In my last blog I attempted a Thanos-style finger snap to sway FFG ahead of the November points changes. I laid out why I felt like the raw efficiency of generic pilots, particular cheaper 3 agility fighters like the TIE/fo and M3-A Scyk, had warped the combat maths of X-Wing and disenfranchised huge swathes of the ships in the game.
I came up with a list of the ships that I wanted to see increase in cost by at least +1pt...
- Vulture Droid
- Hyena Bomber
- M3-A Scyk
- Fireball
- TIE Aggressor
- TIE Bomber
- TIE Advanced v1
- TIE/fo
- Auzituck Gunship
- T-70 X-Wing
Well, we now have the results of the November points change and how did it go?
Not so well.
Only one of those ships went up in points (the Auzituck Gunship) and that was counterbalanced by the fact that not only did the T-70 X-Wing actually go down by one point, but the Blue Squadron T-65 X-Wing went down by 2pts! Rather than steer against generic efficiency swarms, FFG's last roll of the dice was to toss even more efficiency into the mix. This is 'release the T-Rex to kill the Velociraptors' levels of strategic planning.
And also: XX-23 S-Thread Tracers cost 2 points. Yeesh. Way to double down on the problem, FFG
So if you're finally hitting the tipping point and deciding 'hey, if I can't beat generic efficiency so I might as well join them' then what would your squads look like? Well, allow me to share some of the lists in my development folder...
Z-Z-Zealots
- Cavern Angels Zealot (T-65 X-Wing) - Servomotor S-Foils
- Cavern Angels Zealot (T-65 X-Wing) - Servomotor S-Foils
- Cavern Angels Zealot (T-65 X-Wing) - Servomotor S-Foils
- Cavern Angels Zealot (T-65 X-Wing) - Servomotor S-Foils
- Bandit Squadron Pilot (Z-95) - XX-23 S-Thread Tracers
- Bandit Squadron Pilot (Z-95) - XX-23 S-Thread Tracers
(200pts)
18 red dice
32 hitpoints
2.0 average agility
Although the Initiative 2 Blue Squadron Escort costs the same as the Initiative 1 Cavern Angel Zealots your using the I1 ship so that your Z-95s can fire their Thread Tracers before you unload, boosting the attack power of your X-Wings.
Bringing T-65 X-Wings down to 38 points puts them back into the spotlight. I don't think they're quite low enough to cope with the best of the 3 Agility swarms but every little bit helps. One of the reasons I think they're still not good enough is that most of this squad was possible before the November points change - you could fit four Cavern Angel Zealots at 39 points each for 156 points, leaving the 24 spare points you need for the pair of Z-95 Headhunters. And it wasn't good enough. What the little 4pt discount to the T-65s gets you is the pair of brand new Thread Tracers and that IS a significant improvement. It turns you weakest 2 red dice ships into arguably the biggest 3 red dice threats that your opponent will focus on first, and that in turn sees your best ships as those that survive into midgame.
With Auzitucks going up in price this is probably the best Rebels have to offer post-November, and I'd guess it's also the most powerful raw efficiency list that's ever been available to the Rebel faction in either First or Second Edition!
Your Dials. You Will Not Need Them
- Scimitar Squadron Pilot (TIE Bomber) - Ion Missiles, XX-23 S-Thread Tracers, Bomblet Generator
- Scimitar Squadron Pilot (TIE Bomber) - Ion Missiles, XX-23 S-Thread Tracers, Bomblet Generator
- Scimitar Squadron Pilot (TIE Bomber) - Ion Missiles, Bomblet Generator, Delayed Fuses
- Scimitar Squadron Pilot (TIE Bomber) - Ion Torpedoes, Bomblet Generator, Delayed Fuses
- Scimitar Squadron Pilot (TIE Bomber) - Ion Torpedoes, Bomblet Generator, Delayed Fuses
- Scimitar Squadron Pilot (TIE Bomber) - Ion Torpedoes, Bomblet Generator, Delayed Fuses
(200pts)
6 ships
21 red dice
36 hitpoints
2.0 average agility
6 bomb carriers
If you think I've been banging on about M3-A Scyks for a long time then you should see how long I've been championing the Scimitar Bomber! 27pts is incredibly cheap for how fast, tough and flexible the TIE Bomber chassis is, and this incarnation takes full advantage of the incredible price drops to secondary weapons in November - I believe this list cost 224pts using the old points for Ion weapons and Bomblet Generator (Bomblet Generator in particular is crazy at 2pts).
This could be a real Negative Play Experience to meet on the table as if the bombers manage to get hold of a ship with all their ion weapons you're left with no control over where your ships fly or the actions they do, and may not even get to roll green dice as the Bombers will roll you over a carpet of bombs until it's finally over. It's such a slow and painful way to die you'll be begging to get digested by the almighty Sarlacc instead!
And if you're looking at this and thinking "ah yes but those are Ion weapons not real guns, it won't work" I'd like to point out that this is actually just an upgrade to a list that Maxx Clergue already did well with at both the Ryloth Qualifier and then again at the final Coruscant Championship. It's a proven archetype that has now received a significant power boost.
