

Turr Phennir (25)

Push the Limit (3)

Stealth Device (3)

Total: 134

Turr Phennir would be a beast if you can pull stress off of him. This way, you can focus, then attack, then barrel roll immediately after his attack, then push the limit (dropping the stress on Yorr) to boost.

Edited by SableGryphon

Just remember if Fel doesn't receive the stress token he doesn't get the focus either!

You know, you are absolutely right. However, there is another Interceptor pilot who would definitely benefit from this.

Captain Yorr (24)

Fire-Control System (2)

Gunner (5)

Engine Upgrade (4)

Krassis Trelix (36)

Heavy Laser Cannon (7)

Proximity Mines (3)

Recon Specialist (3)

"Backstabber" (16)

Stealth Device (3)

Turr Phennir (25)

Push the Limit (3)

Stealth Device (3)

Total: 134

Turr Phennir would be a beast if you can pull stress off of him. This way, you can focus, then attack, then barrel roll immediately after his attack, then push the limit (dropping the stress on Yorr) to boost.

Even better... Focus, PTL, grab an Evade... Yorr eats the stress. Attack. Boost PTL Barrel roll. Use a green maneuver to clear that stress.

Edit: Ignore that... PTL says once per turn.

Edited by Khyros

4 ships at 135 points seems really low, especially for the Empire. But those are some nice ships. I would think about something like:

134 points

Soontir Fel + PtL + Stealth (33)

Krassis + HLC + Mercenary Copilot (45)

Omicron + FCS + Gunner + Engine Upgrade (32)

Academy x2 (24)

Whatever you play, you'll obviously do much better understanding its strengths and weaknesses, and your opponent's. So there is value in really figuring thinking about how the combos will play out and internalizing that.

Edited by MajorJuggler

You could give Turr a Targeting Computer instead of a Stealth Device. TL the PtL for Focus, Yorr takes stress, shoot, perform free action.

Or many other combo's

You could give Turr a Targeting Computer instead of a Stealth Device. TL the PtL for Focus, Yorr takes stress, shoot, perform free action.

Or many other combo's

I get the feeling that the tournament is going to be before Imperial Aces comes out.

Night Beast (15)

10 Academy Pilots (120)

Enjoy your tournament win. =P

Ah, then no targeting computer....

Night Beast (15)

10 Academy Pilots (120)

Enjoy your tournament win. =P

Better yet, drop 1 TIE and get Howlrunner + Backstabber:

134 points

Howlrunner + Determination + Stealth Device (or hull upgrade, your choice) (22)

Backstabber (16)

Academy x8

Crazy idea:

Krassis + HLC + Recon (46)

Omicrom + FCS + Gunner + APL (30) x2

Omicrom + Gunner + Vader (29)

Edited by StevenO

Crazy idea:

Krassis + HLC + Recon (46)

Omicrom + FCS + Gunner + APS (30) x2

Omicrom + Gunner + Vader (29)

No Engines on the ghostly void belugas seems like a bad idea.

It is but the idea/hope is that you have enough frontal space that you don't need all the maneuvering. That is also part of the reason for the Anti-Pursuit Lasers (need to change that notation I see) as the idea is to have those ships on the side to force crashes if someone wants to sneak in behind.

At 135 points things can get messy fast especially when you start running into 10 ship swarms.

Squad#5 135pts


Krassis +HLC +Recon Specialist (46)


Captain Yorr +Gunner +FCS +Engine Upgrade +Mercenary Copilot (37)


Backstabber +Stealth (19)


Soontir Fel +PTL +Stealth (33)



Squad#6 135pts


Krassis +HLC +Recon Specialist +Assault Missiles (48)


Captain Yorr +Gunner +FCS +Engine Upgrade (35)


Backstabber +Stealth (19)


Soontir Fel +PTL +Stealth (33)



Squad#7 135pts


Krassis +HLC +Recon Specialist + Assault Missiles (51)


Captain Yorr +Gunner +FCS +Engine Upgrade (35)


Backstabber (16)


Soontir Fel +PTL +Stealth (33)



Squad#8 135pts


Bobba Fett + Expert Handling + Rebel Captive + Proton Bombs (49)


Omicron Group Pilot +Gunner +FCS +Engine Upgrade (32)


Sabre Squadron Pilot +Stealth Device +PTL (27)


Sabre Squadron Pilot +Stealth Device +PTL (27)


Edited by The_Brown_Bomber

Thanks for the responses.

