Yet another 3 ship Rebel build looking for critique.

By sirhc, in X-Wing

Sirhc, I was looking at a build that included Wedge with EPT - outmaneuver and R7-T1. Comments were made about it in another thread related to the EPT, Predator. Your thoughts on this?

Sirhc, I was looking at a build that included Wedge with EPT - outmaneuver and R7-T1. Comments were made about it in another thread related to the EPT, Predator. Your thoughts on this?

R7-T1 and Outmaneuver tend to be a little difficult to work together because you have to start inside your opponents firing arc and boost closer to the opponent. If you are facing directly toward the enemy ship its almost impossible to trigger outmaneuver (if you could barrel roll, it would be much easier to pull off).

The margin of error is very small but the easiest way to pull this off would be to start your ship in a position facing slightly away and towards the edge of your opponents firing arc so your 1 bank boost may just take you outside the arc and turn you in the right direction.

The easiest way to utilize R7-T1 is to just go for the range 1 killshot.

Sirhc, I was looking at a build that included Wedge with EPT - outmaneuver and R7-T1. Comments were made about it in another thread related to the EPT, Predator. Your thoughts on this?

R7-T1 and Outmaneuver tend to be a little difficult to work together because you have to start inside your opponents firing arc and boost closer to the opponent. If you are facing directly toward the enemy ship its almost impossible to trigger outmaneuver (if you could barrel roll, it would be much easier to pull off).

The margin of error is very small but the easiest way to pull this off would be to start your ship in a position facing slightly away and towards the edge of your opponents firing arc so your 1 bank boost may just take you outside the arc and turn you in the right direction.

The easiest way to utilize R7-T1 is to just go for the range 1 killshot.

The use of R7-T1 gives Wedge options. Wedge essentially can get 2 actions without receiving stress. Engine boost cost 4, R7 is 1 point less. When Wedge uses R7 and acquires a target lock, Wedge might be able to boost away and into another opponent's flank (hence, possibly the use of Outmaneuver with Wedge's inherent ability).

Sirhc, I was looking at a build that included Wedge with EPT - outmaneuver and R7-T1. Comments were made about it in another thread related to the EPT, Predator. Your thoughts on this?

R7-T1 and Outmaneuver tend to be a little difficult to work together because you have to start inside your opponents firing arc and boost closer to the opponent. If you are facing directly toward the enemy ship its almost impossible to trigger outmaneuver (if you could barrel roll, it would be much easier to pull off).

The margin of error is very small but the easiest way to pull this off would be to start your ship in a position facing slightly away and towards the edge of your opponents firing arc so your 1 bank boost may just take you outside the arc and turn you in the right direction.

The easiest way to utilize R7-T1 is to just go for the range 1 killshot.

The use of R7-T1 gives Wedge options. Wedge essentially can get 2 actions without receiving stress. Engine boost cost 4, R7 is 1 point less. When Wedge uses R7 and acquires a target lock, Wedge might be able to boost away and into another opponent's flank (hence, possibly the use of Outmaneuver with Wedge's inherent ability).

You have to target lock the ship you are in arc the arc of. You can boost toward the flank of another ship but in effect you sort of waste your original target lock since you can't really use it to your benefit that round. While you do get to perform two actions you only get the benefit of one. For a point more you could just take the engine upgrade and not worry about opposing arcs or range at all while you try to set up flanking shots.

note - If I misunderstood your intent with your build I apologize.

