Eliminating Weakness: ABHX Squadbuilding

By Eruletho, in X-Wing

[EDIT : Yes, I know the thread title is wrong, it should be BHXY Squadbuiilding ]

I was looking over all the SNES builds recently, and wanted to get in on the fun with a list containing a variety of rebel ships, but really dislike the A-wing prior to Aces. As such, I've been toying with substituting it with a HWK with a blaster turret, recognizing that it's weak to action denial. This is what I came up with:

Roark Garnet (19) (26 total)

-Blaster Turret (4)

-Recon Specialist (3)

Gray Squadron Pilot (20) (25 total)

-Ion Cannon Turret (5)

Red Squadron Pilot (23 total)

Dagger Squadron Pilot (24) (26 total)

-Fire Control System (2)

I really wanted to work advanced sensors in, but can't find a way to manage it while keeping everyone at a native PS 4. This squad, everyone moves at PS 4, someone (probably the B-wing at first then the X-wing) shoots at PS 12, it's got a 3-dice turret, an ion turret, 2 1-agility tanks and 2 2-agility fighters. Roark and the Gray should lead the way due to their dials, and bank off to abuse their turrets when the fighting starts, leaving the X and B to dogfight with whatever the enemy brings to the table. Comments?

Edited by Eruletho

Someone else has a 4's list, but I can't remember who it was.

I have much love for Roark, but he typically replaces a Y for me. Then again, that'd make it a XABH list (in the correct order!)

Realistically the reason for Roark over the Operative is the native PS 4, the extra point for his pilot ability is worth it, but if I could drop it (run a PS4 rebel spy generic guy that doesn't exist but should) and add advanced sensors, that'd be awesome. Normally the HWK would have the same role as the Y, that of a ion turret carrier, which is why I put a blaster on him instead, so that (provided I'm not denied actions or shooting at dark curse or near carnor jax,) the HWK has some teeth

You want to work Advance Sensors in there is an easy way to get the points but you may not like it. Simply drop Recon Specialist from Roark and change the Blaster Turret to an Ion Turret and you've now got two more points to play with one of which can go to changing that FCS to AS. That leaves one point which you could then use as a PS bid or for Crew or an Astromech.

I acknowledge that you want the Blaster because you may be a short on damage otherwise but to make that work you need Recon Specialist AND to be able to take your actions. The Ion may lower your maximum damage down to 1 but it has the added ion effect which can be massive. As for giving the HWK "teeth" one could almost say the Y-Wing suffers the same problems although 2 dice is twice the firepower of 1 die.

I'd give Roark the Ion and free up the points for a real killer.

Roark - Ion - 24

Dagger - Adv sensor - 27

Red - R2-D6, Swarm Tactics - 26

Red - 23

Have the X attack at PS12. B can free fire in asteroids and Roark can Ion. I dunno, looks fun against low PS and still get fire priority over everyone! Hell, can still use ramming against high PS. Hope Roark doesn't get a secondary weapon malfunction crit.

Edit: The list still seems suboptimal considering the potential. Roark's ability works against using PS4, IMO. I'd take Tarn Mison over the last Red, in which case I'd add and R7 to him, so he can attack at PS12 and use his TL, then take another for R7 reroll after he's skillfully used his on his early attack.

Other thoughts. Blah.

Edited by Skargoth

I'd give Roark the Ion and free up the points for a real killer.

Roark - Ion - 24

Dagger - Adv sensor - 27

Red - R2-D6, Swarm Tactics - 26

Red - 23

Have the X attack at PS12. B can free fire in asteroids and Roark can Ion. I dunno, looks fun against low PS and still get fire priority over everyone! Hell, can still use ramming against high PS. Hope Roark doesn't get a secondary weapon malfunction crit.

Edit: The list still seems suboptimal considering the potential. Roark's ability works against using PS4, IMO. I'd take Tarn Mison over the last Red, in which case I'd add and R7 to him, so he can attack at PS12 and use his TL, then take another for R7 reroll after he's skillfully used his on his early attack.

Other thoughts. Blah.

Tarn>Red all day. With that build Roark can hand out a 12PS and Swarm Tactics gives another 12. With that in mind I would drop the last Red to a Rookie to shave 2 more points off and let him borrow a 12. This also gives you a ship that may be able to move first and block some lanes. With the extra points you could maybe run Ibtism for more raw PS and a decent ability? I just feel like you are wasting points on PS when you plan to bump it to a 12 any way. Although I realize you might not always be able to stay within range 1. Something to try.

I'd give Roark the Ion and free up the points for a real killer.

Roark - Ion - 24

Dagger - Adv sensor - 27

Red - R2-D6, Swarm Tactics - 26

Red - 23

Have the X attack at PS12. B can free fire in asteroids and Roark can Ion. I dunno, looks fun against low PS and still get fire priority over everyone! Hell, can still use ramming against high PS. Hope Roark doesn't get a secondary weapon malfunction crit.

Edit: The list still seems suboptimal considering the potential. Roark's ability works against using PS4, IMO. I'd take Tarn Mison over the last Red, in which case I'd add and R7 to him, so he can attack at PS12 and use his TL, then take another for R7 reroll after he's skillfully used his on his early attack.

Other thoughts. Blah.

Tarn>Red all day. With that build Roark can hand out a 12PS and Swarm Tactics gives another 12. With that in mind I would drop the last Red to a Rookie to shave 2 more points off and let him borrow a 12. This also gives you a ship that may be able to move first and block some lanes. With the extra points you could maybe run Ibtism for more raw PS and a decent ability? I just feel like you are wasting points on PS when you plan to bump it to a 12 any way. Although I realize you might not always be able to stay within range 1. Something to try.

I'm guessing there are a few "problems" with that despite its good intentions.

It seems one goal of the original squadron is to have everyone acting at the same PS thus allowing the player to move the ships in any order desired. When you start throwing in Tarn (who is great especially with R7) and the Rookie you blow that concept away.

It seems the OP wanted to use a mix of ships with no repeats and having two X-Wings kind of ruins that.

As nice as it could be to give Swarm Tactics to a Red for 3 points it does set that ship up as a primary target just so it doesn't chain Roark's ability. Of course if Roark bites it first those three points are now useless as well.

I really like the swarm tactics idea, tossing it on tarn to buff the rookie. If roark dies first tarn can still bump the rookie up to 3, beating other rookies. True, the original concept was for 4 unique ships. It'll be better when aces drops and I consider putting a wings into use again.

My 4oark list is:

Roark w/ Ion, Moldy Crow

Dagger w/ AS

Red Sqd

Red Sqd

Simple and straight forward. Everyone moves in tandem, and in whatever order I choose. Then whoever needs to shoot first does, and everyone else shoots in whatever order I choose. Very forgiving squad to fly.