"Triple Gen X" Headhunters, X-Wing and E-Wing

By Admiral JCJF, in X-Wing

Hey everyone,

After getting a look at the Wave 4 ships it struck me that it might be fun to get all three generations of the X-Wing "based" ships into one list.

I thought this might actually work:

"Triple Gen X"

Etahn A'Baht

- 32 pts

Biggs Darklighter

+ Hull Upgrade

- 28 pts

3 x Tala Squadron Pilot

- 39 pts

= 99 pts

You could kit any one of the ships out with an R2 unit or put Determination on Etahn if you don't want to play the initiative game.

Throwing the Tala Squadron Pilots out in front of Etahn and Biggs to maximise the impact from Etahn, it'll be nasty against Imperial fleets.

But mostly, it's just a fun idea to get Headhunters onto the table with the X and the E and make generations jokes.

I want very badly to fight against this list...

Food for phantom + whatever.

Anything that requires you to fly tight basically is food for phantom.

Edited by Yipikayey

Personally I'm not a fan of putting anything on Biggs at all. You're sending him out there to die after all, and while something that helps him live longer might be considered good, it's still points that you will lose before the end of the game. That said, I don't think he's that necessary in this list, you can use the Z's as a damage sponge instead if you get them out front a bit so the opponent has to choose between a range 1 on them, or range 2+ on your other ships.

I think you can make this a little more well rounded. If you take out Biggs, and make the Talas into Bandits, then you can Add Wedge with VI, and that coupled with Etahn's ability, forces the opponent to choose whether they want to go after the heavy offense, or the crit factory. If they go after Wedge, you're in the same boat you were in if you had Biggs, except you have a lot more offense, if they go after Etahn, they have to deal with a mid-late game Wedge. That also leaves you with 2 points which is enough for Decoy (I've used this way more than I thought I would) on Etahn. If you go up against a Phantom, you've again got some defense for it. Wedge and Etahn can spread their arcs, and force the phantom to retreat because either of them can fire before the ship can use ACD.

I like the Etahn and Biggs combo. I've been playing them with two rookies but I could see a few Z's being interesting. I do agree with not dumping points into Biggs as he is there to die. You could down grade the Tala to Bandit's and get an assault missile in. This also leaves room to get a little more out of Etahn with a Fire-Control System.

Etahn A'baht + Fire-Control System (34)

Biggs Darklighter (25)

Bandit Squadron Pilot (12)

Bandit Squadron Pilot (12)

Bandit Squadron Pilot + Assault Missiles (17)

I've been toying with the following:

Ten + Proton + FCS + Predator (40)

Lt. Blount + Ion Pulse Missile + Deadeye (21)

Etahn + Adv. Sens. + [4 points] (39)

Can't decide what's best spent for those 4. It's been useful to have Flechette+R2, to free stress easily, but can loose the torps and go for PTL. Either way, I tend to fly off formation with Etahn, trying to flank, and make Ten+Blount go in formation. As noone cares about a Z, it can easily ionize whatever is coming, and if they DO go after the Z, it gives me more shots with a loaded B. Ten+Predator is deadly, even more so if Etahn is around.

I like the Etahn and Biggs combo. I've been playing them with two rookies but I could see a few Z's being interesting. I do agree with not dumping points into Biggs as he is there to die. You could down grade the Tala to Bandit's and get an assault missile in. This also leaves room to get a little more out of Etahn with a Fire-Control System.

Etahn A'baht + Fire-Control System (34)

Biggs Darklighter (25)

Bandit Squadron Pilot (12)

Bandit Squadron Pilot (12)

Bandit Squadron Pilot + Assault Missiles (17)

I've toyed around with that as well, but again I used Wedge in place of BIggs, and the assault missiles. I did struggle a bit with the Phantom, but I'm not as good at maneuvering as you are(at least from what I've heard, a buddy played you at the PA regional).

In builds similar to that, what do you think of Airen Cracken, Etahn, Blue FCS, Biggs for 100 pts? I haven't worked out the math yet, but you get two TL + F shots each turn with Etahn's ability. Seems like it could offset the loss of one attack die.

Personally I'm not a fan of putting anything on Biggs at all. You're sending him out there to die after all, and while something that helps him live longer might be considered good, it's still points that you will lose before the end of the game.

You may be not be using Biggs as well as you could if you think you are sending him out there to die. Much like the Vader crew card he is most useful if you DON'T use his ability all the time.

The real strength of Biggs isn't in providing a hit point buffer for Wedge, or some other powerful pilot (though he is good at that), it is in taking your opponents choices away from them and breaking up focus fire. And this game is ALL about focus fire.

It's far better to fly Biggs a bit behind your main force make 20-50% of your opponents ships take poor range 3 shots (behind an asteroid of possible) than to ever let Biggs take 100% of the shots. And throughout the rest of the game you can try to force them to again take single, poor shots instead of focus firing. Which is why Biggs works so well with regenerating shields, because he can just KEEP taking those shots. And if your opponent actually goes after him and tries to focus fire him down, they will have opened themselves up to your more offensively focused ships.

