Sell Me on Wes Janson

By Sekac, in X-Wing

Here's my squad

Wes Janson/X-Wing (29)Veteran Instincts (1)

Wedge Antilles/X-Wing (29) R2 Astromech (1) Opportunist (4)

Luke Skywalker/X-Wing (28) R2-D2 (4) Opportunist (4)

B-Wings, Bombers, Y-wings usally die in the first exchange unless really bad dice at range 3. TIe's (and I mane the rest of them just die). Good rolls can take out a Lambda in the first exchange but most times takes 2 rounds for the large ships. At PS 10,9 and 8 I've yet to shoot after anything I've faced and to many times I kill something before it ever attacks. the Soft Ties (fighter and Interceptors) dont make it past wedge and luke has to pick a new target.

Nice Squad list and I'm glad to hear you're getting alot of success with it. This gives me an idea for a variation and I wonder if it might work better:-

Wes Janson/X-Wing (29)Veteran Instincts (1)

Wedge Antilles/X-Wing (29) R2 Astromech (1) Opportunist (4)

Ibtisam (28) Sensor Jammer (4) Opportunist (4)

Xwings are a solid ship in this game, but I think Wes Janson is going to put the game's title ship back in front. I wonder if he'll also help to bring back a dominant three ship build when combined with Farlander.

Edited by AlexW

I'll be very curious to see how this would work

Airen Cracken (19)
Outmaneuver (3)
Shield Upgrade (4)
Wes Janson (29)
Veteran Instincts (1)
Engine Upgrade (4)
Wedge Antilles (29)
Opportunist (4)
R2 Astromech (1)
Engine Upgrade (4)
Total: 98
Wes, Wedge and mini-Wedge

I guess my issue with Wes stems from the fact that I'm not a big fan of 3 ship builds. Too many eggs in too few baskets. But he's expensive enough that he pushes you towards a 3 ship build because he's gonna cost about 1/3rd of your points after a couple upgrades. The fewer ships you have, the less you can capitalize on his ability--both due to having fewer dice to throw at his targeted ship, and having fewer ships you can spare to point towards his target.

His ability favors higher model count lists, but his cost favors lower count ones. I think he is at odds with himself, functionally.

Usually not a fan of 3-ship-no-falcon rebels , but hoping to try this one:

Wes Jenson 29

Ibtisam opportunist, advanced sensors: 35

Keyan Farlander opportunist, advanced sensors: 36

Ibby focuses, Keyan TLs your opponent, advnaced sensors helps guarantee this. Wes strips the target of their focus/evade with some possible damage. Keyan uses opportunist, rolls a forth die, and with his ability is now the equivalent of focus + TL. Ibby also uses opportunist for the extra die, and now get her re-roll combined with a focus. Thanks, Wes.

What with the wave 4 ships coming online soon, I think there will be more 3 ship builds.

I guess my issue with Wes stems from the fact that I'm not a big fan of 3 ship builds. Too many eggs in too few baskets. But he's expensive enough that he pushes you towards a 3 ship build because he's gonna cost about 1/3rd of your points after a couple upgrades. The fewer ships you have, the less you can capitalize on his ability--both due to having fewer dice to throw at his targeted ship, and having fewer ships you can spare to point towards his target.

His ability favors higher model count lists, but his cost favors lower count ones. I think he is at odds with himself, functionally.

I agree that 3 ship builds are risky, but think of it this way. If my ships can destroy 1 of your ships before you even shoot, then I have the advantage. I guess the only counterpoint is against a swarm.

I guess my issue with Wes stems from the fact that I'm not a big fan of 3 ship builds. Too many eggs in too few baskets. But he's expensive enough that he pushes you towards a 3 ship build because he's gonna cost about 1/3rd of your points after a couple upgrades. The fewer ships you have, the less you can capitalize on his ability--both due to having fewer dice to throw at his targeted ship, and having fewer ships you can spare to point towards his target.

