So, I've been playing around with a few 3 ship Rebel lists recently. You're all aware of the usual configurations and combinations, I'm sure - Wes, Wedge, Luke, Biggs, Ibitsam, in various combinations.
As always, I've been having good games and bad games. Taking down a ship or two in the opening exchange and reducing return fire is vital, especially given the fragility of X-Wings in general.
But anther key point in getting the best out of this list is mobility. Getting out of your opponents firing arc while keeping them in yours isn't the easiest job in the world for X-Wings at a base level, even less so when you're often quite heavily outnumbered.
My original squad was:
Wes Janson - Veteran Instincts, R5-P9
Wedge - PtL, R2-F2
Luke - R2D2
1 win, 1 loss, but the droids were not amazing - I was barely getting any utility from them in either game. For the third game I dropped the droids and tried opportunist out, but once Wes died (and he died quickly), it became pretty redundant.
So the next time around, I switched things around a bit. K-turns were being used frequently to keep targets in arc or reposition, and this was costing me vital actions. What could I change? I considered passing around a few Adrenaline Rush cards to help a second turn of jousting, but eventually settled on:
Wes Janson - Veteran Instincts
Wedge - PtL, Engine Upgrade
Ibitisam - PtL, Advanced Sensors
Again, 1-1, but a big difference in performance. Ibitisam was crazily maneuverable and can really get the most out of PtL. Wedge was immense as a finisher, and boost helped a lot. But Wes really wasn't contributing again; he died quickly first game and struggled to make an impact in the second. And it was all down to (lack of) maneuverability.
So, being the tinkering little busybody I am, I wondered what I could change once again. And this is what I'm thinking:
Wedge - PtL, Engine Upgrade, R2
Ibitisam - PtL, Advanced Sensors
Tycho Celchu - PtL
Essentially, with only three possible targets on the board, I want them to be as maneuverable as possible, as hard to pin down as possible and capable of getting into good positions each and every turn. Wes couldn't keep up with Wedge and Ibisitam; could Tycho manage it? I'd be dropping one attack and one hull, but is Tycho tricky enough to be able to stay in the fight for longer?
For what it's worth, so far in all the games above I've been facing two Academy TIES and three PtL Interceptors. Facing the same list every time doesn't really give me a well-rounded idea of how balanced my own list is or how effective each ship can really be, but there's an event coming up this weekend which could be an acid test. Any thoughts or commentaries?