Straight forward newbie 3 X Wing List

By Raensleyar, in X-Wing

I am thinking of running the following. It seems to be pretty standard, but wanted to make sure I am not doing something wrong with the choices I have made. In other words, some thoughts and feedback from the more experienced players would be appreciated.

Wedge Antilles

- R2 Astromech

- Push the Limit

Biggs Darklighter

- R2-F2 Astromech

- Stealth Device

Luke Skywalker

- R5-P9 Astromech

- Veteran Instincts

- Engine Upgrade

The plan, is is probably obvious, is to have Wedge supported by Biggs while Luke roves about as a nuisance.

EDIT: Also, I have thought of swapping Luke for the Tarn with R7 and a stealth device for 2 defensive characters around Wedge.

Thanks in advance!

Edited by Raensleyar

I'd say NO to that Luke load out. Engine Upgrade says you'll want to be using Boost but R5P9 says you want to take the Focus action and maybe even hope not to use it. You see these two are kind of working at cross purposes especially if you have Luke at PS 10. I mean if you keep the EU I'd rather see R2D2 used; that lets you take a green to recharge your shield and then use Boost to get somewhere you really wanted to go.

Biggs is nice but Biggs is also loaded with a lot of expectation. If he spends an action he gets 4 agility dice until he's hit. Once he has been hit and doesn't get his action he's just at the normal 2 dice. To make those 4 dice work best you'll want a Focus (or two) but you don't have a way to get it.

Wedge is ok. I guess the thing with him is that you have two actions to use PtL with and both are offensive. Although it jacks his cost even higher I'd almost like to see the EU on him which would give you the opportunity to boost into range/out of arc before taking your other action (if desired) and dishing out damage.

I'd say NO to that Luke load out. Engine Upgrade says you'll want to be using Boost but R5P9 says you want to take the Focus action and maybe even hope not to use it. You see these two are kind of working at cross purposes especially if you have Luke at PS 10. I mean if you keep the EU I'd rather see R2D2 used; that lets you take a green to recharge your shield and then use Boost to get somewhere you really wanted to go.

Definitely drop R5-P9 and Vet. Instincts and take R2-D2. Especially if you have engine upgrade, but even without it, R2-D2 will serve you much better. The advantage of leaving the engine upgrade on Luke is that he is more likely to need it being the last ship you will have left alive. Having said that, engine upgrade helps Wedge keep enemies in his sights (and possibly get out of enemy firing arcs after Biggs is gone).

Not bad, but still popular choice s to have draw their fire, shields upgrade and R2 d2 on Luke.

That way he can take a possible crit or two from biggs. Do a green maneuver, regeneration a Shield.

Keep all 3 ships in formation with biggs in the back but within range 1.

I don't think there is such a thing as a newbie-friendly 3X list. A 3X list is always going to be difficult to play because of the fragility of the squad.

Not bad, but still popular choice s to have draw their fire, shields upgrade and R2 d2 on Luke.

That way he can take a possible crit or two from biggs. Do a green maneuver, regeneration a Shield.

Keep all 3 ships in formation with biggs in the back but within range 1.

This. Luke can be very hard to kill with that setup. Just be careful with running Biggs in the back. You can run the risk of Luke and Wedge being in range while Biggs is out of it.

There is just one problem with running "Biggs in Back." At PS 5 Biggs has to move before Luke or Wedge which increases the chances of causing collisions with the other two. If Biggs doesn't move far enough he collides (very bad because no R2F2) and falls behind (bad because his ability may not help) but it's also possible he could move clear but then Wedge/Luke get blocked and then fall behind Biggs.

I run Biggs on the corner side. (Outside.) and one ship length back. Seems to work pretty well.

Running Biggs in the back is almost essential to getting the most out of him. the extra green die on defense helps keep him alive (and you hope Wedge & Luke can provide enough offense up front). To avoid awkwardness, either space your ships further a part so Biggs has room to manoeuvre, or angle relative position of your ships so he can fit through on bank moves (just practice before you play).

Edited by blade_mercurial

Honestly, I don't like loading x-wings down with upgrades. I also believe that upgrades on Biggs tend to be a waste of points, as he dies quickly.

