My XXX build...without Biggs?

By DraconPyrothayan, in X-Wing

Jek Porkins

+ Hull Upgrade

+ R5-D8

+ Expert Handling

( 34 )

Luke Skywalker

+ Draw Their Fire

+ R5-P9

( 32 )

Wes Jansen

+ Draw Their Fire

+ R2-D2

( 34 )

Everyone regenerates. Everyone. Hit and Run tactics with these guys grant a flawless game.

Luke and Wes both have the DTF + Shield Regen combo, while also being able to defend themselves better than most. (Luke with his crazy dodging skills, and Wes with his ability to knock off his targets' offensive actions)

Porkins becomes very agile, and can sacrifice his actions for negating the damage he's dealt himself with his agility. Moreover, he can also remove target locks (off of himself), and his two allies mean that he'll not take much in the way of critical damage any time soon. Being the only one of the 3 that doesn't regenerate shields, he wants that help.

Luke wants to use his focus offensively, but if he doesn't need it, he still gets to regenerate a shield.

I thought about using Wedge instead of Wes, but he'd get focused down too quickly for my tastes.

First off I'd like to say I like this list! I'm a big fan of xxx's and yours looks nice with the regenerating effects on all three. Lately I've been designing only xxxx lists though..

anyways what I can say (which is probably obvious) is that any opponent is going to pick one x and pour everything they have into it even with draw their fire. There really isn't any other tactic to use against this list (another good thing about it, you are basically forcing every opponent into acting the same way). I see your opponent picking one x, closing to range one and pouring shots into it. If you can last enough turns to regen properly I think this would be quite viable. On the other hand with a few unlucky rolls you could lose a ship and might turn downhill from there.

You know something, after seeing the comment about the "regenerating" astromechs I almost put together this same squadron. That version of Porkins is pretty much the same one I came up with but to me the question is what to do with the other two astromechs. I really would want R2D2 on Luke instead because it balances the points a little bit more and because Wes is more likely to use the Focus to avoid damage; the catch 22 is that Luke may not use the focus to turn defense dice but he may not lose the shield to recharge either while Wes will be more likely to use the Focus to avoid damage to start with before switching recharging shields. If you consider that R2D2 needs greens to work it may go a bit better on Luke as he can survive the enemy's ability to guess his action when he wants to recharge a shield.

I guess I'd also consider dropping DTF from one ship (probably Wes) and giving it Determination instead. Discarding certain face-up cards could be seen as being at least as good as pulling [crits] from other ships.

First off I'd like to say I like this list! I'm a big fan of xxx's and yours looks nice with the regenerating effects on all three. Lately I've been designing only xxxx lists though..

anyways what I can say (which is probably obvious) is that any opponent is going to pick one x and pour everything they have into it even with draw their fire. There really isn't any other tactic to use against this list (another good thing about it, you are basically forcing every opponent into acting the same way). I see your opponent picking one x, closing to range one and pouring shots into it. If you can last enough turns to regen properly I think this would be quite viable. On the other hand with a few unlucky rolls you could lose a ship and might turn downhill from there.

Did you ever hear SableGryphon discus how to use 3x Buzzsaw-Shuttles? I would use the same strategy.

Every round, one X-Wing flees the general skrim, and another one rotates back in. If they chase after the one that just left, I have 2 X-Wings on their six, which they do not like. If they stay in the skrim, the one that fled for a turn gets to shed some of the damage they've accumulated. Win/Win in my favor.

You know something, after seeing the comment about the "regenerating" astromechs I almost put together this same squadron. That version of Porkins is pretty much the same one I came up with but to me the question is what to do with the other two astromechs. I really would want R2D2 on Luke instead because it balances the points a little bit more and because Wes is more likely to use the Focus to avoid damage; the catch 22 is that Luke may not use the focus to turn defense dice but he may not lose the shield to recharge either while Wes will be more likely to use the Focus to avoid damage to start with before switching recharging shields. If you consider that R2D2 needs greens to work it may go a bit better on Luke as he can survive the enemy's ability to guess his action when he wants to recharge a shield.

I guess I'd also consider dropping DTF from one ship (probably Wes) and giving it Determination instead. Discarding certain face-up cards could be seen as being at least as good as pulling [crits] from other ships.

Luke + R2-D2 is a proven powerhouse. I gave him R5-P6 here, because he is uniquely unlikely to use a Focus for defense.

I liked DTF better than Determination, but you've just inspired me to think about R5 Astromech + Determination + Hull Upgrade, to become a super-Chewie X-wing.

My three X list is a little different, running on offence more than defence.

Wes Janson

Veteran instincts

R2D2

Wedge

Opportunist

Jek Porkins (Snacks)

R5D8

Opportunist

Strangely, Jek is the biggest threat. Once the initial pass is complete he can K, strip the stress, and then focus down 4-5 attacks with opportunist. If you need to, you can also strip the stress from opportunist for another K next turn. This has been working wonders for me especially against the Defender who you can match turn for turn!

I originally had r2D2 on wedge but his short shelf life prompted me to put it on Wes as he becomes quite tricky to kill endgame.

Thus far this has pummelled 4 ship rebel fleets, and I've even been having some success with swarms (4w-2l). Definitely a ton of fun to fly.

I have experience playing Triple X's in tournaments. The only comment I'll leave you with is this, "The best defense is a good offense!".

I'll be taking mine to regionals in a couple of weeks and a few smaller tourneys before then. Hoping to have a lot of fun with it.

A name.....

Every round, one X-Wing flees the general skrim, and another one rotates back in. If they chase after the one that just left, I have 2 X-Wings on their six, which they do not like. If they stay in the skrim, the one that fled for a turn gets to shed some of the damage they've accumulated. Win/Win in my favor.

