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Wazat

Call for Suggestions: Looking for something off-meta but effective

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I ran this overly thematic list last night for a quick casual game and I'm pretty sure my win was a pure fluke of the dice. 

Partisan Renegade (43)
Collision Detector (6)
Magva Yarro (8)
Saw Gerrera (9)
Hull Upgrade (5)
Pivot Wing (0)

Cavern Angels Zealot (41)
Deadman’s Switch (2)
Servomotor S-Foils (0)

Cavern Angels Zealot (41)
Deadman’s Switch (2)
Servomotor S-Foils (0)

Cavern Angels Zealot (41)
Deadman’s Switch (2)
Servomotor S-Foils (0)
Total: 200

View in Yet Another Squad Builder 2.0

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I've been practicing with my Junk Republic list using the suggestions on Obi-Wan, and getting better at it.  I may start into some of the scum suggestions soon.  If the list is fun enough to both win and lose with (instead of just frustrating like quad gunboats), then I think that makes it a winner worth investing into.

But with "playing a list I'm okay losing with" on my mind, something's been bugging me: I want to revisit Wullffwarro War Crimes, still my favorite second edition list.  It's so much fun to play, but it's never been quite able to go toe-to-toe with the meta, at least consistently.  Upon reflection, I think its core problem is being a 3-ship list in a meta that favors more ships for more health and firepower.  So I've stripped it down to its core, which is this:

  • Wullffwarro with Trick Shot and Saw Gerrera
  • Dutch Vander
  • Jan Ors

Moldy Crow is wonderful for firepower and having an additional arc for Jan's ability, but the list can survive without it, and all those points make the delicate Jan a target.  Torpedoes and turrets and selfless etc are neato on Dutch, but again, unnecessary and pricey.  Like Jan, Dutch's core purpose in the list is support, so he doesn't need to be loaded fat.  R2-D2 crew + Hull Upgrade on Wullff is fantastic for his survivability, but also not explicitly required.

And frankly even Trick Shot is negotiable if necessary.

This leaves me with 48 - 52 points to spend on another ship, such as another Auzituck, a double-tap Y-Wing, a U-Wing, etc.  What would you suggest I add?

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So I’m going to toss something completely bonkers out there. I’ve had a ton of fun and success with it, winning a few mid sized tournaments using it.

Fantastic Fours

(49) Major Vermeil [TIE Reaper]
Points: 49

(44) "Pure Sabacc" [TIE/sk Striker]
Points: 44

(51) "Echo" [TIE/ph Phantom]
(7) Juke
Points: 58

(48) Sigma Squadron Ace [TIE/ph Phantom]
(1) Crack Shot
Points: 49

Total points: 200

Formerly had a second Juke instead of Crack Shot

It is 4 ships that will drive your opponent nuts to pin. Moves everywhere. Small base Aileron, Medium base Aileron, Decloak, Echo? Heck yeah, my kind of nonsense!

And it can kick the astromech out of Rebel beef. Wedge is terrifying so always nuke him at first chance.

Here is an odd Republic choice that has some legs. Hits like a limp noodle at times, but near impossible to bring down.

Paper cut squad

(42) Ric Olié [Naboo Royal N-1 Starfighter]
(7) Juke
Points: 49

(45) Padmé Amidala [Naboo Royal N-1 Starfighter]
(7) Juke
Points: 52

(43) Luminara Unduli [Delta-7 Aethersprite]
(3) Calibrated Laser Targeting
Points: 46

(47) Obi-Wan Kenobi [Delta-7 Aethersprite]
(4) Calibrated Laser Targeting
Points: 51

Total points: 198

And for those of you who don’t realize the power of Battle Meditation? Try this

Mighty Ducks (Flying V)

(43) Luminara Unduli [Delta-7 Aethersprite]
(8) Battle Meditation
(3) Calibrated Laser Targeting
Points: 54

(42) 104th Battalion Pilot [ARC-170 Starfighter]
Points: 42

(42) 104th Battalion Pilot [ARC-170 Starfighter]
Points: 42

(25) Gold Squadron Trooper [V-19 Torrent Starfighter]
(6) Concussion Missiles
Points: 31

(25) Gold Squadron Trooper [V-19 Torrent Starfighter]
(6) Concussion Missiles
Points: 31

Total points: 200

kinda a departure for me, pretty striaghtforward and as subtle as a brick to the face. But it hits like a truck, and is hard to bring down. Plus you can set up one devistating alpha with a few double modded butt kickers.

