Slow Stunners

By red_devil, in X-Wing

I think I have cracked the code of this game. Slow movement, turret weapons, and the ability to take damage. That or having a certain wtf?!? response from my opponents. I have gone undefeated in games with this squad. What do you think?

Jan Ors

Moldy Crow

Recon Specialist

Blaster Turret

Shield Upgrade

Horton Salm

Ion Cannon Turret

R2 Astromech

"Dutch" Vander

Ion Cannon Turret

RD Astromech

I think Jan's ability is rather wasted on that squad... As is Dutch's to a lesser extent.

Looks like a fairly sold list.

Do you find you use Jan's ability a fair amount? If so you could consider this, which makes Jan 4 points cheaper. That means perhaps a torpedo on one of the Y's or something.

Jan Ors (25)

Ion Cannon Turret (5)

Nien Nunb (1)

Shield Upgrade (4)

The whole point here is it lets Jan remove stress a lot more easily then she does otherwise. The straight 3 and 4 are now green, rather then white and red.

If however you don't use her ability a lot, and enjoy the list. Then stick with it, because as long as you're having fun and feel the list is effective then that's what matters most.

Soo.....

RO, Ion, SU times 4?

;)

I think Jan's ability is rather wasted on that squad...

Why would giving a Y-Wing a 3rd dice for primary attacks be a waste? One of the big issues with the Y is it's lack of offense.

I use Jan's ability almost every turn. I keep the ships at range two and usually move only 1 or 2.

I can see lots of issues with the list. Jan has a hard time burning off the stress her ability generates, you have zero offense at Range 3, you have health but low agility (vulnerable against focused fire), and Ion Turrets are hardly a guarantee, even with Jan's potential bonus, except maybe against 1-AG ships. It may do ok against other elite, 3-ship builds, but there are a lot of common builds that would tear into it, IMO.

Jan has a hard time burning off the stress her ability generates

Not true, not if he's slow walking the squad. Plenty of low speed green on a HWK especially if you're using a turret and don't need to worry much about your arc.

you have zero offense at Range 3

the HWK lacks any offense, but between Jan adding a die and Horton, it's hardly zero.

Ion Turrets are hardly a guarantee

3 Dice is 3 dice, same odds at range 2 a X-Wing or B-Wing has.

So yes it's not a list I'd expect to see in the final a Worlds, but it's hardly the worse list I've ever seen.

I think Jan's ability is rather wasted on that squad...

Why would giving a Y-Wing a 3rd dice for primary attacks be a waste? One of the big issues with the Y is it's lack of offense.

I think the issue is that since dutch is going to be flying in formation with Jan (since his ability is not nearly as useful for Horton) Horton is the best primary shot in the group Jan will want to be near him, and since Y-wings and HWKs both have sub-standard dials they are going to rely heavily on their turrets if they don't have other ships to draw attention, and since ion turrets cap at one damage and roll a high number of dice anyway it's not as good a use as it could be.

I think this list is three good ships that are not great together, At the least you should consider swapping Horton's ion with Jan's blaster. But if you are having success, and more importantly, fun with it then keep at it. I would consider tweaking things here and there though.

Jan has a hard time burning off the stress her ability generates

Not true, not if he's slow walking the squad. Plenty of low speed green on a HWK especially if you're using a turret and don't need to worry much about your arc.

you have zero offense at Range 3

the HWK lacks any offense, but between Jan adding a die and Horton, it's hardly zero.

Ion Turrets are hardly a guarantee

3 Dice is 3 dice, same odds at range 2 a X-Wing or B-Wing has.

So yes it's not a list I'd expect to see in the final a Worlds, but it's hardly the worse list I've ever seen.

The majority of lists I see at tournaments would probably dominate it. TIE swarm, double Falcon, triple bounty hunter, 4 Xs, 4 Bs, Bloody Daggers would all eat this for breakfast. The "threat" is way too small when 4 Xs or Bs, or 6 TIEs will wipe out one of the slow and predictable Ys in a single round of firing. It's a three-ship build with 2, 2, and 1 base attack, counting on Ion and Blaster Turrets for it's primary threat.

The HWK (minus Numb) has only range 1 straight/bank and range 2 straight to burn the green. Very predictable and therefore blockable. If she doesn't get actions, no blaster turret, no offense. If she can't burn stress, no actions, no blaster turret and no use of her ability. Those reserved Focuses from the title only last so long.

The HWK (minus Numb) has only range 1 straight/bank and range 2 straight to burn the green. Very predictable and therefore blockable. If she doesn't get actions, no blaster turret, no offense. If she can't burn stress, no actions, no blaster turret and no use of her ability. Those reserved Focuses from the title only last so long.

I get the blocking -> no action but if the maneuver was a green won't at least the stress be shed? I could be wrong but I always thought it did

The majority of lists I see at tournaments would probably dominate it.

