Could a 3 X-Wing build be back?

By Osoroshii, in X-Wing

Thank you for putting engine upgrade on Wedge! Lol he's night and day without it. But as far as the 3 elite build x wing..... I'm prolly not. Not when your going to have choice A wing at your disposals .... 3 high end a wings all with PTL /expose & device!

What are you going to do with the other 19 points?

Thank you for putting engine upgrade on Wedge! Lol he's night and day without it. But as far as the 3 elite build x wing..... I'm prolly not. Not when your going to have choice A wing at your disposals .... 3 high end a wings all with PTL /expose & device!

What are you going to do with the other 19 points?

Depends on the other Awing pilot once it comes out .

As a minor update, we just had a couple of 3 ship rebel builds (no YT1300) recently pop up in the winning Store Championship thread. So it can still be done! The new B-wing pilot, and maybe one of the new E-wing pilots could be candidates for one of the three elites. the E-wing might be a tough sell, it looks like it's overcosted. But we'll have to wait and see. The "shenanigans factor" is strong with the E-wing, lots of options with System Upgrade and Astro slot. This could help it in a 3-ship list where synergy is key.

Triple X for me has to be:

Wes + VI 30

Luke + R2D2 + DTF 33

Wedge + PTL + EU 37

Wes to strip, Luke to keep his friends alive, and Wedge to bring ze pain. Lather, rinse, repeat.

I wish there was a way to squeeze one more point out so you could put a R2 on Wedge to help clear that PTL stress.

Unfortunately, I think the EU is the weak link here, from the perspective of squeezing in more points. What it's most helpful for is closing to Range 1 for those face-wrecking shots, but it doesn't do your formation flying any good, and 3 dice with TL and focus is almost as good as 4 dice + TL. So you can drop it, add in an R2 for Wedge, and start thinking about Flechette Torpedoes or a Hull Upgrade somewhere.

Never been a fan of the formation nor the socialistic style of the xwing pilots abilities.

Unfortunately, I think the EU is the weak link here, from the perspective of squeezing in more points. What it's most helpful for is closing to Range 1 for those face-wrecking shots, but it doesn't do your formation flying any good, and 3 dice with TL and focus is almost as good as 4 dice + TL. So you can drop it, add in an R2 for Wedge, and start thinking about Flechette Torpedoes or a Hull Upgrade somewhere.

True, true.

I do love the extra maneuverability that the EU offers though.

I agree that Flechette, or possibly the Ion Torpedos would add a good contol element as well.

Never been a fan of the formation nor the socialistic style of the xwing pilots abilities.

Prefer the Empire's tyranical elitism of pilots like Turr Phennir and Soontir Fel, eh? :P

Just kidding around! ;)

Never been a fan of the formation nor the socialistic style of the xwing pilots abilities.

Prefer the Empire's tyranical elitism of pilots like Turr Phennir and Soontir Fel, eh? :P

Just kidding around! ;)

Indeed I do! Fel is my favorite pilot , his elitism is exceptional. Dark side is the only way to go! Individualism and hate :)

I walk the line.

The strength that comes from Individualism and hate, coupled with the strength that comes from cooperation and support of friendship!

Achieve balance to the force within yourself my young Padawan.

Also, back to the topic, I am really looking forward to the new X-Wing pilots that come with the Transport. I would love to build some lists using Jek Porkins with his R5-D8.

"I've got a problem here...I can hold it...No, I'm all- Aargh!" -Jek Porkins

I walk the line.

The strength that comes from Individualism and hate, coupled with the strength that comes from cooperation and support of friendship!

Achieve balance to the force within yourself my young Padawan.

Also, back to the topic, I am really looking forward to the new X-Wing pilots that come with the Transport. I would love to build some lists using Jek Porkins with his R5-D8.

"I've got a problem here...I can hold it...No, I'm all- Aargh!" -Jek Porkins

Balance in the force is for hippies known as the Jedi. The true nature of the force is the dark side! Feel the hate surge your body and exploit it, then unleash it to destroy the Jedi.

