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LouisCypher

XXX ZZZ

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Back to basics: how about

3x Rookie Xs

3x Bandit Zs

?

They may be run in a single block, or 2 or maybe even 3 couples around the board.

I guess a phantom/double phantom will chew them, but may work against big ships

What do you think?

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I've run this a lot and it's devastating... As long as you can lure your opponent into a joust. All those guns can bring down big ships in no time.

However, against Dash or phantoms, you have no choice but to break formation to block lanes and that dilutes your firepower and makes it so much worse when your ships get picked off one by one.

I've also flown Biggs , Tarn + R7, and 4 Bandits with some success. Keeping Biggs at range means your Zs can get in close and maximise their 2 attack dice without danger of being picked off.

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I just played 2 games vs Wife (not much competitive test, I admit):two rather easy wins Vs a yt3700 list (Leebo and Chewie)

The list can deal large amounts of damage in short times, but I found easier to fly in 2 separate sub-squads.

The main one (2x and 2z) and the secondary as flankers as it's hard to bring your opponent in a nice medieval joust ;)

Edited by LouisCypher

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I beat this list with Han/Corran a couple tournaments ago by drawing my opponent through asteroids. He flew extremely well, but between the bumping and flying through asteroids he had to do to stay on target and decent dice on my part, I was able to take him apart. So, be careful around asteroids and it's a very powerful list.

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Just played vs Leebo/Chewie on Vassal today: easy win losing only a Z.

My opponent didn't fly smart, but i managed to bring Chewie down in just 2 turns of focused fire, then was Leebo's turn to become stardust.

I'm impressed by the large amount of hits this squad can deal, specially with TLs and at least in range 2.

Unfortunately I've been stardusted by a named phantom just the day before :(

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I watched someone fly this list on Vassal the other night, and a big problem he had was that his ships couldn't k-turn together because he had the Zs in front and the Xs in back, which makes sense since you'd want the Zs to be closer for range 1 shots and the X's to further in back.

 

I guess on the first turn you could just have the Z go forward 4 and the Xs go forward 3 and then you'd be fine, but it's something to keep in mind.

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Used this list last night (thinking it was my own invention - there truly is nothing new under the sun).

 

Played a panic attack variant, wiped it out with the loss of a Z - wow this list throws red dice!

 

Going to give it a few more goes, I expect I'll take it to a tournament though to properly test it.  I think the main issue will be arc dodgers, but I guess I'll just have to spread arcs and hope for the best!  It seems to suit my play style though, which is 90% of the battle I suppose...

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just a suggestion-dropping 1 Z would give the X's 1 more shield(longer life) Or you could give it to the Z's???, Yes???

 

On that idea if you changed a Rookie to a Bandit that would open up 9 points which would be three Hull Upgrade giving you five ships with 3 hull/2 shield and one with 2/2 instead of three of each 3/2 and 2/2 ships.  Of course that change costs you a red die in exchange for those three hull.

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Those are both great points. having a "extra" red dice is always a good thing on offense. Like i was say'n-just a suggestion. I'm going to give it a go 2nite at our local go-to-meeting nite.

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Used this list last night (thinking it was my own invention - there truly is nothing new under the sun).

 

Played a panic attack variant, wiped it out with the loss of a Z - wow this list throws red dice!

 

Going to give it a few more goes, I expect I'll take it to a tournament though to properly test it.  I think the main issue will be arc dodgers, but I guess I'll just have to spread arcs and hope for the best!  It seems to suit my play style though, which is 90% of the battle I suppose...

Lists like this are about the worst thing for Panic Attack to run up against. There's enough dice being tossed that a B or Y wing is getting pulled off of the table every round and there are enough ships that even if one of them ends up ionized with a stack of stress, they've still got plenty of actions and attacks to go around. 

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I think the power of this list is in its red dice.

 

The fact that it has 6 ships is its survivability factor.

 

I may be wrong, but I think in this case KISS.

 

To me this is the problem with dropping XZXZXZ down to XZXZX.  If you're doing that you should do something more than just give shield upgrades to the remaining X-Wings.  Now you're essentially flying XXXX except you're replacing one X with two Zs.  Cutting 2 red dice, 2 hull, and 2 shields just to add 3 shields doesn't seem like a good trade; trade 1 red die and 1 shield for 3 hull seems like a better way to go if you're looking to increase durability.

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That is a better trade, but how would you go about getting that trade-off??

 

I'm not entirely sure what this is directed at.

 

The basic topic of the thread is the Rookie x3, Bandit x3 squadron.

 

A suggestion was made that you could drop a Bandit giving you 13 points to work with.  Those 13 points could be used for three Shield Upgrades for the Rookie although I guess they could also be used for four Hull Upgrades.  It was suggested that this increases durability of the big hitters but losing a ship reduces the number of red dice it throws.

 

The counter I suggested is trading a Rookie (21 pts) in for a Bandit (12 pts) which gets you 9 more points.  This is trading an X-Wing down for a slightly weaker ship but you aren't giving up an entire ship and you are still getting the room for three Hull Upgrades providing an overall boost to durability despite giving up a hull point on the ship trade.

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This list seems like a great list, but like everything that doesn't have a turret and can't get to 9+ PS it autoloses to a Super Phantom.

 

What about trying to sacrifice a Rookie and get some ordnance on the bandits and flechettes on the 2 remaining Rookies?

 

What about:

 

Blue Squadron + 2x Flechette Torpedoes - 26

 

Rookie Pilot + Flechette Torpedo/Stressbot - 49

 

3x Bandits, 2x Homing Missiles & 2x Munitions Failsafe, 1x Ion Missile - 100

 

Hopefully with enough expensive ordnance you can just blow away a Phantom.

Edited by ParaGoomba Slayer

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I finally managed to get to a tournament with XXXZZZ!

 

4 round store championship.  I won with 4 wins!

 

R1: Corran Horn & Dash Rendar - 100 - 45 - corran couldn't get out of all my arcs, dead in 2 turns of shooting, then just hunted down dash - nickle & dimed by z95s

 

R2 - Plump Han and 3 Talas - 100 - 33 - Han went down to a sigle hit point left in one round of shooting, then just mopped up

 

R3 - Double decimator - 100 - 53 - absolutely hilarous shooting that many red dice at decimators

 

R4 - 2IGs - 50 - 33 - a lot of circling around, I lost my first z95 with 20 minutes to go, at that point he ran, managed to eventually taker out one of the IGs with 10 minutes to go - I couldn't take another down in that time, so had to run, he got an X in that time.

 

Very happy with the list - very brutal...

 

Lack of manouverability was rarely an issue against a big ship meta, as I could predict where he could possibly go for most of the time (the decimators are surprisingly fast though, and the IGs are slippery as hell). 

 

So. Many. Red. Dice.

Edited by Russells teapot

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I'm playing XXXZZZ list in local store tournament and so far I have two wins. First game was against double Firespray (scum Boba & Kath). Boba went down after two rounds of shooting, Kath had to be chased down. Asteroids were not my best friends in this game, rocks made more damage to my ships than Kath. Second game was against Scum list (StarViper, Kavil and IG-88B). Kavil was first to fall as all six of my ships got to shoot him. Then IG-88 got pinned in front of four ships and couldn't handle it and StarViper had no better luck against rebel's rookies. 

Fun list to fly. Hardest part is k-turning, like someone above noted that Z's 3K makes X's 4K harder to do. I often scatter my formation around the time I need to k-turn so can have more angles turns after. Works nicely.

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