No, you shouldn't be sending Biggs out there to die. You are sending him out there to pull attention. You want him to stay alive as long as possible preferably until the end of the game, constantly making your enemies choices for them (or threatening to, which is almost as good). He shouldn't be flying right into the fray, but dancing on the outside edge of it, just barely within range of part of the enemies force, but never in range of their entire force.

I like the Etahn and Biggs combo. I've been playing them with two rookies but I could see a few Z's being interesting. I do agree with not dumping points into Biggs as he is there to die. You could down grade the Tala to Bandit's and get an assault missile in. This also leaves room to get a little more out of Etahn with a Fire-Control System.

Etahn A'baht + Fire-Control System (34)

Biggs Darklighter (25)

Bandit Squadron Pilot (12)

Bandit Squadron Pilot (12)

Bandit Squadron Pilot + Assault Missiles (17)

I've toyed around with that as well, but again I used Wedge in place of BIggs, and the assault missiles. I did struggle a bit with the Phantom, but I'm not as good at maneuvering as you are(at least from what I've heard, a buddy played you at the PA regional).

In builds similar to that, what do you think of Airen Cracken, Etahn, Blue FCS, Biggs for 100 pts? I haven't worked out the math yet, but you get two TL + F shots each turn with Etahn's ability. Seems like it could offset the loss of one attack die.

I've put a guide together on how I improved my maneuvering in the forums called "Earning Your Wing", check it out. I plan on continuing to feed more tricks as time goes by into that thread. It tickles me that I was even remembered not alone on a positive note. All the Nova Squadron guys were great to play with. Some of the best players I've seen.

Edited by Osoroshii

I like the Etahn and Biggs combo. I've been playing them with two rookies but I could see a few Z's being interesting. I do agree with not dumping points into Biggs as he is there to die. You could down grade the Tala to Bandit's and get an assault missile in. This also leaves room to get a little more out of Etahn with a Fire-Control System.

Etahn A'baht + Fire-Control System (34)

Biggs Darklighter (25)

Bandit Squadron Pilot (12)

Bandit Squadron Pilot (12)

Bandit Squadron Pilot + Assault Missiles (17)

I've toyed around with that as well, but again I used Wedge in place of BIggs, and the assault missiles. I did struggle a bit with the Phantom, but I'm not as good at maneuvering as you are(at least from what I've heard, a buddy played you at the PA regional).

The Legend of Osoroshii grows.

I like the Etahn and Biggs combo. I've been playing them with two rookies but I could see a few Z's being interesting. I do agree with not dumping points into Biggs as he is there to die. You could down grade the Tala to Bandit's and get an assault missile in. This also leaves room to get a little more out of Etahn with a Fire-Control System.

Etahn A'baht + Fire-Control System (34)

Biggs Darklighter (25)

Bandit Squadron Pilot (12)

Bandit Squadron Pilot (12)

Bandit Squadron Pilot + Assault Missiles (17)

I've toyed around with that as well, but again I used Wedge in place of BIggs, and the assault missiles. I did struggle a bit with the Phantom, but I'm not as good at maneuvering as you are(at least from what I've heard, a buddy played you at the PA regional).

The Legend of Osoroshii grows.

To Osoroshii, He must be a good 8 feet tall, and can bench press 930 lbs. Did I ever tell you about the time Osoroshii and I went out drinking but we couldn't find a bar? So he finds a vacant lot, and we sit there for a year and a half. Sure enough someone builds a bar around us. When they serve us he orders us a Beer and a shot and when we're done he burns the place down, then turns to me and says "Always leave things the way you found them".

That is just too funny, :D

Personally I'm not a fan of putting anything on Biggs at all. You're sending him out there to die after all, and while something that helps him live longer might be considered good, it's still points that you will lose before the end of the game.

You may be not be using Biggs as well as you could if you think you are sending him out there to die. Much like the Vader crew card he is most useful if you DON'T use his ability all the time.

The real strength of Biggs isn't in providing a hit point buffer for Wedge, or some other powerful pilot (though he is good at that), it is in taking your opponents choices away from them and breaking up focus fire. And this game is ALL about focus fire.

It's far better to fly Biggs a bit behind your main force make 20-50% of your opponents ships take poor range 3 shots (behind an asteroid of possible) than to ever let Biggs take 100% of the shots. And throughout the rest of the game you can try to force them to again take single, poor shots instead of focus firing. Which is why Biggs works so well with regenerating shields, because he can just KEEP taking those shots. And if your opponent actually goes after him and tries to focus fire him down, they will have opened themselves up to your more offensively focused ships.

No, you shouldn't be sending Biggs out there to die. You are sending him out there to pull attention. You want him to stay alive as long as possible preferably until the end of the game, constantly making your enemies choices for them (or threatening to, which is almost as good). He shouldn't be flying right into the fray, but dancing on the outside edge of it, just barely within range of part of the enemies force, but never in range of their entire force.

Exactly.

And that's why I quite like the Hull Upgrade on him.

Hell, it's surprised me (as a mostly Imperial player) when trying to vape the annoying Rebel bastard!