While great synergy can be achieved with 3 X-wings, there just isn't enough fire power if you don't get them lined up every round. X-wings cannot inherently boost or barrel roll, so your movement choices are critical. That being said, here is my x-wing only list:

Wedge+Engine (This ensures Wedge is attacking every round)

Biggs (Keeps the heat off Wedge for a few rounds)

Rookie x2 (more fire power!)

Personally, when it comes down to X-wings, I feel you have to decide who you want to build your squad around.

By far the most effective X-wing I have ever flown is Wedge with PTL, R2 and Engine Upgrade. If you can ensure your opponent has initiative, Wedge is effectively an interceptor, and with a chance of focus and target lock at the same time, you can rest assured that ties will fly off the board. I elect to use this version of wedge, simply because if I'm not in your arc, I can't be shot, making Biggs less of a necessity.

Luke, is the one guy that when push comes to down to it, can win the game for you if you have R2D2 and Draw the fire. Shield upgrade is something that you have to decide if it is worth it. Draw the fire is an upgrade that can save you from a lot of normally disastrous situations. Chances are, if you have Wedge on the board, he's going to take the fire, with draw the fire, he will last much longer.

Wes Jenson, can be a good support ship to protect your other ships from bombers or taking the heat off them. I recently played with R2 and expert handling. Again, with your high PS, you can move later, and then barrel roll, and still have a wide range of moves after that with R2. This will protect wedge, but also give you more offensive power.

Biggs is the unit that I am conflicted about. The usual variant is really R2F2 with stealth device (or vanilla), but doing so gives you two problems, one you have no focus, and the other, your offensive ability is limited without focus and your medium PS. If you want to run Biggs, you must run a unit that can pass him focus, like Garven. Again, the problem with Garven is that his PS of 6 leaves Biggs focus less from guys higher than that.

I really like the X-wing, but in a three ship list, you need every shot you can take every round, especially since you will be outnumbered in almost every game.

My personal recommendation is build a two X-wing list, with a Hawk for support. Kyle and Roark with a Crow/Blaster/Recon spec not only provides support for the named x-wings at range 3, but they can shoot up to range two at anyone. Even with Carnor Jax around, you just need to position yourself behind your X-wings to get a shot in.

With these in mind, I have used these three lists with various results:

Wedge/PTL/R2/Engine Upgrade

Wes Jenson/Expert Handling/R2

Kyle/Crow/Blaster/Recon

Wedge/PTL/R2/Engine Upgrade

Biggs/Stealth/R2F2

Kyle/Determination/Crow/Blaster/Recon

Wedge/PTL/R2/Engine Upgrade

Luke/Swarm Tactics/R2D2

Roark/Blaster/Recon/Crow

Ultimately, it is really down to how you open with your list on the board. Wedge must flank in order to win, if you go head on, you are asking for trouble. Make your opponent turn, and since wedge can boost, you will always have an edge.

Hope this helps.

Math is the problem with a Biggs R2F2 + Stealth. If you can use an action, a focus is a better defensive option then another die.

Lets assume you are getting attacked with focus and you cannot gain a focus via someone else...

Against 3 attack dice your odds are:

4 def dice only: %40 miss, 30% 1 hit, 20% 2 hits

3 def dice + focus: 54% miss, 30% 1 hit, 13% 2 hits

Against 2 attack dice your odds are:

4 def dice only: %65 miss, 26% 1 hit, 8% 2 hits

3 def dice + focus: 80% miss, 16% 1 hit, 2% 2 hits

Math is the problem with a Biggs R2F2 + Stealth. If you can use an action, a focus is a better defensive option then another die.

Lets assume you are getting attacked with focus and you cannot gain a focus via someone else...

Against 3 attack dice your odds are:

4 def dice only: %40 miss, 30% 1 hit, 20% 2 hits

3 def dice + focus: 54% miss, 30% 1 hit, 13% 2 hits

Against 2 attack dice your odds are:

4 def dice only: %65 miss, 26% 1 hit, 8% 2 hits

3 def dice + focus: 80% miss, 16% 1 hit, 2% 2 hits

I'm also not a big fan of R2-F2. I was just reminded in another thread about the 1 point R2D6 thats grants a EPT. For the same amount of points (3) for R2-F2 you can take R2D6 and elusiveness. Now you get 3 agility dice + focus + you can make opponent reroll a would be hit. another option i suppose.. I usually just use naked biggs if i do take him.