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@Wazat so if you like a bit off the beaten path I can offer you a couple up. First is part theory craft and part been used. You can adjust and flavor to taste honestly but might be a base starting position.

Z-95-AF4 Headhunter - Bandit Squadron Pilot - 23
    Bandit Squadron Pilot - (23)

Z-95-AF4 Headhunter - •Lieutenant Blount - 31
    •Lieutenant Blount - Team Player (30)
        Crack Shot (1)

HWK-290 Light Freighter - •Roark Garnet - 67
    •Roark Garnet - Good-Hearted Smuggler (41)
        •Magva Yarro (8)
        •Moldy Crow (18)

T-65 X-wing - •Kullbee Sperado - 56
    •Kullbee Sperado - Enigmatic Gunslinger (48)
        Crack Shot (1)
        R4 Astromech (2)
        •Cloaking Device (5)
        Servomotor S-foils (Open) (0)

Z-95-AF4 Headhunter - Bandit Squadron Pilot - 23
    Bandit Squadron Pilot - (23)

Total: 200/200

View in the X-Wing Squad Builder

The other is a bit beefier but hits a bit harder. “Crackheads”

Z-95-AF4 Headhunter - Tala Squadron Pilot - 26
    Tala Squadron Pilot - (25)
        Crack Shot (1)

Z-95-AF4 Headhunter - Tala Squadron Pilot - 26
    Tala Squadron Pilot - (25)
        Crack Shot (1)

Z-95-AF4 Headhunter - Tala Squadron Pilot - 26
    Tala Squadron Pilot - (25)
        Crack Shot (1)

T-65 X-wing - Red Squadron Veteran - 48
    Red Squadron Veteran - (43)
        Crack Shot (1)
        R2 Astromech (4)
        Servomotor S-foils (Open) (0)

T-65 X-wing - Red Squadron Veteran - 48
    Red Squadron Veteran - (43)
        Crack Shot (1)
        R2 Astromech (4)
        Servomotor S-foils (Open) (0)

Z-95-AF4 Headhunter - Tala Squadron Pilot - 26
    Tala Squadron Pilot - (25)
        Crack Shot (1)

Total: 200/200

View in the X-Wing Squad Builder

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39 minutes ago, Hiemfire said:

Jek Porkins (46)
Elusive (3)
“Chopper” (2)
Servomotor S-Foils (0)
Total: 51

😋

I like that he's tanky and janky.  :D

So that means removing Trick Shot.  With one point left I suppose I could give Dutch Crack Shot?  Unless a bid is more valuable...

 

I was considering Magva Yarro in the U-Wing, to cut down on enemy firepower and keep the list from melting as easily.  Or a 2nd Auzituck with a wide arc for nice shot coverage.

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Maybe throw in Lowhhrick for a double Wookie list, or Garven Dreis  in an arc for extra focus shenanigans.

I don't play rebels enough to give any solid advise, but those two would seem to sync well with your list and add in extra firepower. I would lean more towards Garven personally

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1 hour ago, Wazat said:

I like that he's tanky and janky.  :D

So that means removing Trick Shot.  With one point left I suppose I could give Dutch Crack Shot?  Unless a bid is more valuable...

 

I was considering Magva Yarro in the U-Wing, to cut down on enemy firepower and keep the list from melting as easily.  Or a 2nd Auzituck with a wide arc for nice shot coverage.