Edited by SpaceDingo

sonova, You would be absolutely correct in my squads deficiency in dealing with swarms. It is designed to eliminate one target per round while accepting the return fire. The return fire from a swarm is punishing as they almost always get that first X-Wing in the first exchange and put your back against the wall. Biggs does little to help with that excepted to make sure he's the first to go. You also lose .70 average damage at range 2 vs the X-Wing. Biggs sits at pilot skill 5 much lower down the chain. if biggs fires with his focus you'll average 5.22 damage. If Biggs needs that focus to stave off an attack your expected Damage drops to a low 4.58. << that number there is why Biggs is a poor choice in this type of Squad. Now there is room to upgrade Biggs with R2-D6 and give him equal fire power to get our 5.94, there is even room to toss in a shield upgrade and run him along side of Wes and Wedge. A defensive Biggs looses his focus before ever getting the chance to use it on offense. Now that we see we lost a little on our one thing we were good at did we improve our swarm chance? Wes Shoots and gets .91 against Howlrunner/without Stealth device .51 with. 50/50 chance you get that stealth device. Wedge will fire next and get 2.76 without Stealth or 2.39 with. If Wes gets a hit Wedge is likely to kill her and Biggs can start on the next tie with .91 again not killing that tie. 5-6 Ties now will return fire and average .84 per tie. if it was a 6 tie swarm your in luck as Biggs might live with only 4.2 expected damage. If it was a swarm of 7 they hit the mark and should kill Biggs 5.04. Now you are 6 ties vs 2 X-wing. the best Wes and Wedge can hope for is to kill another tie leaving 4-5 Ties returning. Next round again wes and wedge kills another tie leaving 3-4 and they finish the job on the second tie. now your stuck facing a couple tie swarming around you and the best you can hope for is .91 damage per turn against them with Wes or 1.07 for Wedge. likely to lose with 2 ties still floating around. So we have not really saved our self from the swarm by adding Biggs to the mix and hurt our chances against the 4 ship rebel builds.

You have to target lock the ship you are in arc the arc of. You can boost toward the flank of another ship but in effect you sort of waste your original target lock since you can't really use it to your benefit that round. While you do get to perform two actions you only get the benefit of one. For a point more you could just take the engine upgrade and not worry about opposing arcs or range at all while you try to set up flanking shots.

note - If I misunderstood your intent with your build I apologize.

No worries. I understand what you have mentioned. I'm looking at the 3 ship build and each of them have to be self sufficient, yet be part of the team. Each ship needs a variety of options since they will most likely be outnumbered. High PS works well with the smaller build. With Wedge + Outmaneuver + R7-T1, I would most likely move near last when and can see where my target(s) are. I can then access whether to shoot at the TL'ed ship, or pick another on the flank. I could get lucky and have both the Outmaneuver and TL on the initial target. If it doesn't look good at all, hopefully I boost away. I would not joust with this as it would be better used as a hit and run ship

I think you are downplaying the value of positional tricks with Biggs. Vs a TIE swarm, Biggs at rb3 covering stuff at rb2 is a nightmare.

Granted that its trickier to use, but Biggs at rb3 is favorable vs a swarm simply because he forces 1.125 expected evades on 1.5 expected incoming damage. If Wedge and Wes can take down Howlrunner its even more favorable since expected incoming damage drops dramatically. Yes there will be games where Biggs gets rofflestomped in one round but its better overall if Biggs dies first rather than Wedge or Wes. In games where Biggs lives past the first turn of shooting he will be amazing.

I'd argue that Biggs doesnt adversely affect your offensive power because he allows you to play a more aggressive game. Vs a 4 ship list Biggs allows you to advance Wes and Wedge into rb1 while giving them a safety net at rb2 however long he lasts.

fair enough, I do not dislike Biggs I just believe their are better options out there for this type of build. I wish you all the luck in your experiment with the Triple X builds.

I run mostly imperials but I NEVER go below 5 ships not because I can't but because that's what the imperials are designed for.

Firesprays, Lambdas, unique Interceptors, TIE Defenders, and TIE Phantoms are all very curious how you came by this nugget of wisdom.

Pretty obvious sarcastic undertones aside, it's a pretty old addage which worked fairly well in waves 1 & 2 for Imperials.

It's only fairly recently that it became more viable to run much smaller Imperial squads, even then I feel a bit uncomfortable when running less than my 5 ship usual. The majority of players probably haven't even encountered a TIE Phantom or Defender, much less use one. We all can't be pro "I only play to school scrubs" wizards.

Edited by Garven Dreis