Math is the problem with a Biggs R2F2 + Stealth. If you can use an action, a focus is a better defensive option then another die.

Lets assume you are getting attacked with focus and you cannot gain a focus via someone else...

Against 3 attack dice your odds are:

4 def dice only: %40 miss, 30% 1 hit, 20% 2 hits

3 def dice + focus: 54% miss, 30% 1 hit, 13% 2 hits

Against 2 attack dice your odds are:

4 def dice only: %65 miss, 26% 1 hit, 8% 2 hits

3 def dice + focus: 80% miss, 16% 1 hit, 2% 2 hits

Here's my problem with this logic:

Focus is better than one extra dodge dice .... for one attack per round.

Biggs generally faces more than one attack per round. For each shot after the first R2-F2 is better than a standard evade.

Against enough attacks R2-F2 will equal and then exceed the benefits that focus gave to one roll. My math wing fu is not strong enough to tell you when that happens.

If someone has, or can do that math, I'd love to see it. I just feel that every time someone mentions Focus vs R2-F2 they ignore the shots after the first. Especially with Biggs, that has to be factored in.

Math is the problem with a Biggs R2F2 + Stealth. If you can use an action, a focus is a better defensive option then another die.

Lets assume you are getting attacked with focus and you cannot gain a focus via someone else...

Against 3 attack dice your odds are:

4 def dice only: %40 miss, 30% 1 hit, 20% 2 hits

3 def dice + focus: 54% miss, 30% 1 hit, 13% 2 hits

Against 2 attack dice your odds are:

4 def dice only: %65 miss, 26% 1 hit, 8% 2 hits

3 def dice + focus: 80% miss, 16% 1 hit, 2% 2 hits

Here's my problem with this logic:

Focus is better than one extra dodge dice .... for one attack per round.

Biggs generally faces more than one attack per round. For each shot after the first R2-F2 is better than a standard evade.

Against enough attacks R2-F2 will equal and then exceed the benefits that focus gave to one roll. My math wing fu is not strong enough to tell you when that happens.

If someone has, or can do that math, I'd love to see it. I just feel that every time someone mentions Focus vs R2-F2 they ignore the shots after the first. Especially with Biggs, that has to be factored in.

you do have a good point about getting the extra evade for all attacks against him in a round. with r2d6 + elusiveness you can only use once due to the stress as well..

I don't think there is such a thing as a newbie-friendly 3X list. A 3X list is always going to be difficult to play because of the fragility of the squad.

To the original topic, the above is my take.

I see the issue with Engine Upgrade. I forgot its actually an action. whoops.

Thanks for all the feedback so far. Far more detailed than I expected and very helpful! My thoughts on Biggs was to make him really "tanky"... perhaps that is not such a good idea or my set up fails to do that? I saw the use of R2F2 as adding an increased ability to evade for the remainder of the shooting rather than just once.

With Luke, I had originally been planning to have him just fly separate from Wedge+Biggs ... partly to avoid movement issues open up space, but also to have some flaking capacity while drawing away the enemy's ability to focus.

So, I am really wanting to use Biggs and Wedge. And, I prefer to have a third named, wether it be Luke, Wes, or Tarn.

As a core, I have modified the list to the following options:

Luke + R2D2 + Draw their fire

Wedge + R2+PtL+EU

Biggs + Stealth Device

OR

Luke+ R2D2

Wedge + R2+PtL+EU

Biggs + R2F2 + Stealth Device

That leaves me 2 points with the first variant. Where would you suggest using those 2 points? alternatively, removing Luke completely gives me 35 points. How would you replace Luke and spend those points? I like the idea behind Wes Janson as mentioned which would give me:

Wes + R2 + Expert Handling

Wedge + R2+PtL+EU

Biggs + R2F2 + Stealth Device

Again, thanks for all the thoughts and advice.

Edited by Raensleyar

Math is the problem with a Biggs R2F2 + Stealth. If you can use an action, a focus is a better defensive option then another die.

Lets assume you are getting attacked with focus and you cannot gain a focus via someone else...

