Good Jan set ups

By AtomicFryingPan, in X-Wing

So I'm looking to add some Jan into my list and right now my 1st Draft is as follows

Jan-recon specialist, blaster turret-32 points

Green squadron pilot-PTL-22 points

Dagger squadron Pilot-24 points

Blue squadron Pilot-22 points.

The plan is to keep Jan with the B-wings and use the a wing as a flanker. Jan will take pot shots with the turret and will give the b wings extra dice and occasionally throw the a wing an extra die. I assume the a wing will be targeted last and with ptl he should be hard to kill taking focus and evade actions. Does this sound like a good list and build for Jan?

There are a few topics already on the forum talking about Jan. She is far too under played. As is another female pilot that goes well with her, Ibby. Check out this Jan list:

http://xwing-builder.co.uk/view/51207/girls-night

Jan is handing out rerolls AND free actions every round. Makes for a deadly combination.

Here's a list that's been successful for me lately:

  • Jan Ors (25) + Ion Cannon Turret (5) + Nien Nunb (1)
  • Blue Squadron Pilot (22) + Fire Control System (2)
  • Blue Squadron Pilot (22) + Fire Control System (2)
  • Green Squadron Pilot (19) + Squad Leader (2)

Here's a list that's been successful for me lately:

  • Jan Ors (25) + Ion Cannon Turret (5) + Nien Nunb (1)
  • Blue Squadron Pilot (22) + Fire Control System (2)
  • Blue Squadron Pilot (22) + Fire Control System (2)
  • Green Squadron Pilot (19) + Squad Leader (2)
The Blues are getting the equivalent of 5 actions between them, which is nice; they're the most obvious targets but also the most durable, and even if they both die the list has a nice amount of punch left.

Edit: I am back! What about this?

Jan Ors — HWK-290 25

Ion Cannon Turret 5

Nien Nunb 1

Ibtisam — B-Wing 28

Fire-Control System 2

Blue Squadron Pilot — B-Wing 22

Prototype Pilot — A-Wing

In my opinion the A-Wing will not need anything because players will just ignore it so it can plink away. Ibti is good even without FCS that i needed to drop for points.

Edited by ForceM

I'm a fan of squad leader on Jan, making her the ultimate support ship. In order to do that, you gotta throw Ion cannon turret on her since she won't have an action to take a focus and use the blaster turret. I don't like the one dagger one blue, so I'd downgrade them to both be blues. With those 2 points left over, I would probably put either Nien or IA on Jan, leaving you with 99 points, for init so you can move and block with the B's before other PS2 pilots move. And also because there's not a good way to spend that last point.

Edit: I am back! What about this?

Jan Ors — HWK-290 25

Ion Cannon Turret 5

Nien Nunb 1

Ibtisam — B-Wing 28

Fire-Control System 2

Blue Squadron Pilot — B-Wing 22

Prototype Pilot — A-Wing

In my opinion the A-Wing will not need anything because players will just ignore it so it can plink away. Ibti is good even without FCS that i needed to drop for points.

Nien Numb is only granting you 1 additional green move. My next question is, why Ibby but no PtL to gain stress and tap into her ability?

If you MUST have four ships (I play Jan and Ibby together often with Biggs) then how about this:

Jan+Squad Leader+Ion Turret

Blue Sqd+FCS

Blue Sqd+FCS

Prototype+Stealth Device

With this build Jan is handing out dice and free actions every round. FCS gives you Bs free target locks (so you can focus with your action instead) and the Stealth Device makes hitting you A-wing that much harder.

So I'm looking to add some Jan into my list and right now my 1st Draft is as follows

Jan-recon specialist, blaster turret-32 points

Green squadron pilot-PTL-22 points

Dagger squadron Pilot-24 points

Blue squadron Pilot-22 points.

The plan is to keep Jan with the B-wings and use the a wing as a flanker. Jan will take pot shots with the turret and will give the b wings extra dice and occasionally throw the a wing an extra die. I assume the a wing will be targeted last and with ptl he should be hard to kill taking focus and evade actions. Does this sound like a good list and build for Jan?

Jan puts a wrinkle in that, since with her support the A-wing has the firepower of an X-wing with interceptor-style maneuverability--but the Green is still harder to kill than the B-wings, and those things hit like a truck when Jan puts her shoulder behind them.

