Has anyone done any play testing with Jan Ors and Wedge with Opportunist? Played one game last night with it. 6 Dice with Wedge is nice but I don't know how it would play in a tournament environment.
6 Att Dice on Wedge
For one, Opportunist isn't reliable on high PS ships as it's more likely that any targets will still have tokens when they go to fire. You need some way to strip tokens before Wedge shoots for him to use it effectively. The most reliable way to do that for Wedge is Janson with VI, but at that point with Jan you're looking at a three ship list with one very obvious target, Wedge, and no way to protect him. Then on top of that you only really have 2 ships contributing to offense, unless you pour points into Jan for some sort of turret and crew.
6 attack die is a neat trick, but that's all it really is, I don't think it's something you can build a list around, and I don't think Jan really works in a list full of elite pilots. She doesn't directly contribute much to damage output, so you still need enough guns in the rest of the squad, which means more, lower PS ships.
I agree with Otacon. Jan adds less to the 3 ship lists he proposed than simply taking Luke+Opportunist or Corran+stuff.
Sure you get a single 6 dice attack (maybe) but with either of the other options you get a 4/5dice attack with either another 4/5 dice attack OR 2x3/4 dice attacks.
I've run the following lists lately and have had much more success than I would have thought from 3 ship rebels without Biggs, particularly in a world of Phantom love:
Wes + VI 30
Wedge + Opportunist + R2 34
Luke + Opportunist + R2D2 36
Wes + VI 30
Wedge + Opportunist 33
Corran + FCS 37
I agree with Otacon. Jan adds less to the 3 ship lists he proposed than simply taking Luke+Opportunist or Corran+stuff.
Sure you get a single 6 dice attack (maybe) but with either of the other options you get a 4/5dice attack with either another 4/5 dice attack OR 2x3/4 dice attacks.
I've run the following lists lately and have had much more success than I would have thought from 3 ship rebels without Biggs, particularly in a world of Phantom love:
Wes + VI 30
Wedge + Opportunist + R2 34
Luke + Opportunist + R2D2 36
Wes + VI 30
Wedge + Opportunist 33
Corran + FCS 37
I've pioneered the Wes/ Opportunist build in the first regional. I have a ton of experience with the build. I know its strenghts and weaknesses very well. Do you find that Corran has a better late game then Luke? You do find a better EDO with Corran over luke at 6.75 vs 5.94 in one round of shooting if you use Corrans ability. That second round however loses a lot and drops to EDO 3.69. all of that is vs a 2 agility ship.
I was thinking that it might need some help. I still like Jan's ability. Might work well with a couple of B-Wings with HLC. And then giving Jan a Ion Turret gives him/her some control ability and creates some fear in the Phantom, especially Echo if you have Init. Maybe even throw Tactician on Jan to make that Ion shot even more problematic for a Phantom.
For one, Opportunist isn't reliable on high PS ships as it's more likely that any targets will still have tokens when they go to fire. You need some way to strip tokens before Wedge shoots for him to use it effectively. The most reliable way to do that for Wedge is Janson with VI, but at that point with Jan you're looking at a three ship list with one very obvious target, Wedge, and no way to protect him. Then on top of that you only really have 2 ships contributing to offense, unless you pour points into Jan for some sort of turret and crew.
6 attack die is a neat trick, but that's all it really is, I don't think it's something you can build a list around, and I don't think Jan really works in a list full of elite pilots. She doesn't directly contribute much to damage output, so you still need enough guns in the rest of the squad, which means more, lower PS ships.
However, this still leaves Wedge as nearly 100% of your team's offense. He'd get focused off the board with three rounds, leaving Jan and the ORS to kill the survivors. Let me know how that works out.
EDIT: If you're willing to settle for five dice, you could run this squad
Wedge w/ Opportunist
Biggs
Rookie X-Wing
Green Squadron w/ Decoy
Has Wedge shooting at PS4 after the A-Wing and Biggs.
Edited by PhantomFO
I agree with Otacon. Jan adds less to the 3 ship lists he proposed than simply taking Luke+Opportunist or Corran+stuff.
Sure you get a single 6 dice attack (maybe) but with either of the other options you get a 4/5dice attack with either another 4/5 dice attack OR 2x3/4 dice attacks.
I've run the following lists lately and have had much more success than I would have thought from 3 ship rebels without Biggs, particularly in a world of Phantom love:
Wes + VI 30
Wedge + Opportunist + R2 34
Luke + Opportunist + R2D2 36
Wes + VI 30
Wedge + Opportunist 33
Corran + FCS 37
I've pioneered the Wes/ Opportunist build in the first regional. I have a ton of experience with the build. I know its strenghts and weaknesses very well. Do you find that Corran has a better late game then Luke? You do find a better EDO with Corran over luke at 6.75 vs 5.94 in one round of shooting if you use Corrans ability. That second round however loses a lot and drops to EDO 3.69. all of that is vs a 2 agility ship.
I wouldn't say I've had a ton of experience with him thus far (I've played the list around 8-10 times thus far, mostly against Phantom and YT-1300 builds), but thus far I think Corran may be better given the meta. I find he punishes YT builds more than Luke, mainly because he has similar surivability but denies many of the defense-minded builds for the YT of their bonuses. C-3PO/Falcon title in particular lose more effectiveness when you shoot two modified attacks and then tank up the following turn.
Against Phantoms, he gives you more dice/chances for them to fail their rolls. Getting two attacks the turn you catch them combined with being more agile in general than an X so you get the chances helps greatly. He can be a bit more flexible.
That said, I do think the list plays a bit differently and his ability doesn't always help in the long run. You obviously cant just spam his ability at every chance and expect it to be better.than Luke. But if you are willing to accept a slight decrease in turn to turn dice, you can gain the bursts when needed,
TLDR; his ERO is a bit lower but there are a lot of upsides to Corran. Not sure I'd say "better", just different.
R2 Astromech Opportunist Wedge Antilles is a pretty standard ship for me, especially now you can pair him with Wes VI.
Consider me a "fan" of Wes, Wedge, and Jan. I've ran it a couple times and had good success with it. 6 Red Dice vs 3 Defense is nice. I've used the following setup:
http://xwing-builder.co.uk/view/72312/wwj
I feel like the Engine Upgrade is a must if you're going to go this route, if only to close to range 1.
In the end, though I swapped Wedge out for Ibtisam with HLC and Opportunist. 6 Dice at range one while dropping the opponent's agility was nice, but 6 dice at every range and they don't get the bonus at range 3 with a free reroll has proved much nicer.