A month ago I was championing this build wondering if it could be compedative in a tournament:

Wes Janson + Veteran Instincts (30)

Wedge Antilles + R2 Astromech + Opportunist (34)

Luke Skywalker + R2-D2 + Opportunist (36)

My first attemp to see if my theory's were correct came with the Regionals at Mr. Nice Guy Games. I entered the Tournament with a first round bye. My second match was a nail bitter against Dutch with Ion turret and 3 B-Wings all with Fire Control Systems. I lost this match making my first of two mistakes. I underestimated the power of Dutch and that Ion. I was kicking the B's off the board while Dutch would sneak in an ion or two limiting my shots. It came down to Luke and Dutch at the end leaving one hull left on Dutch as he Ioned me one last time. Lesson learned: Kill Ion's first! Third match had me facing Han and Chewie both with Marksmanship and Han with Gunner. Wedge took 3 hits during the match as the final blow was dealt to Chewie. Fourth match had me facing an equaling interesting list of Darth Vader and 2 Elite Interceptors. My list eliminates targets very well and they just couldn't keep up with the damage I was putting out. Final round of Swiss had me facing two X's a B-Wing and A-Wing. His plan was to use Hobbie with the new stress droid to hand out stress and remove it using Hobbie's ability. Wes Made sure he shared in that stress if he was to hand me a stress by removing the target lock from Hobbie. He did manage to get wedge before I removed his last ship from the board.

Final record for Swiss was 4-1 and 20points got me into the top 8. My top 8 match had me facing yet more B-Wings and X's. This is fine since my squad finds this ships tasty. We had a few good exchanges but the game ended with me having 2 ships left on the field and moving onto the top 4. Here is where I made my second mistake and cost me a chance to head to the finals. I faced a Tie Swarm with Howlrunner two Academy's and three Alpha Squadron pilots. Feeling over confident in the success I've had jousting all day, I lined up to joust with the swarm. It would have been better to use the astroid field to split up the tie formation. This would have given me a better chance at focusing down the ships while protecting my X's with Astroids.

Overall, I did find most people were to happy to joust with me not fearing 3 X's sitting across from them. By the time they saw the power behind this build it was to late as their ships were being pealed off the board. I believe at this point I've answered my own question of the competitiveness of a 3 X-Wing squad. Opportunist was a super star all day with Wes clearing the path and Wedge and Luke knocking ships off the board. So this leaves on last thing a name for this Squad " Opportunist Knocking".

" Opportunist Knocking".

Love it!

With R5-P9 in the transport pack (At the end of the Combat phase, you may spend 1 of your focus tokens to recover 1 shield (up to your shield value). cost: 3) it got me thinking about 3x again.

Luke Skywalker w/ PTL, R5-P9, Shield Upgrade(or engine upgrade) (38)

Garvin Dreis w/ R2D2, Shield Upgrade (34)
Biggs Darklighter w/ R2-F2 (28)

Need testing and possible tweaks, but I was thinking something along those line might work.

With R5-P9 in the transport pack (At the end of the Combat phase, you may spend 1 of your focus tokens to recover 1 shield (up to your shield value). cost: 3) it got me thinking about 3x again.

Luke Skywalker w/ PTL, R5-P9, Shield Upgrade(or engine upgrade) (38)

Garvin Dreis w/ R2D2, Shield Upgrade (34)

Biggs Darklighter w/ R2-F2 (28)

Need testing and possible tweaks, but I was thinking something along those line might work.

I think Oso has the right of it. If you're going to do 3 X's, you need to have serious firepower to overcome your limited attacks. If you're not rolling 10+ red dice every round, I think you may be in for a hurtin'.

With R5-P9 in the transport pack (At the end of the Combat phase, you may spend 1 of your focus tokens to recover 1 shield (up to your shield value). cost: 3) it got me thinking about 3x again.

Luke Skywalker w/ PTL, R5-P9, Shield Upgrade(or engine upgrade) (38)

Garvin Dreis w/ R2D2, Shield Upgrade (34)

Biggs Darklighter w/ R2-F2 (28)

Need testing and possible tweaks, but I was thinking something along those line might work.

I think Oso has the right of it. If you're going to do 3 X's, you need to have serious firepower to overcome your limited attacks. If you're not rolling 10+ red dice every round, I think you may be in for a hurtin'.

But "serious firepower" does you no good if you lose a ship in the opening engagement. The goal of my list is to survive the early game and win the battle of attrition in the end game.

