Wingman and its many uses

By Stone37, in X-Wing

Jake Farrell

+Push the Limit

+Assault Missiles

+Munitions Failsafe

Garven Dreis

+R2-D6

+Wingman

62 points, room for another ace, a B-wing/X-wing, 2 more A-wings, or 3 Z95s,

Jake Target Locks and Focuses, giving him a boost/barrel roll, to move up a little, and a stress. At the start of combat, Garven eats the stress. Jake makes his focused assault missile attack, which he gets to keep if it misses. Then, Garven makes a focused attack, and hands Jake another focus, meaning he gets to do another boost/barrel roll (whichever he hasn't done) to get out of arc.

And then jake can push the limit after the second of his boost/rolls and evade right? Resulting in him raking 5 actions in one turn.

No he cannot. PTL works once per round .

What he said.

However, with this, we DO see Jake get basically five actions, including focus twice, and then flying off unstressed and unscathed.

No he cannot. PTL works once per round .

Right, knew I was forgetting something.

Edited by Forgottenlore

Captain Jonus w/ Wingman (24)

Omicron Group Pilot w/ Advanced Sensors, Heavy Laser Cannon (31)

Omicron Group Pilot w/ Advanced Sensors, Heavy Laser Cannon (31)

Black Squadron Pilot w/ Wingman (16)

TOTAL: 102

I know, it makes me sad, too. =( We need a Chardaan Refit for one of these ships to make this possible.

I'd ditch the Assaults and Munitions to add two more actioning pilots :)

Is the cheapest pilot who could take an EPT Black Squadron?

Is the cheapest pilot who could take an EPT Black Squadron?

Yes, at 14 points. Next cheapest is Mauler Mithel at 17 (or Lieutenant Blount, for the Rebels, at 17).

Is the cheapest pilot who could take an EPT Black Squadron?

Yes, at 14 points. Next cheapest is Mauler Mithel at 17 (or Lieutenant Blount, for the Rebels, at 17).

Also, a Chaardan refit GSP, also at 17.

for 2pts Wingman removes the fears of Ion + Stress Lockdown.

a decent safety net considering how much easier it will be to receive Ion and Stress Tokens in the future.

and it also has synergy with Opportunist + K-Turn in Jousting situations.

Yorr might see the field more holding stress from his Wingmen followed by his Wingmen eating the stress Yorr's holding for them.

pretty sure there's more situations where Wingman would be great in. anyone else thought of other things?

So, Turr+PTL with a nearby Wingman means four actions a turn. That's pretty wild. Makes adding a Targeting Computer to him interesting....

Edited by AlexW

Jake Farrell

+Push the Limit

+Assault Missiles

+Munitions Failsafe

Garven Dreis

+R2-D6

+Wingman

62 points, room for another ace, a B-wing/X-wing, 2 more A-wings, or 3 Z95s,

Jake Target Locks and Focuses, giving him a boost/barrel roll, to move up a little, and a stress. At the start of combat, Garven eats the stress. Jake makes his focused assault missile attack, which he gets to keep if it misses. Then, Garven makes a focused attack, and hands Jake another focus, meaning he gets to do another boost/barrel roll (whichever he hasn't done) to get out of arc.

A part of me is wondering if there's not something more optimal involving Prototype Ace and a second skill like say Deadeye. Ooh. I know, give him Deadeye and PTL, then evade, focus and get your free boost.

Garvin get's rid of your stress for you, you spend a focus to fire your Ass Missiles, doesn't matter if you miss Failsafe will keep them safe for you, and you barrel away where applicable. If you don't quite clear LOS, you've still got Evade and now a Focus.

Deadeye means that you have more targeting flexibility, so if say a PS8 pilot appears out of nowhere in a more optimal position, you can target him instead.

Alternatively you could simply move up and focus (with the resultant free boost) in your Action phase, and then use PTL when Garvin donates a Focus and procs your Barrel roll. Perhaps giving you an evade if you think you need it, or a Target Lock on your next supposed mark.

It's only 1 point for extra options (such as Locking like usual, but then using your Focus token to fire the missiles, and the TL to re-roll and bad dice.)

Dunno what else you would take to finish that list off though, you don't really have quite the points you need to fully kit out Keyan Farlander (PTL, Advanced Sensors and Adv. Protons work phoenominally well, he's a pilot that benefits from having everything including the kitchen sink thrown on him.) Wedge with Opportunist would work, but Garvin can only drain so much stress per turn. Wes is great, but he's more for setting up kills than getting them. With what we know now, taking Blount with more Ass Missiles would pay off... but that only leaves you with 12 points to spend. Enough for a second PS1 Headhunter. Hmmm. Ideally I wish we had a few more points for PS1 Refit A-Wing but you can only work with what you've got.

Overall I think the AXZZ would work best against Swarms, since it has pretty good odds of reducing a lot of people to 1hp really early on. But the real question here would be if the list has the follow through to finish up.

Theres one there, double ept A-wings... PTL + Wingman, they are no longer limited to green maneuvers - a pair of them could dart all over the place, and given chaardan refit, would only cost 21 each...

I think I'll try giving Wingman to Vader when flying with Fel+PtL and Jax+PtL... If the Dark Lord says you're not stressed, you're not!