His ability favors higher model count lists, but his cost favors lower count ones. I think he is at odds with himself, functionally.

I agree that 3 ship builds are risky, but think of it this way. If my ships can destroy 1 of your ships before you even shoot, then I have the advantage. I guess the only counterpoint is against a swarm.

Fair enough. I think Farlander with advanced torpedos is more of a sure thing. He can swat an interceptor out of the sky at range 3. The ONLY way he doesn't land 5 hits is if he rolls 4 or more blanks, and the worst case scenario is he has 3 guaranteed hits. If I'm going 3 ship, I'm going for 3 self-sufficient ships

I guess my issue with Wes stems from the fact that I'm not a big fan of 3 ship builds. Too many eggs in too few baskets. But he's expensive enough that he pushes you towards a 3 ship build because he's gonna cost about 1/3rd of your points after a couple upgrades. The fewer ships you have, the less you can capitalize on his ability--both due to having fewer dice to throw at his targeted ship, and having fewer ships you can spare to point towards his target.

His ability favors higher model count lists, but his cost favors lower count ones. I think he is at odds with himself, functionally.

I understand your point, but are there abilities that actually favor lower model counts? I guess I see the distinction as an ability that actually grows with more models, so while I can see how more models with him is better, it's only better in the sense that numbers often provide advantages anyway. Compare that to someone like Howlrunner, whose ability adds tangible rerolls with each pilot you add.

That said, I actually think his ability is a boon to lower model count lists. He goes first and is guaranteed to strip a token if he can attack, making everyone else behind him more effective. Obviously the more the merrier, but this is a case where more ships wouldn't necessarily need his ability in the same way because they have more opportunities to do damage. A three ship list doesn't.

Edit: I should add that in a three ship list built around opportunist, Wes should be a priority target and when dropped early will cost the list a large portion of its synergy

I guess my issue with Wes stems from the fact that I'm not a big fan of 3 ship builds. Too many eggs in too few baskets. But he's expensive enough that he pushes you towards a 3 ship build because he's gonna cost about 1/3rd of your points after a couple upgrades. The fewer ships you have, the less you can capitalize on his ability--both due to having fewer dice to throw at his targeted ship, and having fewer ships you can spare to point towards his target.

His ability favors higher model count lists, but his cost favors lower count ones. I think he is at odds with himself, functionally.

I agree that 3 ship builds are risky, but think of it this way. If my ships can destroy 1 of your ships before you even shoot, then I have the advantage. I guess the only counterpoint is against a swarm.

Fair enough. I think Farlander with advanced torpedos is more of a sure thing. He can swat an interceptor out of the sky at range 3. The ONLY way he doesn't land 5 hits is if he rolls 4 or more blanks, and the worst case scenario is he has 3 guaranteed hits. If I'm going 3 ship, I'm going for 3 self-sufficient ships

No one can at R3 can swat an interceptor out of the sky at R3 with advanced proton torpedoes :)

Edited by AlexW

Fair enough. I think Farlander with advanced torpedos is more of a sure thing. He can swat an interceptor out of the sky at range 3.

Not with Adv. Torpedoes, they work at range 1. For the price of one spent stress, regular proton torps will guarantee 1 hit and 1 crit before cancellations.

Edited by Dagonet

Fair enough. I think Farlander with advanced torpedos is more of a sure thing. He can swat an interceptor out of the sky at range 3.

Not with Adv. Torpedoes, they work at range 1. For the price of one spent stress, regular proton torps will guarantee 1 hit and 1 crit before cancellations.

The other point here is that Farlander will require a lock, which he can't get the turn he stresses without advance sensors (or Dutch) and that starts to make him very expensive - almost 40 points.

The other point here is that Farlander will require a lock, which he can't get the turn he stresses without advance sensors (or Dutch) and that starts to make him very expensive - almost 40 points.

Well, you could equip him with an FCS and who knows what Kyle or Jan will do as crew, they come in the same pack after all.

