Jan + Decoy -- How do I make this work?

By Harpsichord, in X-Wing

I quickly threw together this list last weekend at an event at a FLGS:

Jan Ors + Decoy + Nien Nunb + Ion Cannon Turret

Biggs Darklighter + Hull Upgrade + R3-A2

Blue Sq. Pilot + Advanced Sensors

Bandit Sq. Pilot

It was a really fun list to fly with Jan bumping the BSP up to PS8 for a 5-dice range 1 attack. The R3-A2 was just thrown on Biggs to fill points but I ended up actually really liking it on him. Very powerful in conjunction with the ion turret.

The obvious problem with the list (other than running a 30 point HWK) is that I haven't got a 9+ pilot skill ship for dealing with phantoms. The one I faced would have wiped the table with me had it not flown off the map. Stripped down to what I consider the 'core' of the list, I've got 31 points left:

Jan Ors + Decoy + Ion Cannon Turret
Biggs Darklighter
Bandit Sq. Pilot

I was thinking of adding R4-D6 to Biggs for anti-phantom tech and then putting in Wedge+VI. PS11 Wedge with 4 attack dice is pretty scary and with decoy he can swap PS with Jan if he gets outmaneuvered.

Thoughts? How would you run Jan+Decoy? (don't say 'not at all' :angry: )

If you need a ps9 or higher in this list jow about roark? That bumbs jan to 12 which bumbs the blue to 12

If you need a ps9 or higher in this list jow about roark? That bumbs jan to 12 which bumbs the blue to 12

If you're adding Roark you might as well just ditch the Decoy altogether unless you really feel you'll be doing some 4-5 range PS chaining...

If it's about going first, Roarke plus some Swarm Tactics on a couple elite pilots to spread the PS12 goodness around. :)

Like your base list, will try it once my fleets come in...

Edited by Tiltowait

I tried something like this. In the end I put Decoy on Etahn, and Vet Instincts on Jan. Nabbing PS10 and an extra attack dice plus an automatic crit is pretty beastly.

I added a Vet Instincts Cracken and a Bandit for 4 ships.

Seems pretty fun.

Jan + ion + decoy = 32

Biggs = 25

Rookie = 21

This leaves 22 points.

If you really feel you need more ps, use Cracken with VI & has 2 points left, Jan can buff his shot. I don't think you need 9s to kill phantoms. 4 stacked attack dice can punch thru 4 defense dice. The safest thing for a Phantom to do is be out of arc. I think if I used Cracken in this squad I'd use Predator on him. This setup he hits better even with 2 attack dice, but he helps that rookie fire a 4 dice attack (5 at range 1) with TL & Focus at 8 due to Decoy.

I'm amazed people seem to think roark is that good for phantoms. I don't know what phantoms you've been running across, but it's pretty easy to stay at range 3 of a ship that you have already seen move. You need ships that actually have high ps so their final position isn't a known quantity. If you run this list, i would go with the wedge (x-wings are still pretty predictable unfortunately) or just assume you're not trying to win anything too competitive with it in a phantom meta.

I'm amazed people seem to think roark is that good for phantoms. I don't know what phantoms you've been running across, but it's pretty easy to stay at range 3 of a ship that you have already seen move. You need ships that actually have high ps so their final position isn't a known quantity. If you run this list, i would go with the wedge (x-wings are still pretty predictable unfortunately) or just assume you're not trying to win anything too competitive with it in a phantom meta.

And?. 3 defense dice is much less than 5. It doesn't take many shots to kill a Phantom. Beyond that it makes every ship on your squad a problem. The Phantom cannot risk a single range two shot because that shot will be against a measly 2 defense dice. It throws the Phantom into full turtle mode, hamstringing its offense.

I like decoy on Jan for the following reasons:

I prefer ion cannons to shoot after most regular attacks.

If her attack buffed ally shoots earlier it may kill a ship before it fires.

In my experience even shooting at cloaked phantoms is bad for the phantom. If you think that ps is the key, then put vi and an engine on Jan. An ioned phantom can't decloak.

I like decoy on Jan for the following reasons:

I prefer ion cannons to shoot after most regular attacks.

If her attack buffed ally shoots earlier it may kill a ship before it fires.

In my experience even shooting at cloaked phantoms is bad for the phantom. If you think that ps is the key, then put vi and an engine on Jan. An ioned phantom can't decloak.

The list I posted above should be able to eat Phantoms alive. Nabbing Jans Pilot Skill is the easiest way to use this.