Sure and if the OP was asking about a list to take a tournament, then that would matter a lot more. It's a list the OP seems to be having fun with and wins with. He shouldn't stop using it or dismantle it just because it's not a top 8 Worlds type list.

The majority of lists I see at tournaments would probably dominate it.

Sure and if the OP was asking about a list to take a tournament, then that would matter a lot more. It's a list the OP seems to be having fun with and wins with. He shouldn't stop using it or dismantle it just because it's not a top 8 Worlds type list.

This. Right there. For some people Fun > Tournaments. YMMV.

Edited by Slugrage

I think I have cracked the code of this game. Slow movement, turret weapons, and the ability to take damage. That or having a certain wtf?!? response from my opponents. I have gone undefeated in games with this squad. What do you think?

Jan Ors

Moldy Crow

Recon Specialist

Blaster Turret

Shield Upgrade

Horton Salm

Ion Cannon Turret

R2 Astromech

"Dutch" Vander

Ion Cannon Turret

RD Astromech

Now, as to what I'd change? I'd swap out the R2 for an R5 Astromech. You can manage your crits much easier that are inevitable for high HP/low shield ships. The Y isn't racing around generating stress every turn that it needs the extra greens typically.

Edited by Slugrage

Here's my thing.

The list is clearly a theme list. So offering advice on how to tweak the list for better preformance like putting R5 on a Y or swapping out a Ion for the Blaster on Jan is one thing. But saying "well this list won't do well in a tournament." is only helpful if the person wants to take it to a tournament.

I agree with most of what R2ShihTzu said... If the OP was looking for advice on list building in general or had a question about that list doing well at a tournament his advice would be really helpful.

But this like other times when people ask for advice on list, or even when they're asking about what to buy, where context matters alot.

Edited by VanorDM

I think Jan's ability is rather wasted on that squad...

Why would giving a Y-Wing a 3rd dice for primary attacks be a waste? One of the big issues with the Y is it's lack of offense.

I've got to agree with Khyros here. I have run, with great success, a similar list:

Kyle+Determination+Blaster Turret+Recon+Moldy Crow

Dutch+Ion Turret+R5-K6

Horton+Ion Turret+PT+PT

Kyle passes out focus and is an offensive threat, Dutch passes out TLs and can Ion, while Horton is a offensive nightmare!

Switching Jan's Blaster for Horton's Ion makes quite a bit of sense. Jan can then give Horton a 4th die. He has to spend his focus to fire the weapon, but he can naturally reroll the blanks anyways... and until one of them dies, Dutch can hand him a TL to reroll the focuses as well. And then Jan can use her ion to clear tokens away from a target, so Horton can do some serious damage, and then Dutch can ionize the target to present the kill shot next turn (if needed) or take it out of the fight.

I guess I should have specified that this is a fun fleet. I was thinking about running it at a tourney one day. But as R2ShihTzu stated:

The majority of lists I see at tournaments would probably dominate it. TIE swarm, double Falcon, triple bounty hunter, 4 Xs, 4 Bs, Bloody Daggers would all eat this for breakfast. The "threat" is way too small when 4 Xs or Bs, or 6 TIEs will wipe out one of the slow and predictable Ys in a single round of firing. It's a three-ship build with 2, 2, and 1 base attack, counting on Ion and Blaster Turrets for it's primary threat.

This squad would not win many matches or even any. What are the fun fleets you like to play away from tourneys?

One thing that I definitely agree with you on is that slow ships (I.e. those with 1 turns) are fantastic. I would gladly downgrade half of any faster ship's green manuvers to white in exchange for a 1 turn. They just make it so much easier to acheive a target after the scrum in the middle of the table at turn 3 and 4. Not to mention when each side is down to one ship. The ability to fly in a tight circle is a game winner.

Edited by Rapture

I guess I should have specified that this is a fun fleet. I was thinking about running it at a tourney one day. But as R2ShihTzu stated:

The majority of lists I see at tournaments would probably dominate it. TIE swarm, double Falcon, triple bounty hunter, 4 Xs, 4 Bs, Bloody Daggers would all eat this for breakfast. The "threat" is way too small when 4 Xs or Bs, or 6 TIEs will wipe out one of the slow and predictable Ys in a single round of firing. It's a three-ship build with 2, 2, and 1 base attack, counting on Ion and Blaster Turrets for it's primary threat.

This squad would not win many matches or even any. What are the fun fleets you like to play away from tourneys?

That kind of goes against your "cracked the code" comment in the OP. Simple communication issue though. But yeah, in general Turrets are amazingly fun. I tend to have at least one ion turret in my rebel lists unless it just doesn't fit the overarching strategy.

Lol, careless typing I guess.

The "cracked the code" comment in the beginning was what drove my commentary. It was suggested that this was an "unbeatable" list based on that reading. If it's a fun list and you're finding enough success with it to play it and have a good time, congrats, that is the "code of the game": having fun.

I would not recommend this build for tourney play, though. It's all support ships IMO, which are great when they support some other ships with the punch to finish the job.