Against 3 attack dice your odds are:

4 def dice only: %40 miss, 30% 1 hit, 20% 2 hits

3 def dice + focus: 54% miss, 30% 1 hit, 13% 2 hits

Against 2 attack dice your odds are:

4 def dice only: %65 miss, 26% 1 hit, 8% 2 hits

3 def dice + focus: 80% miss, 16% 1 hit, 2% 2 hits

Now, I don't want to be a defender of R2-F2, because I agree he's generally not worth it on Biggs. However, there's one important problem with your comparison. You are forgetting the fact that focus is one use: those odds you list apply to one attack only. R2-F2 benefits Biggs against EVERY attack in a round. So its much better over all when you are getting attacked by 2 or 3 or even more attackers.

Thing is, you don't really want to be attacked by that many opponents in a single round, so in an ideal scenario you wouldn't need R2-F2. X-wings are rarely manoeuverable enough to pick and choose their fights however...

Oops, missed Caadium's post above...

Edited by blade_mercurial

Math is the problem with a Biggs R2F2 + Stealth. If you can use an action, a focus is a better defensive option then another die.

Lets assume you are getting attacked with focus and you cannot gain a focus via someone else...

Against 3 attack dice your odds are:

4 def dice only: %40 miss, 30% 1 hit, 20% 2 hits

3 def dice + focus: 54% miss, 30% 1 hit, 13% 2 hits

Against 2 attack dice your odds are:

4 def dice only: %65 miss, 26% 1 hit, 8% 2 hits

3 def dice + focus: 80% miss, 16% 1 hit, 2% 2 hits

Here's my problem with this logic:

Focus is better than one extra dodge dice .... for one attack per round.

Biggs generally faces more than one attack per round. For each shot after the first R2-F2 is better than a standard evade.

Against enough attacks R2-F2 will equal and then exceed the benefits that focus gave to one roll. My math wing fu is not strong enough to tell you when that happens.

If someone has, or can do that math, I'd love to see it. I just feel that every time someone mentions Focus vs R2-F2 they ignore the shots after the first. Especially with Biggs, that has to be factored in.

I have done the math, and have something insane like 80 different figures all printed out, covering all possible scenarios. Bottom line: R2-F2 is almost never worth it. If I recall, R2-F2 + Stealth really isn't much better than Stealth + Focus, or even Hull + Focus.

@majorjuggler - so the idea would be not so much something different for Biggs, but to save the 3 points R2F2 gives for upgrades elsewhere in the squadron? As the scenarios you note, stealth or hull are the only upgrades given to him. Or, do you think those 3 points could be better spend upgrading Biggs in a differentway?

Math is the problem with a Biggs R2F2 + Stealth. If you can use an action, a focus is a better defensive option then another die.

Lets assume you are getting attacked with focus and you cannot gain a focus via someone else...

Against 3 attack dice your odds are:

4 def dice only: %40 miss, 30% 1 hit, 20% 2 hits

3 def dice + focus: 54% miss, 30% 1 hit, 13% 2 hits

Against 2 attack dice your odds are:

4 def dice only: %65 miss, 26% 1 hit, 8% 2 hits

3 def dice + focus: 80% miss, 16% 1 hit, 2% 2 hits

Here's my problem with this logic:

Focus is better than one extra dodge dice .... for one attack per round.

Biggs generally faces more than one attack per round. For each shot after the first R2-F2 is better than a standard evade.

Against enough attacks R2-F2 will equal and then exceed the benefits that focus gave to one roll. My math wing fu is not strong enough to tell you when that happens.

If someone has, or can do that math, I'd love to see it. I just feel that every time someone mentions Focus vs R2-F2 they ignore the shots after the first. Especially with Biggs, that has to be factored in.

Good point... Here is some simple math, run on average expected damage per attack...

Again assuming 3 attack dice + focus
4Dice no focus expected damage 0.95 per = 6 Attacks til Death
3Dice + Focus expected damage 0.64 per = 8 Attacks til Death
3Dice no foucs expected damage 1.22 per = 5 Attacks til Death
So if first attack is defended with focus, then still on average 5 Attacks til Death
So it looks like on average against 3 attack dice, stealth + R2F2 ~= one additional attack in survive-ability.
Worth 3 points... up to whom ever.... Also if you are good you could be forcing range 3 obstructed shots etc.

Math is the problem with a Biggs R2F2 + Stealth. If you can use an action, a focus is a better defensive option then another die.

Lets assume you are getting attacked with focus and you cannot gain a focus via someone else...