Against ships with 1 evade dice my build firing with focus has an expected damage out put of:

Range 1: 12.63

Range 2: 7.56

Range 3: 6.25

Against ships with 2 evade dice:

Range 1: 9.52

Range 2: 6.25

Range 3: 5.06

Against ships with 3 evade dice:

Range 1: 7.23

Range 2: 5.06

Range 3: 4.05

This is averaging in the possibility of crits. This build given the opportunity can take out large ships at range 1. Things to look out for are Ions and Swarms. I will be working on my strategy against swarms as my usual tactics don't work. The build is designed to focus down targets. Not once in the Regionals did one of my matches ever come close to time. Most fights wee done by turn 6-7. 4 Rebel builds are very popular right now in the meta. "Opportunist Knocking" is designed to go against any of those builds. A typical match versus 4 Rebel ships goes as such, First exchange they lose one ship with out it ever firing. The return fire from the 3 left makes a good dent in one of my X's. Second firing eliminates he second ship before it fires. The 2 remaining ships will fire back to try and eliminate the wounded X here is where the match either is a Home Run or a fight. If they succeed in killing off an X it will be a closer match if they fail they are doomed and might as well pick up their ships and call it. If I can get them to split their shot once in the first two Exchanges of fire fast forward to the doomed part. If they force me to split shots it really gets interesting.

With R5-P9 in the transport pack (At the end of the Combat phase, you may spend 1 of your focus tokens to recover 1 shield (up to your shield value). cost: 3) it got me thinking about 3x again.

Luke Skywalker w/ PTL, R5-P9, Shield Upgrade(or engine upgrade) (38)

Garvin Dreis w/ R2D2, Shield Upgrade (34)

Biggs Darklighter w/ R2-F2 (28)

Need testing and possible tweaks, but I was thinking something along those line might work.

I think Oso has the right of it. If you're going to do 3 X's, you need to have serious firepower to overcome your limited attacks. If you're not rolling 10+ red dice every round, I think you may be in for a hurtin'.

But "serious firepower" does you no good if you lose a ship in the opening engagement. The goal of my list is to survive the early game and win the battle of attrition in the end game.

Read my above post^^^ their is no late game for my build.

Uh... It was gone?

Uh... It was gone?

At least one of the squads are :P

Is there a plan if your opponent k-turns and Luke and Wedge are stressed. The R2 droid only does so much but you may not have a shot if a swarm k-turns and you are pointed the wrong way doing a 1 or 2 maneuver to clear stress.

But "serious firepower" does you no good if you lose a ship in the opening engagement. The goal of my list is to survive the early game and win the battle of attrition in the end game.

If you're interested in a more defensive oriented list, check out this one: http://community.fantasyflightgames.com/index.php?/topic/105394-all-my-xs/

26 Garven Dreis

23 Tarn Mison

2 R7

21 Rookie Pilot

4 R2-D2

21 Rookie Pilot

3 R5-P9

Edited by WonderWAAAGH

Is there a plan if your opponent k-turns and Luke and Wedge are stressed. The R2 droid only does so much but you may not have a shot if a swarm k-turns and you are pointed the wrong way doing a 1 or 2 maneuver to clear stress.

This makes the assumption the squad and pilot only live in the moment. I do not have to use opportunist on every single exchange. If K-Turns are in order i simple take the shot and k. I've found that since I sit at P.S. 8, 9, and 10 it makes it awkward for them to surprise k turn on me. I try and leave my position where they will bump me k turning since almost everything in the meta moves before me. Think of it as reverse blocking. The times they can make it I'm at range one. Depending on the first 2 exchanges, if they have yet to kill an x-wing i will stress for the extra damage. if they have i don't stress and k-turn.

My suggestion is to play the Squad as i have it a couple of times. it may surprise you at how much damage it rolls off, as it did for most of my opponents Saturday. Dealing face up cards happens quite often. Its almost as if it's Halloween and Im handing out Crits and all your ships do is stand there with a plastic pumpkin.

LMAO! Plastic pumpkins, lol!

As for the naysayers, try it. I have played against this a list and can speak from experience on how quick this build gets vicious.

Very interesting read Oso. I've tried this particular list a few times but so far it has mostly ended in failure for me. Not sure what I'm doing wrong but reading your posts has helped me to understand how to fly it a little better.

That being said, what do you do when you face a flanker like Fel, Jax or Royals? Do you turn to face them or stay on course?

