Decent tournament build?

By cubby09, in X-Wing

solid list. wedge would hav been the target early every game?

swarm on wedge gives ur squad some redundancy eg? plus firing at PS 12/12/4/2 is nice - that must have hit pretty hard most games id say.

depending on expected matchups maybe replacing the Y-Wing with another B-Wing is worth considering. the extra point left over could put an R2 Astromech on Wedge?

Yeah, I still think two Ions is unnecessary and he could get away with one. Another B-Wing is a good idea. (Or the Biggs that I originally suggested, which would keep Wedge from getting targeted so quickly =P)

Round 1: Some days the dice gods hate you and there is nothing you can do about it. Looks like that would have been an opportunity for the 12,9,9 shooting.

Round 2: I guess the 12,12 combo could pay off here depending on initiative when he's got a 9,9. I can certainly see how Ion Turrets could win this game.

Round 3: Do we even want to know what he had on Han? Too bad for him he has no chance of one-shotting any of your ships and if Gunner is involved they could all take a hit or two. Almost wonder how he made it as far as he did with just two ships to attack with even if one could lay out damage every round.

solid list. wedge would hav been the target early every game?

swarm on wedge gives ur squad some redundancy eg? plus firing at PS 12/12/4/2 is nice - that must have hit pretty hard most games id say.

depending on expected matchups maybe replacing the Y-Wing with another B-Wing is worth considering. the extra point left over could put an R2 Astromech on Wedge?

Yeah, I still think two Ions is unnecessary and he could get away with one. Another B-Wing is a good idea. (Or the Biggs that I originally suggested, which would keep Wedge from getting targeted so quickly =P)

wedge was indeed targeted early and often as he shoudl have been. The two ions actually came in handy. first, i faced a few large ships that require two tokens to slow down. It definitely made a difference against the firespray. he wouldnt have hit the asteroid the second time without it. later in the end game i was able to slow two small ships at the same time allowing my b-wing to wheel around. I may try switching it up again. overall i am pleased with the results just wish i could have finally finished first!

So i placed....you guessed it! Second...Again...in today's tournament.

I went with: http://xwing-builder.co.uk/view/45832

Round one I got hammered by: http://xwing-builder.co.uk/view/46512

In the alpha strike i was able to hit howlrunner with the HLC once due to PS12. then he focused all guns on the blue squad and took him out. it was tough sledding from then on. he lost only Howlrunner

Round two and three were a flawless victories.

So it begs the question....WTF????im always finishing second! and alwyas to different people. Any ideas? I really like using four rebel ships wiht one holding an ion turret. but hell i may switch to:

http://xwing-builder.co.uk/view/46604

http://xwing-builder.co.uk/view/46608

Or go to empire with something like: http://xwing-builder.co.uk/view/44336

I dont know. im just tired of placing second :angry:

You Stressed Bro is Scarlet Cowgirl - a squad a small group of us here on FFG Forums have been testing for about a month.

its a strong squad, but takes time to get familiar with - like every squad.

here is what we are talking about:

Scarlet Cowgirl [99pts]

Kath Scarlet + Expert Handling + Rebel Captive

Omicron Group Pilot + FCS + Gunner + Engine Upgrade

Academy Pilot

Academy Pilot

This squad is generally better versus rebels than imperial squads due to the high agility ships like tie-fighters/intercepters ability to easily find green manouvres and shred stress. Rebel Captive hurts B-Wings as they dont get to do a number on you with K-Turns after advanced sensory tricks.

Expert handling on Kath is also a good counter for B-Wings as it allows her to find easier shots on them and occasionally barrel roll out of trouble.

Kath's PS7 gives her the ability to shoot b4 most of the commonly played mid-range pilots (eg Dagger Squadron, Biggs, Dutch) and probably more importantly move AFTER the low PS pilots letting her abuse Expert Handling to get into and out of firing arcs. Shaking off a target lock is a bonus... Expert handling really shines late game where the Firesprays rear firing arc and ability to cover large distances using a single barrel roll with that large base can quickly out-position most ships.

The 2 Academy Pilots are primarily used as flankers and are most effective kept at range3 where they take less damage and you need to pick you moments to get in close as they are important to the overall success of this squad - you can use them as timely blockers for high PS ships when needed. Because they are a lesser threat, the Academy Pilots tend to get ignored early on and they can often get in steady amounts of damage.

To use the squad optimally you need to set up asteroids so that your large base ships have 'channels' to negotiate and can support each other - if you are more skilled than most with flying the shuttle you can live in the asteroid belt early on and use it as effective cover from enemy ships flanking you.

Ship set-up is critical, you want to be thinking where you want to be on turn 2 and 3 with ur shuttle in a strong flanking position and your tie-fighters can be used as bait to achieve this although clever opponents will go directly for your shuttle or firespray which is fine as you can flank with the ships they ignore. I generally have my shuttle and firespray in different corners, hug the edge for 1-2 turns and then turn into he asteroid field in a pincer attack.

It is also possible to zoom your shuttle to the far end of the board, hugging the edge and turn into a rear assault position although this is less common as your enemy is usually advancing steadily towards ur other ships by turn2 which is when you want to swing into a flanking position and open fire with ur shuttle - even at long range it rarely misses its target.

Once your shuttle is in danger of getting outflanked itself, use boost to create distance from the enemy and swing back into the battle - this loadout on the shuttle is surprisingly powerful, if ur first attack misses, gunner triggers and FCS gives u a free target lock on the gunners attack and u get another free target lock after this attack as well - thats firepower rarely seen on a single ship and is on a par with Han Solo himself.

Edited by The_Brown_Bomber