Against 3 attack dice your odds are:

4 def dice only: %40 miss, 30% 1 hit, 20% 2 hits

3 def dice + focus: 54% miss, 30% 1 hit, 13% 2 hits

Against 2 attack dice your odds are:

4 def dice only: %65 miss, 26% 1 hit, 8% 2 hits

3 def dice + focus: 80% miss, 16% 1 hit, 2% 2 hits

Here's my problem with this logic:

Focus is better than one extra dodge dice .... for one attack per round.

Biggs generally faces more than one attack per round. For each shot after the first R2-F2 is better than a standard evade.

Against enough attacks R2-F2 will equal and then exceed the benefits that focus gave to one roll. My math wing fu is not strong enough to tell you when that happens.

If someone has, or can do that math, I'd love to see it. I just feel that every time someone mentions Focus vs R2-F2 they ignore the shots after the first. Especially with Biggs, that has to be factored in.

Good point... Here is some simple math, run on average expected damage per attack...

Again assuming 3 attack dice + focus
4Dice no focus expected damage 0.95 per = 6 Attacks til Death
3Dice + Focus expected damage 0.64 per = 8 Attacks til Death
3Dice no foucs expected damage 1.22 per = 5 Attacks til Death
So if first attack is defended with focus, then still on average 5 Attacks til Death
So it looks like on average against 3 attack dice, stealth + R2F2 ~= one additional attack in survive-ability.
Worth 3 points... up to whom ever.... Also if you are good you could be forcing range 3 obstructed shots etc.

6 points is an expensive Shield Upgrade, truly.

3 X-wing lists are very unforgiving, but they are also lots of fun. I have had some real success with Biggs+R2-F2 next to Luke+R2-D2+Draw Their Fire. This makes Biggs extremely hard for TIE fighters to kill, especially when you are able to force range 3 and/or obstructed shots, and remember that you occasionally want your opponent to get a shot at Luke or Wedge with some of his ships as that spreads his fire around and keeps all of your guns on the table longer.

Here are some more ideas incorporating Wave 4:

Wedge Antilles + Predator + Engine Upgrade (36)

Arien Cracken (19)

Biggs Darklighter + R2-F2 (28)

Tala Squadron Pilot (13)

This leaves four more points for either a shield upgrade on Biggs or a hull upgrade on Biggs and Draw Their Fire on Arien. Obviously, the idea is for Biggs to use R2-F2 and then take a focus when Arien attacks at PS8. You could also substitute Luke for Wedge.

The secret about a Wedge/Biggs/Luke list, I think, is that it's really more a Luke list than a Wedge list. Unless you mess up badly, Biggs will die first, and unless you run the table from there, Wedge will go down next, but Luke is a real star as a closer. Instead of Wedge in the above list, consider Luke + R2-D2 + Predator (+ Engine, if you opt to avoid the hull/shield on Biggs). This is a ship that does not need actions for offense or defense because he has a built-in bonus on each roll. This means that you can boost with relative impunity if you took Engine, or you can focus and just use it whenever it is most useful.

Good point... Here is some simple math, run on average expected damage per attack...

Again assuming 3 attack dice + focus
4Dice no focus expected damage 0.95 per = 6 Attacks til Death
3Dice + Focus expected damage 0.64 per = 8 Attacks til Death
3Dice no foucs expected damage 1.22 per = 5 Attacks til Death
So if first attack is defended with focus, then still on average 5 Attacks til Death
So it looks like on average against 3 attack dice, stealth + R2F2 ~= one additional attack in survive-ability.
Worth 3 points... up to whom ever.... Also if you are good you could be forcing range 3 obstructed shots etc.

What about 2 defense with and without focus?

Similarly, with the resurgence of the swarm, what about the same numbers versus 2 attack dice?

Please don't get me wrong, I'm not trying to insist that the droid is the answer. I just want to see and understand all of the numbers for it beyond 1 shot per round. Similarly, 6 points of defensive upgrades for Biggs is something I'd have a hard time swallowing. To me, a 31 point x-wing needs be more offensive. A 3 x-wing squad needs to destroy ships quickly. It generally doesn't have toughness to win a war of attrition. That is why I think offensive upgrade are better for the OP.

My key point is that when comparing the droid to focus it's an incomplete picture to only talk about 1 shot per round, especially on Biggs.

So, how would you make Biggs more balanced from overly-defensive (as he will die anyway) to at least some offense so he can take someone with him?