But yeah, he can easily creep up to 50 if you don't watch what you're doing.

Kinda exemplifies why people were feeling let down by imperial aces.

No one can at R3 can swat an interceptor out of the sky at R3 with advanced proton torpedoes :)

OOPS yeah. Derp alert.

Edited by Sekac

Kinda exemplifies why people were feeling let down by imperial aces.

Exactly. And this is the reason why Lorrir wouldn't have been too powerful if he didn't take a stress for his ability.

I guess my issue with Wes stems from the fact that I'm not a big fan of 3 ship builds. Too many eggs in too few baskets. But he's expensive enough that he pushes you towards a 3 ship build because he's gonna cost about 1/3rd of your points after a couple upgrades. The fewer ships you have, the less you can capitalize on his ability--both due to having fewer dice to throw at his targeted ship, and having fewer ships you can spare to point towards his target.

His ability favors higher model count lists, but his cost favors lower count ones. I think he is at odds with himself, functionally.

I understand your point, but are there abilities that actually favor lower model counts? I guess I see the distinction as an ability that actually grows with more models, so while I can see how more models with him is better, it's only better in the sense that numbers often provide advantages anyway. Compare that to someone like Howlrunner, whose ability adds tangible rerolls with each pilot you add.

That said, I actually think his ability is a boon to lower model count lists. He goes first and is guaranteed to strip a token if he can attack, making everyone else behind him more effective. Obviously the more the merrier, but this is a case where more ships wouldn't necessarily need his ability in the same way because they have more opportunities to do damage. A three ship list doesn't.

Edit: I should add that in a three ship list built around opportunist, Wes should be a priority target and when dropped early will cost the list a large portion of its synergy

I guess my issue with Wes stems from the fact that I'm not a big fan of 3 ship builds. Too many eggs in too few baskets. But he's expensive enough that he pushes you towards a 3 ship build because he's gonna cost about 1/3rd of your points after a couple upgrades. The fewer ships you have, the less you can capitalize on his ability--both due to having fewer dice to throw at his targeted ship, and having fewer ships you can spare to point towards his target.

His ability favors higher model count lists, but his cost favors lower count ones. I think he is at odds with himself, functionally.

I agree that 3 ship builds are risky, but think of it this way. If my ships can destroy 1 of your ships before you even shoot, then I have the advantage. I guess the only counterpoint is against a swarm.

Fair enough. I think Farlander with advanced torpedos is more of a sure thing. He can swat an interceptor out of the sky at range 3. The ONLY way he doesn't land 5 hits is if he rolls 4 or more blanks, and the worst case scenario is he has 3 guaranteed hits. If I'm going 3 ship, I'm going for 3 self-sufficient ships

No one can at R3 can swat an interceptor out of the sky at R3 with advanced proton torpedoes :)

I live the Howlrunner against my 3X-Wing squad. He never gave a reroll to any ship and only ever shot once in 3 games. He's gone before the rest of the fighters ever shoot. A swarm just isn't much of a swarm, without Howlrunner.

Howlrunner is a female

I live the Howlrunner against my 3X-Wing squad. He never gave a reroll to any ship and only ever shot once in 3 games. He's gone before the rest of the fighters ever shoot. A swarm just isn't much of a swarm, without Howlrunner.

Congrats. I assume that this brilliant new tactic will see an end to swarms? Wonder why no one ever thought of killing Howlrunner first before the other Ties had a chance to go..... ;) . Sorry, couldn't resist...

How awesome do you feel when wedge now shoots Soontier with his pants down?

Wait...

Whose pants are down? Are you saying that Soontir is caught with his pants down and is summarily shot, OR that Wedge removes his own pants and lets Soontir have it?

As a Rebel player, I'm in either way.

Edited by Jedhead

Wedge always does his shooting 'Donald Duck' style a la a 3rd grade boy using a urinal... It's just his way.