Setting aside the A-wing for a moment, I like ion cannons and I don't like blaster cannons, so while I don't have solid reasoning for it, that's the first swap I'd make. And now you can drop the Recon Specialist, which frees up 2 points; if (as Khyros suggests) you put your twin B-wings on the same PS, you have 4 points left over for systems upgrades. (I really hate flying naked B-wings.) That gives you this:

  • Jan Ors (25) + Ion Cannon Turret (5)
  • Blue Squadron Pilot (22) + Fire Control System (2)
  • Blue Squadron Pilot (22) + Fire Control System (2)
  • Green Squadron Pilot (19) + Push the Limit (3)
  • Jan Ors (25) + Ion Cannon Turret (5) + Nien Nunb (1)
  • Blue Squadron Pilot (22) + Advanced Sensors (3)
  • Blue Squadron Pilot (22) + Advanced Sensors (3)
  • Prototype Pilot (17)
Edited by Vorpal Sword

Nien Numb grants you 2 additional green moves on a HWK (3&4 straight). I use to think 1 but its 2.

I think the statement that is relevant is as follows:

Q: If two or more game effects conflict in changing the difficulty of a maneuver, which effect takes priority?

A: An effect that increases the difficulty of a maneuver takes priority over an effect that decreases the difficulty. For example, if a ship equipped with R2 Astromech is dealt the Damaged Engine card, all of the ship’s turn maneuvers are treated as red maneuvers, including the 1- and 2-speed turn maneuvers.

The thing is techically white is a dificulty (green-->white-->red). So if this was taken at face value, that would mean that an R2 Astromech would be oevrwritten by the more difficult white one and just be a point you spend for nothing. The only interpretation I have is the "game effect" which for purposes of this statement must not refer to the dial itself.

Now to why I came here. I have given up on any serous attempt to build a competitive HWK list. As far as I can tell, with the stat line the HWK has, it should cost less than a tie fighter (somewhere between 7 and 10 points), But maybe thats a conversation for a different thread.

This list has great synergies.

36 points
Jan Ors
Squad Leader, Ion Cannon Turret, Chewbacca
26 points
Garven Dreis
38 points
Ibtisam
Advanced Sensors, Heavy Laser Cannon

Jan allows Garven to TL or Focus. Then Garven takes the action he hasn't yet used. Ibti TL's Jan fires the Ion Turret. Garven shoots with TL and Focus. Passes focus to Ibti who gets Jan's extra dice ability and fires with 5 dice TL and Focus.

Losing one ship still leaves nice synergies.

Edit: I am back! What about this?

Jan Ors — HWK-290 25

Ion Cannon Turret 5

Nien Nunb 1

Ibtisam — B-Wing 28

Fire-Control System 2

Blue Squadron Pilot — B-Wing 22

Prototype Pilot — A-Wing

In my opinion the A-Wing will not need anything because players will just ignore it so it can plink away. Ibti is good even without FCS that i needed to drop for points.

Nien Numb is only granting you 1 additional green move. My next question is, why Ibby but no PtL to gain stress and tap into her ability?

Given the B-wing's dial Ib doesn't really need ptl or elusiveness to stress her out, she can do it herself. It's certainly a nice cherry on top but it's not as vital as putting a stressful EPT on say Soontir or Tycho.

But on topic I try to avoid action based upgrades on Jan, she's going to be stressing herself with her ability most turns and while you're going to be trying to shed that as often as possible I'd rather lose one ability and a standard action instead of her ability and an action that cost something to get, or worse, her attack with blaster turret (I rather use any focus tokens she gets defensively anyway, synergy ships draw fire like nothing else).

Now to why I came here. I have given up on any serous attempt to build a competitive HWK list. As far as I can tell, with the stat line the HWK has, it should cost less than a tie fighter (somewhere between 7 and 10 points), But maybe thats a conversation for a different thread.

The thing that's odd about the HWK's stat line is its attack value--but that should never be relevant. You're usually running it with a turret, and if you're not using a turret you're flying it at Range 3 from the rest of the fight and pointing it the wrong direction.

Jan allows Garven to TL or Focus. Then Garven takes the action he hasn't yet used. Ibti TL's Jan fires the Ion Turret. Garven shoots with TL and Focus. Passes focus to Ibti who gets Jan's extra dice ability and fires with 5 dice TL and Focus.

(1) I don't see how you're allowing Garven's action to take place after Jan uses Squad Leader.

(2) Why incur the substantial expense of running Ibtisam (instead of, e.g., Dagger Squadron) when you're planning to stack TL+Focus on her--considering that you can't use her ability and TL on the same attack?

Edited by Vorpal Sword

Jan allows Garven to TL or Focus. Then Garven takes the action he hasn't yet used. Ibti TL's Jan fires the Ion Turret. Garven shoots with TL and Focus. Passes focus to Ibti who gets Jan's extra dice ability and fires with 5 dice TL and Focus.