Theres one there, double ept A-wings... PTL + Wingman, they are no longer limited to green maneuvers - a pair of them could dart all over the place, and given chaardan refit, would only cost 21 each...

2 2 each...

2x omicron group pilots with HLC-and AdvSensors

2x-Black sqaudron pilots with Wingman

94 points so 6 left to play with, maybe give 1 of the pilots gunner?

Park both shuttles diagonally in 1 corner and put a black sqaud behind each one. Shuttles just park there and the black squadrons do 1 forwards which always bump and take away the stress. Have the rebels come to you and HLC them.

Captain Jonus w/ Wingman (24)

Omicron Group Pilot w/ Advanced Sensors, Heavy Laser Cannon (31)

Omicron Group Pilot w/ Advanced Sensors, Heavy Laser Cannon (31)

Black Squadron Pilot w/ Wingman (16)

TOTAL: 102

I know, it makes me sad, too. =( We need a Chardaan Refit for one of these ships to make this possible.

Well, you could always give one of the two shuttles an ion cannon.

If any enemy enters range of you, smack him with the ion - he'll never get a chance to turn around, then, and you can simply walk him right off the board, hitting him turn after turn......

2x omicron group pilots with HLC-and AdvSensors

2x-Black sqaudron pilots with Wingman

94 points so 6 left to play with, maybe give 1 of the pilots gunner?

Park both shuttles diagonally in 1 corner and put a black sqaud behind each one. Shuttles just park there and the black squadrons do 1 forwards which always bump and take away the stress. Have the rebels come to you and HLC them.

I didn't know TIE Fighters had a 1 forward option. Because they don't.

2x omicron group pilots with HLC-and AdvSensors

2x-Black sqaudron pilots with Wingman

94 points so 6 left to play with, maybe give 1 of the pilots gunner?

Park both shuttles diagonally in 1 corner and put a black sqaud behind each one. Shuttles just park there and the black squadrons do 1 forwards which always bump and take away the stress. Have the rebels come to you and HLC them.

I didn't know TIE Fighters had a 1 forward option. Because they don't.

1 turn or 2 forward then, same principal they will keep bumping the shuttles and be there to wingman the stress away.

I can now run howl with ptl for focus+evade and keep a black on her wing to eat the stress. Keeps her survivability high without sacrificing maneuverability. Maybe keep stealth too and another black with draw their fire.

So, I've done a quick survey of natural ship maneuvers, and decided to look at how ships are at dealing with stress, and therefore, how well certain ships are boosted by the Wingman upgrade. Extra weight has been granted to non-Koiogran stressors for the order of this analysis, but the data is included regardless, so that you can make your own judgements.

For the purposes of brevity, I do not consider Left and Right directions to be different enough to be counted as extra maneuvers, but I am considering re-examining these with a greater weight placed on non-Koiogran stressors.

Primary Buff

The B-Wing and Y-Wing have more Red maneuvers than Green, with 4:3 and 3:2 ratios, respectively. Both have 10 total maneuvers, and only 1 Koiogran, so no further modification is necessary.
The Lambda Class Shuttle has a 1:1 ratio of 3 each (leaving only 2 White maneuvers), including it's only Turn and Stop maneuvers as Red. Considering that Captain Yorr is in a Shuttle as well gives this ship some marvelous Wingman synergy.

The HWK-270 has a 2:3 ratio, but neither of the two come from Koiograns. Considering that the HWK, like the Shuttle, only has 8 total maneuvers, anything that can improve its dial is a great benefit. And that's BEFORE remembering that Jan Ors is a thing.

Secondary Buff

The Tie Bomber has a 1:2 ratio, or 2 and 4 respectively. The fact that one of the two stressors is a Turn is ameliorated by the fact that it still has a non-stressful 3 turn.

The Tie Fighter , YT-1300 , and Firespray-31 are all tied with a 2:3 ratio, consisting of 2 Koiograns a piece. Of these, the Firespray-31 has one more maneuver than the other two, so is slightly less effected by stress. The Tie Fighter, by comparison, doesn't have the extended firing arcs like the YT-1300 and Firespray-31, and therefore needs to Koiogran significantly more often.

The Tie Advanced has a 1:3 ratio. However, all of its Greens are straight, and it only has 9 total maneuvers, giving its sole Koiogran extra weight (also rendering it the 3rd least maneuverable ship of the 12 in the game).

Tertiary Buff

The X-Wing , like the Tie Advanced, has a 1:3 ratio. However, the X-Wing has an additional maneuver, and access to the R2-Astromech and two stress-shedding pilots (or it will, once the Tantive IV drops), and therefore isn't that disturbed by stress.

The Tie Interceptor has a 2:5 ratio. Fractionally, it ought to crave a stress-reduction upgrade moreso than the Tie Advanced and X-Wing, but its sheer number of Greens, coupled with its mobility actions, make its native koiograns practically irrelevant. Once you factor in how much its pilots love to stress themselves out, by their own admission or by Pushing the Limit, and this becomes a match made in heaven.
The A-Wing has a 2:6 ratio, and a pilot who literally does not lose actions due to stress. Really, unless you really need to take a 1 turn, a 3 turn, a 3 bank, or a Koiogran the following turn, targeting your A-Wing with Wingman is actually a waste of the ability.