Knave Squadron Escort (52)
Total: 52

Go into first round of combat with lock+focus and Jan can crank it up to 4 dice.

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I like the E-Wing idea as well; for a 3-dice ship they're not overly-delicate, and they can hit quite hard thanks to pre-locking.  Not so much Lowhhrick; his 2.0 ability is... bad.  Garven could work well for helping allies, but I'd prefer Porkins for his effectiveness.

I think I'll give two versions a go for now: E-Wing and Jek.  Which means I need to get to the game store early to get in at least 2 games tonight.

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I'm also going to try Biggs Darklighter.  He's a solid enough attacker, and unlike Lowhhrick, he's good at siphoning damage off of allies.  If Wullff or another ally gets into a tough spot, Biggs could be what saves the day.  Though that does restrict my flying a bit, since Mr. Bigglesworth needs to stay close to at least one ship to protect it.

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5 hours ago, millertime059 said:

So I’m going to toss something completely bonkers out there. I’ve had a ton of fun and success with it, winning a few mid sized tournaments using it.

Fantastic Fours

(49) Major Vermeil [TIE Reaper]
Points: 49

(44) "Pure Sabacc" [TIE/sk Striker]
Points: 44

(51) "Echo" [TIE/ph Phantom]
(7) Juke
Points: 58

(48) Sigma Squadron Ace [TIE/ph Phantom]
(1) Crack Shot
Points: 49

Total points: 200

Formerly had a second Juke instead of Crack Shot

It is 4 ships that will drive your opponent nuts to pin. Moves everywhere. Small base Aileron, Medium base Aileron, Decloak, Echo? Heck yeah, my kind of nonsense!

And it can kick the astromech out of Rebel beef. Wedge is terrifying so always nuke him at first chance.

Here is an odd Republic choice that has some legs. Hits like a limp noodle at times, but near impossible to bring down.

Paper cut squad

(42) Ric Olié [Naboo Royal N-1 Starfighter]
(7) Juke
Points: 49

(45) Padmé Amidala [Naboo Royal N-1 Starfighter]
(7) Juke
Points: 52

(43) Luminara Unduli [Delta-7 Aethersprite]
(3) Calibrated Laser Targeting
Points: 46

(47) Obi-Wan Kenobi [Delta-7 Aethersprite]
(4) Calibrated Laser Targeting
Points: 51

Total points: 198

And for those of you who don’t realize the power of Battle Meditation? Try this

Mighty Ducks (Flying V)

(43) Luminara Unduli [Delta-7 Aethersprite]
(8) Battle Meditation
(3) Calibrated Laser Targeting
Points: 54

(42) 104th Battalion Pilot [ARC-170 Starfighter]
Points: 42

(42) 104th Battalion Pilot [ARC-170 Starfighter]
Points: 42

(25) Gold Squadron Trooper [V-19 Torrent Starfighter]
(6) Concussion Missiles
Points: 31

(25) Gold Squadron Trooper [V-19 Torrent Starfighter]
(6) Concussion Missiles
Points: 31

Total points: 200

kinda a departure for me, pretty striaghtforward and as subtle as a brick to the face. But it hits like a truck, and is hard to bring down. Plus you can set up one devistating alpha with a few double modded butt kickers.

Have you tried luminara list vs very competitive ace lists? Or rebel beef? 

How in or out of your favor is the matchup? 

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Posted (edited)
20 minutes ago, Blail Blerg said:

Have you tried luminara list vs very competitive ace lists? Or rebel beef? 

How in or out of your favor is the matchup? 

Which Luminara list? 

The answer for both is yes and yes, and the results are favorable for both. I won a tournament with the battle meditation, and am 5-0 with the paper cut squadron. The details diverge though, and I must caution I have an unorthodox flying style. Part of my success is from deliberately flying off meta and my ability to visualize how different lists want to approach.