Two questions/issues:

(1) I don't see how you're allowing Garven's action to take place after Jan uses Squad Leader.

(2) Why incur the substantial expense of running Ibtisam (instead of, e.g., Dagger Squadron) when you're planning to stack TL+Focus on her--considering that you can't use her ability and TL on the same attack?

You can still use her ability on defense, where it's almost more useful.

Edit: I am back! What about this?

Jan Ors — HWK-290 25

Ion Cannon Turret 5

Nien Nunb 1

Ibtisam — B-Wing 28

Fire-Control System 2

Blue Squadron Pilot — B-Wing 22

Prototype Pilot — A-Wing

In my opinion the A-Wing will not need anything because players will just ignore it so it can plink away. Ibti is good even without FCS that i needed to drop for points.

Nien Numb is only granting you 1 additional green move. My next question is, why Ibby but no PtL to gain stress and tap into her ability?

If you MUST have four ships (I play Jan and Ibby together often with Biggs) then how about this:

Jan+Squad Leader+Ion Turret

Blue Sqd+FCS

Blue Sqd+FCS

Prototype+Stealth Device

With this build Jan is handing out dice and free actions every round. FCS gives you Bs free target locks (so you can focus with your action instead) and the Stealth Device makes hitting you A-wing that much harder.

Jan Ors — HWK-290 25

Ion Cannon Turret 5

Ibtisam — B-Wing 28

Push the Limit 3

Blue Squadron Pilot — B-Wing 22

Prototype Pilot — A-Wing 17

That would be the only possibility to fix my, but you would make her a big target like that. 2 Blue squadron with FCS would be better than that. So i am not happy with this list.

Squad leader is nice on Jan and certainly better than on the A-wing. The only issue would be that he is pretty defenseless without focus. That would make him a priority target as Von already said.

Edited by ForceM

Could a 3 ship Jan list work? Very new to the game so i could be way off here. I was just toying around and came up with:

Jan Ors - Swarm Tactics, Blaster Turret, Nien Numb = 32

Blue Squadran - Advanced Sensors, Heavy Laser Canon = 32

Wedge - R2D2, Marksmanship = 36

Being able to hit extremely hard with a 4 dice Wedge with TL + marksman or a 5 dice focused HLC, could be fun. Jan attacking last to clean up. First strike should be able to take out at least 1 and damage another. Being able to take out practically any small ship with a first strike at PS 9,8,8 could change the game from the start.

Any thoughts? Probably no chance in a tourney but could be a fun list.

Edited by Nataris

Here's what I've been playtesting and will totally play some games as rebel {scum} .

Jan + Ion+ Nien N.

Ibitsan + PTL

Bandit + Concussion + Hull upgrade

Bandit + Concussion + Hull upgrade

Just using the xwing dial for them + 1 turns. It won't be perfect but it's been playing well for me. 5 dice concussion missiles are no joke. Ibitsan is a tank with stress and if you get TL + focus and a Jan bump you can't get more consistent damage. After they take out Ibitsan you have a rookie xwing as long as Jan is alive. I'm really liking it. Might drop Nien + 1 missile to get Ibitsan an Engine Upgrade as their dial isn't as conducive to getting off missiles as I would like but when it works, boy does it work 9 dice of Concussion missiles, 3-4 dice Ibitsan shots with rerolls and Jan shooting first to ionize a target for the follow up round is pretty hefty. Wish they had a torpedo option or another short range missile option as TL + focus isn't as easy.

I'm currently 3-0 with this list, though I still want to challenge a swarm that actually sticks to formation (I blew away a 7 TIE swarm without losing a ship but they were WAY too spread out).

Wedge Antilles (R2 Astromech

Horton Salm (Proton Torpedoes x2, R2 Astromech

Jan Ors (Nien Nunb, Determination, Ion Cannon Turret, Engine Upgrade)

100 points

Horton usually lands 4 hits (well, 3 hits 1 crit). The crit is important, and has allowed me to one-shot a TIE every time he fires. It's pretty scary how well he tears through Rebel ships as well. With all this talk about 4-ship builds > 3-ship builds, I'm definitely taking this one to the store championship. The only change I might make is giving Jan Squad Leader instead of the two 1-point upgrades in case Horton gets blocked (which he will), but she can't use it on Wedge when Horton's gone so I'm not sold on that switch. I also wish I could get some Assault Missiles in here for anti-swarmness.

Edited by Parakitor

I'm currently 3-0 with this list, though I still want to challenge a swarm that actually sticks to formation (I blew away a 7 TIE swarm without losing a ship but they were WAY too spread out).