It's The ReSixtance!
- Merl Cobben (RZ-2 A-Wing) Intimidation
- Rose Tico (Transport Pod)
- Finn (Transport Pod)
- Colossus Station Mechanic (Fireball) - XX-23 S-Thread Tracers
- Blue Squadron Rookie (T-70 X-Wing) - Integrated S-Foils
- Blue Squadron Rookie (T-70 X-Wing) - Integrated S-Foils
(200pts)
6 ships
16 red dice (including Finn's ability)
31 hitpoints
2.2 average agility
ReSixtance was one of my favourite lists that I landed on just before the Nantex took over the game in July. That timing meant it didn't really leak out anywhere at the time but with the bugs safely nerfed this motley collection of Resistance pilots is safe to return to the table. November offers a couple of important upgrades, most importantly Merl Cobben subs in for the generic RZ-2 A-Wing I was already using, while the discount to the Transport Pods allows me to crowbar in some Thread Tracers that flips the Fireball from being the last ship opponents care about to being one of their first priorities.
In truth the final upgrade points are a bit up in the air and Intimidation is only one way of running this list. Other options I've run include dropping Intimidation to bring Vi Moradi in place of Rose Tico to give you an extra tool vs enemy aces, while Sith Taker's own Rich Polley has been playing it very successfully with Starbird Slash on Merl Cobben to bring in Heroic. Compared to the other lists here this one is the most diverse in playstyle and also brings some powerful pilot abilities and extra trickery as well as a ton of brute force.
The Sick Scyk Six - Redux
- Zealous Recruit (Fang Fighter)
- Zealous Recruit (Fang Fighter)
- Cartel Spacer (M3-A Scyk) - Ion Cannon
- Cartel Spacer (M3-A Scyk) - Ion Cannon
- Cartel Spacer (M3-A Scyk) - Tractor Beam
- Cartel Spacer (M3-A Scyk) - XX-23 S-Thread Tracers
(200pts)
6 ships
18 red dice
24 hitpoints
3.0 average agility
Really quick one here as this is a list everyone probably recognises as it's had plenty of time in the limelight since I first played it at the start of the year. The November price increase jacked Tractor Beam up to 4pts but fortunately Thread Tracers are the perfect force-multiplication replacement to keep the squad ticking over. Arguably this isn't just a sidestep to a nerf but also an improvement as there were certainly some matchups against larger base ships where the Tractor Beams lost their value but you'd still want target locks. It's going to continue to be a fearsome squad, I think.
Piranha - Redux
- Cartel Spacer (M3-A Scyk) - Ion Cannon
- Cartel Spacer (M3-A Scyk) - Ion Cannon
- Cartel Spacer (M3-A Scyk) - Ion Cannon
- Cartel Spacer (M3-A Scyk) - Tractor Beam
- Cartel Spacer (M3-A Scyk) - Tractor Beam
- Binayre Pirate (Z-95) - XX-23 S-Thread Tracers
- Binayre Pirate (Z-95) - XX-23 S-Thread Tracers
(200pts)
7 ships
21 red dice
28 hitpoints
2.7 average agility
This is an update to the list that I played at the Hyperspace Trial just before the world ended for the pandemic. It was an evolution of the Sick Scyk list that turned two Fang Fighters into three cheaper ships as I expected to play against a lot of Boba/Koshka squads. It's also perfectly positioned to adapt slightly and pick up the Thread Tracers. The real strength here is the sheer amount of control and force multiplication effects on the table. The list casts a wide net and is extremely dangerous all the way out to Range 3, especially for small base ships.
To my mind this is a sister list to the original Sick Scyk Six for you to pivot between as best suits you and depending on the metagame you expect to see. If Boba Fett is finally going away for a while then I'd be tempted to stick with the Fang Fighters, but this is also a powerful control squad that sort of straddles the Sick Scyk Six and TIE Bomber squad archetypes.
SPAM, EGG, SAUSAGE AND SPAM
So those are five squads I'm working on which all benefit from the discounts in November or the cheap Thread-Tracers, and which all represent steps up from the old generic efficiency power level that was already suppressing a lot of ships (we didn't touch on TIE Aggressor, Vulture Droids, Hyenas or Nantex which I think are also still all really good). But not everyone like Spam so however miserable all that makes you if none of the above squads are your sort of thing, at least be comforted that you're not alone...
And hopefully before long the circus will move on. FFG have had their turn running X-Wing and (in my view) have largely bungled it so the bar is set pretty low for AMG to do better once the game changes hands. Maybe next time the points update will prompt a different Monty Python theme!
Seems like the tracers are inviting more variance into the game. Using the rebel list as an example throwing 2 3 dice attacks at a 3 agility ship with a focus will hit 77% of the time. This is assuming you can line up 2 i1 z95s on the same target. If they shoot at different targets they each have a 45% of hitting - 30% of the time they will both miss if my maths is right.
ReplyDeleteI'm reminded of what you said about 'if you want to win one tournament fly interceptors, if you want to win 10 events fly b wings'
This seems like in a 5-6 round event it'd let you down at least once or twice.