I am also an above average maneuver visualizer, and particularly good at causing blocks. So don’t expect them to be easy to fly.

Ok the Mighty Ducks list kind of is, it’s a ‘punch you in the mouth, and just keep doing it’ type list. And truthfully with 5 decently mobile ships, with two medium bases, causing blocks isn't exactly rocket science.

Edited by millertime059

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Today I got two games in; both were the Biggs version of Wullffwarro War Crimes.  We ended up not having time for more.  Both times I fought an aces list of shield-regen aethersprites: supernatural Anakin and a very tanky Obi-Wan.  Both did an incredible job of outmaneuvering me, and when they took bad hits they could run away and fully regen their shields and force.  That all combined to make the fights very challenging.

That said, I think this list feels a lot better than the old format.  Having four ships helped me get arcs on foes, but it was still a major struggle (as one would expect against aces).  Quite often when Wullff fired, the results were frightening.  At one point I rolled 6 hits/crits to terrifying effect.  So it was mainly a game of blocking or herding his ships into either a killbox of papercuts, or a deathblow.  Biggs was instrumental in pulling hits and especially crits off of Wullff, so I like how that turned out so far.

Sadly I lost both games, particularly the second one where I played poorly (didn't guess his maneuvers well, moved in too fast, and took horrifying hits the first round only to rarely get him in arc thereafter), but I'm getting better.  First game I might have won but a Damaged Engine near the end caused me a lot of grief when I couldn't afford the stress on the already difficult Auzituck dial.  Without that I might have gotten him in arc at least once before death, and once might have been all I needed.

I think ace fights will be frustrating if I'm not careful; I have two ships that lack any kind of k-turn, and a lot of low-init pilots that aethersprites in particular just laugh at.  I need to find a good way to both approach and chase them.  But I suspect I'll do a bit better against other playstyles, simply because i have a decent number of ships, a decent amount of hull, and a very nukey wulllff, which often covereth a multitude of sins.  I'll have to fly against them to see though.  And in any case I need more practice.

 

We finished the day with an 8-player 65-point king of the hill game, where I flew Wullffwarro with Saw.  I did a lot of damage, stealing some points and reinforcing away otherwise lethal damage.  We also had the mad bomber launching an electro-proton bomb and two proton bombs onto the hill, causing a lot of chaos. ^_^  Probably by fluke, I ended up tying for first with 5 victory points.  It was a really fun way to end the day!

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I flew Wullffwarro War Crimes again and it did okay at best.  That kind of alarms me.  I do need to continue to improve, but I worry that the list lacks bite since two of the ships are 2-dice, and everything kinda melts overly easy to focus-fire from much stronger ships.  Wullff and Biggs are the only things that can hit hard, and too often they either wiff or they don't get shots because init 5 & 6 aces easily avoid arcs, even Wullff's often.  And shield regen is so common for republic and rebel lists.

Ace lists are definitely a weak point.  I haven't fought any swarms etc yet.  Not sure whether to switch lists or continue practicing this one.  😕

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1 hour ago, Wazat said:

I flew Wullffwarro War Crimes again and it did okay at best.  That kind of alarms me.  I do need to continue to improve, but I worry that the list lacks bite since two of the ships are 2-dice, and everything kinda melts overly easy to focus-fire from much stronger ships.  Wullff and Biggs are the only things that can hit hard, and too often they either wiff or they don't get shots because init 5 & 6 aces easily avoid arcs, even Wullff's often.  And shield regen is so common for republic and rebel lists.

Ace lists are definitely a weak point.  I haven't fought any swarms etc yet.  Not sure whether to switch lists or continue practicing this one.  😕

As long as you want to win/do-ok at tourneys, I think you NEED to be able to deal with at least 1ace+filler lists. If your list can't, its really not viable. 

Currently we also live in a 2ace+filler meta, which means you'll likely face that too. 