Wedge Antilles (R2 Astromech

Horton Salm (Proton Torpedoes x2, R2 Astromech

Jan Ors (Nien Nunb, Determination, Ion Cannon Turret, Engine Upgrade)

100 points

Horton usually lands 4 hits (well, 3 hits 1 crit). The crit is important, and has allowed me to one-shot a TIE every time he fires. It's pretty scary how well he tears through Rebel ships as well. With all this talk about 4-ship builds > 3-ship builds, I'm definitely taking this one to the store championship. The only change I might make is giving Jan Squad Leader instead of the two 1-point upgrades in case Horton gets blocked (which he will), but she can't use it on Wedge when Horton's gone so I'm not sold on that switch. I also wish I could get some Assault Missiles in here for anti-swarmness.

A TIE swarm should kill Wedge on the first pass if it's in formation at the minimum. It will probably lose 1-2 TIE fighters in return. After that it's 5 ships versus 2 and only one of yours is doing significant damage so they should smash into space dust.

Khyros, Garven is taking his action in normal turn sequence, not immediately after Jan uses squad leader mate. Maybe that wasn't very clear.

Thx Pete

I don't know why people are hating on numb with jan, for a point he ads 2 more green moves, a bargain in my mind!

I've had good luck with these two variants of jans lists::

Jan: ion turret, squad leader, nien numb

Rookie x2

Blue: advanced seniors

And the second one:

Jan: ion turret, nien numb

Rookie x2

Green: PTL, concussion

Both have worked very well for me, and I plain on taking one of them to my next turni.

If your looking to just use the hawk and don't care who's flying it try this one, I tied for second at the last turni I played with it:

Kyle: blaster turret, recon specialist, moldy crow

Rookie x2

Garvin.

It works out that you can TL both garvin and a rookie, give garvin a focus from Kyle, fire a TL focus shot from him at PS 6, then again with a TL +focus from a rookie. It also works for defense if you think you'll be taking heavy fire, your can double focus the two rookies (who should be infront of Kyle and garvin)

Nunb with Jan really shines when there are ion cannons about. She'll have a stress token from her ability, then if she gets hit with an ion cannon she can't clear the stress on the next turn and won't be able to use her ability again. However, with Nien Nunb that white maneuver is treated as green, and she's now stress-free to use her ability again.

From the FAQ:

Q: If a ship equipped with Nien Nunb or R2
Astromech suffers the ion token effect and
must execute a white [straight 1] maneuver, can
he treat it as a green maneuver?
A: Yes.

Hey guys,

Just got into the game and was wondering if I could get the collective knowledge to give me any pointers about the Jan list I'm toying around with. Thanks in advance!

Jan 25 Ion 5 Nien Nunb 1 SL 2 = 33

Blue x 2 = 44

Prototype = 17

I have 6 points left over right now and just threw in the prototype because I haven't had much luck with my 3 ship lists against my buddy's TIE swarms. What you think I should spend the points on or how should I reformat?

Edited by Geoffy

I've never flown with Jan yet. I have a pretty good track record against her though. I almost always see 3 ship builds with her, I think the only time I've lost was against a 4 ship build.

Even worse is when people run her without any turrets. Yea she's probably gonna stick around longer because she's not a threat, but that's also bad because she can't attack anyone really.

been flying around with this list for quite awhile now:


Jan Ors + ion turret + determination

Rookie Xwing

Rookie Xwing

Green Awing + PTL + Assault Missile

remember that Jan Ors can also pump secondary weapons, so your Assault Missile is now a lot more likely to hit

I haven't flown these exact lists yet, but I like the Lando/Jan+Squad Leader combo. I find it's really easy to follow the falcon around with a hwk or other turreted ship.

Lando + Falcon title

Jan + Squad Leader + Ion Turret

Gold Squadron + Ion Turret

alternatively:

Lando + PTL + Falcon title

Jan + Squad Leader + Ion Turret

Rebel Operative + Blaster Turret

Could a 3 ship Jan list work? Very new to the game so i could be way off here. I was just toying around and came up with:

Jan Ors - Swarm Tactics, Blaster Turret, Nien Numb = 32

Blue Squadran - Advanced Sensors, Heavy Laser Canon = 32

Wedge - R2D2, Marksmanship = 36

Being able to hit extremely hard with a 4 dice Wedge with TL + marksman or a 5 dice focused HLC, could be fun. Jan attacking last to clean up. First strike should be able to take out at least 1 and damage another. Being able to take out practically any small ship with a first strike at PS 9,8,8 could change the game from the start.

Any thoughts? Probably no chance in a tourney but could be a fun list.

I have won many a game with a list very close to that one.