List help for first event.

By Ben Curry, in X-Wing

Hi,

I'm new to the game having picked it up over Christmas. I've got my first tournament coming up and think it's about time to settle on a list.

This is what I'm leaning towards at the mo

TIE Interceptor: Soontir Fel (Push The Limit). 30

TIE Fighter: Howlrunner. 18

TIE Fighter: Academy Pilot. 12

TIE Fighter: Academy Pilot. 12

TIE Fighter: Academy Pilot. 12

TIE Fighter: Academy Pilot. 12

96 Points.

I have a few options with the remaining 4 points.

1. Fel Stab's Back

Upgrade 1 Academy Tie to Back Stabber.

General theory is that Howl and her 3 mates do the mini swarm thing while Fel and Backstabber turn a flank and add some extra ranged support.

2. Smoke and Mirrors

Stealth Device on Fel.

Idea is that Fel runs solo as a distraction. 1 pt spare.

3. Fel's Obsidian gang

4 pts to upgrade the Academy's to Obsidian pilots.

Not actually sure this gains much. Is PS2 a big deal? Maybe if I upgrade 3 and stay at 99 points?

I'm leaning to 1. As my fave option but open to suggestions

honestly, I don't think Soontir needs extra defense. With push the limit you should never be in front arc, so unless they have turrets they should almost never be able to shoot you. Not attracting shots is the best defense. I would stick stealth device in Howlrunner. In my experience I get more mileage out if it, and since she had to stay near the swarm and improves it substantially, she Will attract most of the shots early in the game.

Other than that, good luck! if you maneuver well, you've got a shot.

Tie swarms are a solid list if you are experienced at flying in formation. if not it can still be powerful but you will ahve a steep learning curve as you collide into one another

honestly, I don't think Soontir needs extra defense. With push the limit you should never be in front arc, so unless they have turrets they should almost never be able to shoot you. Not attracting shots is the best defense. I would stick stealth device in Howlrunner. In my experience I get more mileage out if it, and since she had to stay near the swarm and improves it substantially, she Will attract most of the shots early in the game.

Other than that, good luck! if you maneuver well, you've got a shot.

And Yes, HR will be the early target so you must protect her:

I run a list similar to this I do

Turr Phennir with Veterans instincts

Howlrunner, swarm tactics

Backstabber

3x academy ties

Comes out to 99 pts, if u don't want initiative then you can put PTL on Turr for 100 points

I prefer vi as it allows you to shoot first and get out of the way.

I run backstabber by herself or near Turr and run howl with the three academies in a tight formation. It has worked fairly well for me so far I just need to practice manuevering more to make it more lethal.

Stealth Device on Soontir or Howlrunner (or another PtL on Howlie).

Upgrading all four Academies to Obsidians may be worth it but that really depends on what you are facing. If most of what you face is using PS 1 or 2 then they are points well spend but if what you face is all PS 4 or higher then it did you absolutely no good.

Thanks for the tips. My event is on the 22nd so I have time to try a few different combos. Seems stealth on howl is the most popular.

No mention of the backstabber upgrade to beef up my flanking force?

Edited by Ben Curry

Thanks for the tips. My event is on the 22nd so I have time to try a few different combos.

FCB store championship?

Thanks for the tips. My event is on the 22nd so I have time to try a few different combos. Seems stealth on howl is the most popular.

No mention of the backstabber upgrade to beef up my flanking force?

ben i dont know how many fliers u do have but try this one out if u really want to swarm

Howlrunner + stealth device and swarm tactics

Mauler Mithel + Stealth device and Swarm tactics

and 4 times obsidian squadron pilot

u end with 99 points

the swarm tactics will boost in the battle phase 2 of ure PS3 to the PS level of the leaders

so u can fly with 2 individual squadrons like Howl with 2 obsidians on the left flank and mauler with 2 obsidians on right flank that forces ure enemy to split fire and think twice on manovering.

if u really want to play with soontier well i dont know how to make a list with him cause i do not own any interceptors have to wait until they are in germany again cause of the reprints they are doing lately ;O

man FFG do some work man !! produce billion ships instead of just 5000 >;p !!!

I have 5 ties. But could easily borrow more.

I will be using my interceptor for sure as it's shiny new :)

Your list looks solid.

My suggestion would be Shield upgrade on Soontir. You will find that he tends to take an early crit after evading everything else, and those can be utterly lethal for him. The shield will negate that completely. The only critical result that isn't likely to result in a fiery death the next turn is Console Fire, because he can use one of his actions to put it out. Everything else is extraordinarily painful for him. Even things like Damaged Engine (now his green 2 cannot be used to clear his stress), or Thrust Control Fire (stacking a second stress on the one he has already, leaving him vulnerable next turn) are far more dangerous to him than they are to most ships.

Also, a shield is more effective on higher agility ships like Soontir than Stealth, which is counter-intuitive but true nonetheless. As for protecting Howlrunner, unlike a normal swarm she is not the heart of your list. Soontir Fel is. So yes, she will get shot at and probably killed fairly early, but that will allow you to bring Soontir in close on their flanks for some effective fire. A worthwhile trade.

Edited by KineticOperator

I would toss a stealth device and Determination on Howlrunner, forcing the opponent to either focus on Howl and bash through 4 defense dice and removal of pilot crits, or ignore Howl and focus on the swarm or Soontir

Your list looks solid. My suggestion would be Shield upgrade on Soontir. You will find that he tends to take an early crit after evading everything else, and those can be utterly lethal for him. The shield will negate that completely. The only critical result that isn't likely to result in a fiery death the next turn is Console Fire, because he can use one of his actions to put it out. Everything else is extraordinarily painful for him. Even things like Damaged Engine (now his green 2 cannot be used to clear his stress), or Thrust Control Fire (stacking a second stress on the one he has already, leaving him vulnerable next turn) are far more dangerous to him than they are to most ships. Also, a shield is more effective on higher agility ships like Soontir than Stealth, which is counter-intuitive but true nonetheless. As for protecting Howlrunner, unlike a normal swarm she is not the heart of your list. Soontir Fel is. So yes, she will get shot at and probably killed fairly early, but that will allow you to bring Soontir in close on their flanks for some effective fire. A worthwhile trade.

Stealth combined with strict devotion to pushing with a focus & evade makes Fel almost untouchable.

I like the theory behind the shield upgrade! I have a couple of games booked in on Weds and Thurs this week so will test out all the options

Keep the tips coming guys. It's a great help !

In a semi swarm, Howl isn't nearly as dangerous. As such, the more defensive stuff you put on her, the more likely people will just take out the academies first. Just something to keep in mind.