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Made in us
Corporal





NC

Hello there DakkaDakka recently got back into X Wing and will be playing in an escalation tournament this weekend and was hoping to get some feedback from the folks here. The tournament follows the standard FFG escalation rules (https://images-cdn.fantasyflightgames.com/filer_public/c7/6f/c76f220b-5efd-4afc-912b-e67dfcda034e/x-wing_escalationrules_v301.pdf) but the basic premesie is that you can always add to previous ships/lists but never take away and you must field at least two ships in round one:

-----60 POINTS ------

(20) Scimitar Squadron Pilot - Concussion Missiles, Long Range Scanners,

(40) Colonel Vessery - Ion Cannon, TIE/D, Twin Ion Engine Mk. II, VI

The idea is to make Vessey the center pieces of the list, I'm a big fan of controlling movement with ION rather than tractor beam or stress builds i've seen. The bomber is there to pass off TLs Vessey and maybe get a shot off with the missiles i went with the Long Range Scanners in lieu of Guidance Chips for the synergy ability. Still debating that one as Chips with Concussion gives to guaranteed hits .

-----90 POINTS ------

(20) Scimitar Squadron Pilot - Concussion Missiles, Long Range Scanners,

(40) Colonel Vessery - Ion Cannon, TIE/D, Twin Ion Engine Mk. II, VI

(29) Omega Leader - Comms Relay, Juke, Stealth Device

Added Omega Leader with the standard Comms/juke combo also threw on a Stealth Device to make him a bit harder to hit as i have a feeling people will be gunning for him rather early and there were a few extra points laying around


---- 120 Points -----

(22) Scimitar Squadron Pilot - Concussion Missiles, Long Range Scanners, Extra Munitions

(40) Colonel Vessery - Ion Cannon, TIE/D, Twin Ion Engine Mk. II, VI

(29) Omega Leader - Comms Relay, Juke, Stealth Device

(29) Omicron Pilot - Emperor Palpatine

Added Extra munitions on the bomber to give him another salvo, Now here is where i'm having a bit of a debate as I'm not sure how good Emperor Palp is after the nerfing recently, the shuttle still has a lot of hull/shields (relatively speaking for a empire ship) and brings three dice. I've been thinking about replacing this with an inquistor TAP or moving the 150 addition up earlier and the shuttle later.


-----150 Points-------

(22) Scimitar Squadron Pilot - Concussion Missiles, Long Range Scanners, Extra Munitions

(40) Colonel Vessery - Ion Cannon, TIE/D, Twin Ion Engine Mk. II, VI

(29) Delta Squadron - TIE /x7, Twin Ion Engine Mk. II

(29) Omega Leader - Comms Relay, Juke, Stealth Device

(29) Omicron Pilot - Emperor Palpatine, Tactical Jammer

Added a cheap TIE/D here because I'm a fan of Defenders and its good value and 29 points, with the left over point i out the tactical jammer on the shuttle so it can obstruct some shots.


So that's my list(s) so any thoughts are appreciated, The only real questions i have are CHIPS or SCANNERS? and replace the Palp shuttle with a TAP (would have to space out the optimum build between two list iterations) or bring the palp shuttle in at the end. Thank you all in advance for any and all feedback

For STUFFFING!!!!! 
   
Made in us
Hurr! Ogryn Bone 'Ead!





Fake Englandland

I might be biased, but I think you're better off with chips aso opposed to scanners, just getting a hit from a blank is so useful, but again, I might be biased since I'm always on favor of them over the scanner personally

Shadowrun is the best game ever. It's the only thing I have ever played in which I have jumped out of a shot out van with a chainsaw to cut a flying drone in half before leveling a building with ANFO assisted by a troll, a dwarf, an elf, and a wizard. 
   
Made in us
Jealous that Horus is Warmaster



Boston

Just bear in mind that Vessery with the D title dies a LOT faster than an x7

He's going to have a bullseye on him from the get go and will die. And I don't know if you have any other hitters in any stage of the lists.

I would recommend dropping to tractor beam so if you hit you get a better shot at pushing damage in subsequent shots. Use the two points for extra Munitions so the bomber is more than a one-shot wonder.

I'd probably go with chips over scanner because getting a second lock outside of r2 can be really hard, and the bomber in close with Vessery at least poses a possible threat to draw fire
   
Made in us
Douglas Bader






Scanners. At PS 2 getting a target lock in the initial pass can be difficult, and LRS fixes that problem. And the damage buff in the opening pass compares pretty favorably with chips (you're now getting a focus to modify dice, since you took the TL on the previous turn) so you're really not losing much in pure firepower until possibly the second shot. And that's not a major problem on a ship that tends to die as fast as a TIE bomber.

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in us
Sure Space Wolves Land Raider Pilot



Schaumburg, IL

Just curious - is there a maximum number of ships allowed on the table in this tourney?

I'm not prejudiced, I hate everyone equally 
   
 
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