 

Try your list vs BBBBAttShuttle/HwkLeia? 😃 

There's a bunch of good spam and swarm lists out there too. Like unfassbarians Sinker swarm

--

Swarms shouldn't be so hard for you cuz its mostly damage and blocking... I think your list worries more about aces if I'm guessing its composition about right. 

Edited by Blail Blerg

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Loking at how good are inquisitors.... i'm surprized that no one is playng tie figters ezra bridger as filler... maybe with stealth device but also naked. She is very tanky

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58 minutes ago, Manolox said:

Loking at how good are inquisitors.... i'm surprized that no one is playng tie figters ezra bridger as filler... maybe with stealth device but also naked. She is very tanky

In my experience, Inqs need munitions. Otherwise they're just fannying around and not doing an awful lot for the cost.

Whenever I've done badly with them, it's because I got my missiles stuck in the tubes.... and/or got their heavier hitting wingmates nuked.

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Tonight I'm going to give one more iteration of Wullffwarro War Crimes a go:

Wullffwarro (56)    
    Saw Gerrera (9)    
    
Ship total: 65  Half Points: 33  Threshold: 4    
    
"Dutch" Vander (40)    
Ship total: 40  Half Points: 20  Threshold: 4    
    
Jan Ors (43)    
    Moldy Crow (18)    
    
Ship total: 61  Half Points: 31  Threshold: 3    
    
"Zeb" Orrelios (34)    
Ship total: 34  Half Points: 17  Threshold: 2    
    
    
Total: 200    
    
View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Rebel Alliance&d=v8ZsZ200Z58XW58WWY27XWWWWWWY46XWWWWW156Y68XWWW&sn=Wullffwarro War Crimes 7&obs=

 

My hope is that adding Moldy Crow back in will help give the fleet some teeth.  I now have 3 ships rolling 3 base dice instead of two, with Dutch being the only limp member.  Zeb's got solid stats for the price, but he's a tad delicate even with the pilot ability, so we'll see.

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I've only have one game with these brobots in my entire X-Wing career, but they are hilarious and sneaky good. They are very strong jousters. You can throw two bombs pretty easily in the same round, and sit on them (ablative also stops rock damage btw.) They shoot heavily modified shots w/ fearless and multiple calculates, and tractor low-initiative ships on rocks if they miss the first shot. After this joust they can sloop/k-turn and still get an action. A fun move to pull against slower ships is to sloop right behind them and launch a bomb in front of them the next turn. All these compounding control options are very hard to deal with, and the aggressor is a great chassis as well. 

 

IG-88B (64)    
    Fearless (3)    
    Trajectory Simulator (10)    
    Tractor Beam (2)    
    Ion Cannon (5)    
    Proton Bombs (5)    
    Contraband Cybernetics (3)    
    Ablative Plating (6)    
    IG-2000 (1)    
    
Ship total: 99  Half Points: 50  Threshold: 4    
    
IG-88A (68)    
    Fearless (3)    
    Trajectory Simulator (10)    
    Tractor Beam (2)    
    Autoblasters (2)    
    Proton Bombs (5)    
    Contraband Cybernetics (3)    
    Ablative Plating (6)    
    IG-2000 (1)    
    
Ship total: 100  Half Points: 50  Threshold: 4    
    
    
Total: 199    
    
View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v8ZsZ200Z82X121W114W13W11W69W92W103W151Y81X121W114W13W232W69W92W103W151&sn=Unnamed Squadron&obs=

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Not entirely sure how effective it is, as I've yet to play it against a human, but it's semi-off meta and fun for certain.

 

Patrol Leader (68)
Death Troopers (6)
Admiral Sloane (9)
BT-1 (2)

Major Vermeil (49)
Darth Vader (14)
0-0-0 (5)

Academy Pilot (23)

Academy Pilot (23)
Total: 199

View in Yet Another Squad Builder 2.0

 

Still undecided what talent to put on Vermeil to use up the last point, as I can see benefits of a few.

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