Profile photo of Will Balvanz By Will Balvanz On April 06, 2013 Posted In X-Wing Miniatures Game

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Profile photo of Will Balvanz
April 6, 2013
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In preparation of upcoming organized play events, I have put together a list very similar to the one I played in the Kessel Run.  I wanted to have a chance to almost always outnumber my opponent, and wanted a couple nasties along with lots of swarm TIEs.

Prototype A
Soontir Fel + Push The Limit + Stealth Device
Dark Curse + Stealth Device
4x Academy Pilot

Prototype B
Turr Phennir + Push The Limit + Stealth Device
Dark Curse + Stealth
2x Obsidian Squadron
2x Academy Pilot 

Strengths: The list has six ships.  Granted, most of them are low pilot skill TIE fighters.  Soontir or Turr can be really good on their own, and Dark Curse is annoying as hell, but the others have to stay together to cross fire arcs.
Weaknesses: All ships but one have Attack 2.  Good green die rolling on the part of my opponent make my day really long.  Also, not one shield is found in this list.

Performance: I have played it once so far (the Soontir version) and I was not very successful, but I did not follow my strategy of staying in the asteroid field and luring him in.  So, it failed not by design but through implementation.

 

What are the thoughts of the TC community?

  1. Seems legit to me. I’m not sure about Dark Curse + Stealth though, because he is far harder to target than other ships but isn’t providing much offense given his point cost. He’ll be the last ship to die… all that defense is out of play for a long time.

    You might consider Backstabber (+ Stealth) in his place. Another thought might be to drop Stealth on him and upgrade one of the APs to Nightbeast with those points. That would give you 2 moderately tough TIE Fighters that might attract early fire instead of just the 1 bad target getting saved for last. In that same line of thought, you might consider Turr (as built) and x5 APs… x3 of those APs w/ Stealth. That would be 3 semi-tough TFs instead of 2.

    In a smaller list of all hard targets, Dark Curse + Stealth would be more appropriate. Perhaps if you had Stealth on all the TIE Fighters instead of a 6th ship, he’d fit well. I like the larger list much better than that idea though. Academy Pilot doesn’t particularly need Stealth alongside a TIE Interceptor since it already has a good defense/cost ratio.

    1. I have definitely noticed and felt his lack of offense. It would be great to trade him out for something with more punch.

      I’ve got 19 points in him and 3 extra in Stealth for the commander.

      If I dropped Soontir to Turr (go with Option B) and get rid of Stealth on him. By also losing Dark Curse I have 24 free points. This is equal to a Saber Squadron + Push The Limit provided all 4 base TIE fighters are Academy TIE fighters.

      1. The deal with ObsidianSP is that unless you spam them to get the drop on Rookies, they aren’t really better than Academy Pilots and are in fact a bit worse. You want to hold onto that Focus for defense, then fire last. ObsidianSPs can find themselves wondering whether to spend Focus, because the target won’t be dead before it fires back. You have no reason to run just 1 or 2 of them.

        I was talking Turr, because I think he’s the better pilot. Being able to dance away after firing is better than dancing then firing. Turr can use his Focus offensively with a lot less risk than Soontir can.

        I’m not quite on board with Soontir yet. He basically boosts/rolls as part of his move when given Push the Limit, which is OK but nothing special and definitely not worth the points. Turr just feels way stronger.

      2. I love soontir pretty much since I saw you fly him with ptl. I like the idea of backstabber over DC. Fly him and soontir on opposite sides of the map in a pincer. You’ll likely get him with extra attack dice that way.

  2. Was just thinking… have you tried Turr and a Howlrunner swarm together? It’s in the line of what you have here:

    31 Turr Phenir w/ Push the Limit, Stealth
    21 Howlrunner w/ Push the Limit
    12 Academy Pilot
    12 Academy Pilot
    12 Academy Pilot
    12 Academy Pilot

    Your B list seems to be just a pull-back from using Howlrunner, replacing him with a different ship. PtL to make him just a bit of a harder target should leave the opponent wondering how to deal with you. It’s a pretty decent firepower jump.

    The list I was recommending:
    31 Turr Phenir w/ Push the Limit, Stealth
    15 Academy Pilot w/ Stealth
    15 Academy Pilot w/ Stealth
    15 Academy Pilot w/ Stealth
    12 Academy Pilot
    12 Academy Pilot

    If you aren’t set on a named Interceptor, you might also consider multiples:
    21 Alpha Squadron + Stealth
    21 Alpha Squadron + Stealth
    21 Alpha Squadron + Stealth
    12 Academy Pilot
    12 Academy Pilot
    12 Academy Pilot

    That list has more raw firepower, at the cost of some survivability. The whole lot of them fire at SKILL 1, so you can expend Focus freely on offense without worrying that you’ll take shots afterward. It’s not a list I’ve tried yet but it looks reasonably solid to me.