Osoroshii… Inspired by your recent demolition of my squad (I’ve never suffered such an embarrassing defeat before), I decided to run some math for you, well, and myself, in order to figure out how well it’ll do on paper, now that I know how well it does in real life.

First off, I’m going to assume the first round is at R3 for now, and all three fire on the same target, I’m also ignoring the crit bonus. Against 1 agi ships (B/Y wing @ 8health, Shuttle @ 10 health, YT @ 13 health)… The following is true.

Average damage is .91 (wes) + 2.63 (Wedge) + 2.26 (Luke) = 5.8 damage. He will roll 5 evade dice, and the evade distribution is as follows:

0 evade = 3.4%

1 evade = 17.4%

2 evade = 33.7%

3 evade = 32.3%

4 evade = 12.5%

5 evade = 2%

Rounding errors brings the total to 101.3%, but close enough for this analysis. And let’s look at probability of how many total hits you’ll roll. This is assuming a TL/F action for offense. We will use these numbers for the entire analysis.

0 hits = 0%

1 hit = 0%

2 hits = 0%

3 hits = 0%

4 hits = 1%

5 hits = 3%

6 hits = 8%

7 hits = 17%

8 hits = 26%

9 hits = 26%

10 hits = 15%

11 hits = 4%

So, in order to 1 shot a B wing, you have to have 8 hits and 0 evades, or 9 hits and 1 evade, etc… The chances of the 1 shot (at R3) are:

B wing: 18%

Y wing: 18%

Shuttle: 1.3%

YT: 0%

Now let’s take a look at the squad against 2 agi ships… X wing, HWK, FS, Bomber. Average damage is .64 (Wes) + 2.26 (Wedge) + 1.91 (Luke) = 4.81. They will roll 8 evade dice, with the following distribution:

0 evade = 1%

1 evade = 4%

2 evade = 14%

3 evade = 25%

4 evade = 28%

5 evade = 19%

6 evade = 8%

7 evade = 2%

8 evade = 0%

And with these, it’s easy to calculate 1 shot potential…

X wing = 47%

HWK = 47%

FS = 0%

/sa = 31%

Finally, let’s look at 3 agi ships, /ln, /x1, /in, AW. They will roll 11 dice total. Average damage of .35 (Wes) + 1.91 (Wedge) + 1.58 (Luke) = 3.84 damage.

0 evade = 0%

1 evade = 0%

2 evade = 3%

3 evade = 9%

4 evade = 19%

5 evade = 24%

6 evade = 21%

7 evade = 13%

8 evade = 5%

9 evade = 1%

10 evade = 0%

11 evade = 0%

Chance of 1 shotting at R3:

A wing = 38%

/ln = 58%

/in = 58%

/x1 = 23%

So, that likely means you’re taking a R3 shot back and suffering the damage, but they’re unlikely to kill any one of your ships on the first salvo anyways. Note that the actual kill % are going to be higher since there is the chance of a wasted evade, this should be a marginal effect since it requires you to roll poorly and him to roll well once, and then you to roll well and him poorly twice.

At range 2, things become much easier to 1 shot. The only thing that requires new math is the 1 agi ships, who will now be rolling 2 evade dice.

0 evade = 23%

1 evade = 53%

2 evade = 14%

Then, the kill chance to one shot each ship is:

Y wing = 28%

B wing = 28%

Shuttle = 6.5%

ORS = 6.5%

YT = 0%

X wing = 78%

HWK = 78%

FS = 1%

/sa = 59%

A wing = 70%

/ln = 85%

/x1 = 51%

/in = 85%

Which means to me that you got relatively lucky with your conquest of 1 shotting a small ship each opening turn. The average return fire from a 4 X/B squad on you at R2 is 1.53 * 3 + .88 = 6.47, enough to take out Wes or Wedge. Obviously you’re not going to be shooting at the same range from everyone, since Wes likes to hang back farther away, but I figured I’d go through these numbers, which confirm what my gut says – it’s unlikely to have the fire power to make it competitive, but obviously you found a way to do so… I’ll have to further investigate your build for myself because it’s very intriguing to me. Please don’t take all of this analysis as a lack of respect, because that’s not what I’m attempting to do at all… I’m trying to understand how the heck you whooped me like you did.