Thing is, a shuttle has 10 hp and x-wing only 5....I am not convinced that same tactic will work so well with x-wings as it might with shuttles, but by all means, let us know how it goes when you do get a chance to try it.

I really dig the idea of the regenerating squad, and have been looking into my own version for a while. No chance to playtest it though, since I am preparing for Assault on Imdaar.

As to your list, I won't go into why I don't like R5-P9 on Luke, since I just explained it in depth in the R2-F2 vs R5-P9 thread. Needless to say, I would suggest switching droids on Wes & Luke. But go ahead and see for yourself. A few games trying both ways will tell you what works best.

For the record, I think Wes in your list is clearly the highest priority and likely to die first due to his ability's affect on your opponent (psychologically, that's going to spook most players more than anything).

My 'Wolverine' x-wing squad that I've been considering is (at least atm):

Wes Janson w/ R5-P9 & adrenaline rush

Luke w/ R2-D2 & Draw their Fire

Porkins w/ R5-D8 & Opportunist

I still intend to fly them in formation and not bother having a damaged one 'run away'. My thinking is focus fire ftw. Just not sure if its long enough in the claw...

Edited by blade_mercurial

Porkins Fork

My personal XXX build is built on Rogues. I run this:

Wes: Veteran Instincts, R2, Hull Upgrade.

Wedge: PTL, R2, Engine upgrade. Him and Wes usually kill something before it even fires.

Hobbie: R3-A2, Flechette Torpedoes. For locking down whoever you want.

This group hits so hard I can basically kill whatever I want in the initial joust. The only list that has given it real problems was anything with a lot of turret Ion Y-wings. You just don't have enough evade dice to stop being walked around.

My personal XXX build is built on Rogues. I run this:

Wes: Veteran Instincts, R2, Hull Upgrade.

Wedge: PTL, R2, Engine upgrade. Him and Wes usually kill something before it even fires.

Hobbie: R3-A2, Flechette Torpedoes. For locking down whoever you want.

This group hits so hard I can basically kill whatever I want in the initial joust. The only list that has given it real problems was anything with a lot of turret Ion Y-wings. You just don't have enough evade dice to stop being walked around.

Wes and Wedge do make for a good combo. Even if Wedge takes the PTL for target lock and focus you'll only average 3.5 damage at range 2 Vs 2 evade dice and 4.4 damage Vs 1 evade die. That neither kills an X-Wing or B-Wing with just Wes and wedge. After adding the shot from Hobbie you'll get 5.03 and 6.3. There you'll get your X-Wing but fail to get that pesky B-Wing.

Yes a group of Ions is a threat but like my favorite build you'll struggle Vs a true Tie Swarm.

I have yet to play it against a true TIE swarm, but I want to. I did play it against last night against Howl, Vader, Jax, and a Black. Killed Howl before she even shot, or modified anyone's dice, I lost Hobbie in the exchange before he could shoot. I then dropped the black because I couldn't line up anyone else the next turn.

In a previous game all three of them together killed a Gold before it even fired. Maybe my dice are just really good with them, but I doubt it. Every game I've played with them I have either killed the biggest threat on the initial joust, or killed it before it fired in turn two because it was almost dead on turn one.

Killed Howl before she even shot, or modified anyone's dice, I lost Hobbie in the exchange before he could shoot. I then dropped the black because I couldn't line up anyone else the next turn.

Either your opponent doesn't know how to 'evade token' and position, or you did get really lucky. Dropping Howlie with shooting from 2 ships (even if one is Wedge) is pretty rare.

He did. Wes shot her at ten. Did one damage and stripped her token. Wedge then shot her with a target lock and a focus and killed her. Range two. He flew in a formation. I positioned across from it. We jousted.

Pretty much all he could have done was broken his formation and ran away from me to not get shot.

Pretty much all he could have done was broken his formation and ran away from me to not get shot.

Oh yeah, I forgot your list had Wes.

My personal XXX build is built on Rogues. I run this:

Wes: Veteran Instincts, R2, Hull Upgrade.

Wedge: PTL, R2, Engine upgrade. Him and Wes usually kill something before it even fires.

Hobbie: R3-A2, Flechette Torpedoes. For locking down whoever you want.

This group hits so hard I can basically kill whatever I want in the initial joust. The only list that has given it real problems was anything with a lot of turret Ion Y-wings. You just don't have enough evade dice to stop being walked around.

Wes and Wedge do make for a good combo. Even if Wedge takes the PTL for target lock and focus you'll only average 3.5 damage at range 2 Vs 2 evade dice and 4.4 damage Vs 1 evade die. That neither kills an X-Wing or B-Wing with just Wes and wedge. After adding the shot from Hobbie you'll get 5.03 and 6.3. There you'll get your X-Wing but fail to get that pesky B-Wing.

Yes a group of Ions is a threat but like my favorite build you'll struggle Vs a true Tie Swarm.

My point was you claimed to have just Wes and Wedge killing something usually. I was just showing the math that is unlikely to happen as much as "Usually".

What would you guys comment on the following list?

Wedge Antilles (29) , Push the Limit (3) , R2 Astromech (1)
Wes Janson (29) , Push the Limit (3) , R2-D2 (4)
"Hobbie" Klivian (25) , R2-D6 (1) , Opportunist (4)
Total: 99
View in Yet Another Squad Builder

The idea is that Wedge and Wes can PtL for Focus + TL'd shots and strip any tokens off a target. Then Wes can use Opportunist and spend a TL to remove the stress.

I've flown it once, just now, and it was quite effective, took down a Firespray nice and quick. But my dice were hot and my opponent made a couple maneuvering mistakes early on.

My fear is that it makes your moves in the round following the PtL'd shots very predictable...

Edited by Klutz