    1. How about this one, it takes the Howlrunner option and adds another Interceptor:

      Turr + PTL
      Howlrunner
      Alpha Squadron
      3x Academy Pilot

      Between Howlie and the other Interceptor, it adds a lot more offense and doesn’t waste points on trickery like Stealth Device.

      Or, swap out Howlrunner for a second Alpha Squadron so its:

      Turr + PTL
      2x Alpha Squadron
      3x Academy Pilot

      Sure, that’s a while lot of PS 1, but if I can block correctly with the Academy TIEs and give the interceptors a chance to fire close and hard on enemies who have no actions because they rammed my fighters it might be really effective.

      Truthfully, I’m leaning toward the second list here, with three Interceptors. Either one would require me to buy another blister (I only own two TIE Interceptors at present, and I’ve not purchased the TIE Fighter blister at all having 3 core sets has given me ample throwaway TIE models). But, that’s a small price to pay, really.

      Now, to test this list out on some unsuspecting fool….

      1. Howlrunner is nice, but a big target. Also, re-rolling one die out of two means you are still only hitting with two at best. She’d be more effective when boosting Interceptors.

      2. I also just realized a big hole with this list, but not one that can’t be worked around. 5 of 6 models at PS1 means I’m setting up almost everything before my opponent sets up anything. I’ve got to be tight with my opening gambit.

        I still think I’m better than average navigating through asteroid fields and I think that’s my best strategy, particularly against YT-1300s and Y-Wings, but its risky anyway.

      3. My favorite of the lists you’ve posted is Turr, Howlrunner, Alpha, 3x Academy. Howlrunner is a big target, but htink of it this way: your opponent has to choose whether to focus fire on Howlrunner or on the Interceptors first. You’re really fairly happy with either choice.

        ***

        Also, with respect to asteroids: against a TIE swarm, a smart opponent will always try to pull you through the field. Doing so means–at best, from the Imperial player’s perspective–TIEs have their formation broken and arrive staggered instead of all at once. That maximizes the advantage of Han’s single attack. At worst, the Imperial player runs over or gets stuck on asteroids, which is damage and action denial the Rebel scum don’t even have to work to get.

        So I’m no longer sure that asteroids are the best approach against the Falcon. It might work better to stick to open space as much as possible, keep your group together, and see what you can do with massed fire.

      4. I’m in total agreement with Robert on this one… you want those ties on Han ASAP. assuming Han destroys 1 ship on the way in you should have 5 attaacks that do a min of 6 damage on him.

      5. Maybe a blog is in order concerning off/def (for cost) ratios and why you don’t want your ships to have radically different values… it seems to be the tripping point when people squad-build. Here’s the basic jist:

        Never have a soft target that is also your offense, particularly if the costing is high. That AlphaSP needs Stealth on it or it’s the clear target for your opponent, as is Howlrunner (who is an offense spike of a different kind). It’s the opposite side of the coin to your Dark Curse + Stealth, whose defense is out of play.

        A pair of Interceptors?

        27 SaberSP w/ PtL, Stealth
        21 AlphaSP w/ Stealth
        13 ObsidianSP
        13 ObsidianSP
        13 ObsidianSP
        13 ObsidianSP

        -or-

        31 Turr Phenir w/ PtL, Stealth
        21 AlphaSP w/ Stealth
        12 Academy Pilot
        12 Academy Pilot
        12 Academy Pilot
        12 Academy Pilot

        I like the first one. That many ObsidianSPs with x1 SaberSP to help is enough to drop a Rookie Pilot before he ever fires a shot, and I’ve not seen too many rebel lists that aren’t running at least x1 Rookie Pilot. But you are more likely to get mileage out of the second list, since your Interceptors are terrible targets and will only get harder and harder to go after.

        Howlrunner when used should be equipped with at least PtL or Stealth, if not both. Otherwise it gets picked off first and you’ve lost quite a lot of offense with minimal enemy effort. The Interceptors, Backstabber, and Mauler Mithel are the same in that way… they need extra defenses to run unless they are run with each other.

      6. To take Theorist’s list:

        Turr Phennir + PTL + Stealth
        Alpha Squadron + Stealth
        4x Academy Pilot

        This will be my Alpha List to try out.

        My concern is the Stealth. It has been questionable, at best, and I’m sinking half an Academy TIE into protecting two ships. If I set my mind against Stealth Device, I could either have another Alpha or upgrade the Alpha squadron to Sabre + PTL.

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