Crazy 8s....too crazy?

By Bjorn Rockfist, in X-Wing

Corran Horn + FCS + Marksmanship

Luke Skywalker + R5-P9

Graven Dreis + R2-D6 + VI

99 points total

I am leery of the 3 ship build, but really like the Horn + Marksmanship combo. I like that they are all 8 so I chose what order they move and shoot. Graven firing before Luke could let him pass that focus to Luke for possible R2-D6 use or even after Graven is shot at. I am used to playing 4 ship Rebel lists and loosing that 4th ship frightens me.

Does the list above look solid or no?

I have been toying with a slightly similar 3-ship build with Corran Horn

Corran Horn (35)
Marksmanship (3)
Fire-Control System (2)

Wedge Antilles (29)
Veteran Instincts (1)

Horton Salm (25)
Ion Cannon Turret (5)

Total: 100

View in Yet Another Squad Builder

3-ship build, but my idea was that each pilot's natural ability increases their accuracy and damage potential. Veteran instincts on Wedge because I had a point leftover and PS11 Wedge should be decent insurance against a TIE Phantom. An ion cannon on a pilot like Horton who has a high chance of rolling 3 hits is also a potential anti-Phantom threat, although I mostly just included him in this list because I like Horton, and that was a side benefit.

If you want more damage potential you could swap out Keyan Farlander with push the limit for Horton, once Rebel Aces is available.

I thought of Horton, but went for the mobility of X-Wings.

I have no problem with a 3 ship rebel build. IMO, it is all about the quality of the hit and coming out on top during the first exchange. I went to the final table at my local Imdaar Alpha running:

38 Horton Salm + 2 protons + ion turret

28 Garvin +r2d6 +VI

34 Ten Numb + Advanced sensors

This build hit very hard in the first exchange and often eliminated a enemy ship before they could return fire. It took down, interceptors, YTs, B-wings, and mini swarms. It had some difficulty with bounty hunters.