I was going to use the Shuttle for a blocker and since it has the big base it is very easy to get into range one. Since it has such low evade I thought this would be a safe way for it to survive a few more rounds but be able to deliver some damage with the FCS and the autoblaster. I am on the fence about this build since it will be the first time I would be using it like this. I usually go for the Chainsaw Shuttle.

I have had great success with Fel and elusivness. It lets you use a focus for your attack then make them do a reroll get stress and a focus for your defense.

This will be my first tourney and I do not expect to win just trying out a tourney for the experience.

how about...

Krassis +HLC +Recon Specialist= (46)

Omicron +Gunner +FCS +Engine Upgrade +Intelligence Agent (33)

Soontir Fel +Elusiveness +Stealth = (33)

Academy Pilot (12)

Academy Pilot (12)

  • I played a similar 100pts squad yesterday (minus Soontir and Krassis was a BH) but all the other ships and upgrades were identical.
  • You have 3 serious threats i Soontir, Krassis and Omicron - this will allow ur 2 Academies to roam largely unnoticed at the start of the battle and chip away or you can use them as situational blockers against high pilot skill pilots.
  • My personal choice would be to upgrade the Elusiveness to Push the Limit and drop the Intel Agent but it seems Elusiveness is something u r familiar with so i can understand if u keep it on Soontir.
  • Rec Specialist on a Slave1 is a very strong choice as u can keep a focus for defense (or even both in a tight spot) and use the other on offense a to complement your HLC as long as you can manouvre Krassis out of harms way and keep at med-long range of the targeted ship - use Soontir and the Academies to bait enemy ships into the firing arcs of your two big ships.
Edited by The_Brown_Bomber

If you intend to actively use the shuttle as a blocker, anti-pursuit lasers seem like they might be a nice idea...

Magnus- The APL was my first choice but I have not had much luck with them in the past. If I equipped them then I would lose the engine upgrade.

I like the available options that Brown Bomber has stated, I think I am going to have to do some more milling over of my layout of the shuttle before the tourney.

If I stick with my layout I will post the success or failure of my strategy.

Edited by dogred

Well I can safely say the shuttle did mediocre today, the CHAINSAW layout would have worked better. Out of three rounds I got the Shuttle to work as intended. I went 1 for three today.

First Round vs Marthel Mithel

2 Academy

Soontir

Sabre Sqd

I lost Dark Curse and my opponent lost an Academy Pilot, round went to the buzzer.

Second round vs

Wedge

Blue Sqd

Gold Sqd

HWK-290 (the pilot who can pass focus)

A wing

I took out Wedge first and then the Y wing and A wing, round went to the buzzer.

Third round vs

Han

Chewie

2x A wing

The Shuttle is no match for 2 Falcons! I lost the Shuttle first then Soontir. I got Han down to 1 hull and stripped the shields down to one on Chewie and both A wings had their shields gone and the round went to the buzzer.

The way they scored the rounds seemed weird. The first round was scored by how much of your opponents build points got removed from the table. The second round was scored by how many shield and hull points were stripped off your opponents ships. The third round was scored the same as the first. Is this how tourneys are normally scored or do they usually stick to build points removed or hull/shield points removed?

The way they scored the rounds seemed weird. The first round was scored by how much of your opponents build points got removed from the table. The second round was scored by how many shield and hull points were stripped off your opponents ships. The third round was scored the same as the first. Is this how tourneys are normally scored or do they usually stick to build points removed or hull/shield points removed?

That's bad, IMHO. It should be consistent thru the entire tournament. When the scoring method is changed in the middle of the event, it skews the overall results when something unusual happens in those altered scoring rounds.