This should pack a punch

By Krynn007, in X-Wing

Playing around with the squad builder and came together with this rebel 3 ship build.

This is of coarse after the rebel aces pack comes out

Not sure how well it'll work but sure looks deadly.

As I said it is a 3 ship build so it had the weakness that if one ship goes down your at a disadvantage

Jan Ors

Ion cannon

Wes Jenson

Keyan farlander

Opportunist

Heavy laser canon.

99pts

The idea is simple.

Wes shoots first. Removes any action tokens.

Jan takes a shot and ion either the same or different target

Keyan follows the same target Wes shot at, allowing him to use opportunist.

Take a target lock for his action and gets a plus one from Jan. Giving him a total of 6 attack dice, uses the stress from opportunist as a focus and has a target lock.

Can't wait to try it out.

Another option in the mean time would be ibby, she can at least re roll one of her dice and take a focus.

Still be fun but farlander will be much better

Thoughts?

Edited by Krynn007

I think there's been some talk about this exact list before; I know I mentioned it myself, but it didn't spark much discussion. It sounds like fun, but I'm not sure it'd be particularly competitive.

Edited by WonderWAAAGH

I played it with Ibby and before Wes was out. I had heard it being referred to as the Yamato cannon.

It's fantastic to roll 6 dice!

Then you lose a ship and the novelty wears off. Reality sets in when you're at two ships and it's pretty much downhill from there, quick-like.

It is fun to play to get that one six dice shot off, though.

Edited by JFunk

I in fact played against this exact list last night. It is very nasty to be sure.

It is one of the more effective 3 ship rebel builds. Though it's far from unbeatable, the target is obvious and if you can kill Farlander early then it is all mop up duty.

I suspect Phantoms will roll it (but need to hang back to avoid the wide arc of the HLC in the early game), as they tend to do versus 3 ship builds. Falcons will hate it and Swarms will eat it for lunch most likely.

Oh Noes my evil secret list is out, well not so secret :)

Though I did throw Draw Their Fire onto Wes, the initiative bid is somewhat irrelevant as your big Gun Farlander is only PS7 and there are very few relevant ships that have simultaneous fire at PS7. even if it draws 1 hit off Farlander and he gets to live 1 more turn, thats one more turn of 5-6 dice at a single target, I almost 1-shot an E-Wing last night.

against the swarm it really comes down to if you can take out Howlrunner in the first engagement, but its still an uphill battle I think.

but seriously theres nothing like that first engagement at range 3 with 6 attack die, TL, Stress-Focus and no agility buff for the defender (assuming Wes shoots and strips a token for opportunist to trigger of course). SO much carnage!

Edited by Mace Windu

Wonder is right, this has been posted. The build I posted gave Jan Nien Nunb so she could shed stress more easily, which is something I would stick with. You want her buffing those attacks every round to counter range/cloaking.

I'd take out the HWK first, since they're so useless and under-powered. ;)

What gave me the idea is i came across a similar build on vassal only though it was ibby and she didn't have opportunist and instead of an xwing or it kyle in the hwk.

The five dice was pretty nice then playing around with the squad builder found this.

I have no doubt this was posted.

Maybe I read and came to subconsciously

I was wondering would six dice be over kill in some situations?

I have no doubt that this list has weaknesses. Most three list do and that is when your down a ship your in big trouble.

If your not killing one ship a round your also in trouble imo

Vs a swarm you probablyb want to kill two in the first round or two, otherwise I'd assume you"ll probably get withered down fast.

A Phantom list would probably tears this apart, but if you did managed to get a shot off on one 6v4 are pretty good odds. When lined up with a target lock and stress - focus

I just thought it looked like fun.

Edited by Krynn007

I took an Ibtisam version of this list to a tourney this past Sunday. Came out in the top spot, though we only had four players. I'm eager to try it out with Farlander when Aces drops. And I may take it to the Boston-area Regional on Saturday, though travel issues may prevent that from happening.

In casual/semi-casual play, I do feel like the list is a bit unfriendly. It doesn't fear phantoms/flankers as much due to the Ion cannon. Swarms are rough, but beatable, and are more dependent on your asteroid placement and pilot skills. Out of the eleven games I've played on it, I've lost twice, though several others were close. The hardest games (and one of the losses) were when Ibtisam went down first. Probably, the roughest list was two bounty hunters with recon specialists, and an omicron with gunner. I don't think I had a single use of Opportunist that game. I also lost Wes early, which was pretty huge, and the dice were not on my side, either, but cold streaks happen.

@OP: I've got a variant of this which give Wes Swarm Tactics and replace Jan with Roark, plus some different upgrades to increase his survivability. Wes and Keyan shooting at PS12 almost insures something dead long before it gets to fire back, which helps Roark survive too...

I think there's been some talk about this exact list before; I know I mentioned it myself, but it didn't spark much discussion. It sounds like fun, but I'm not sure it'd be particularly competitive.

You played against me when I ran this list with Ibby, Wes, and Dutch. I talked to you about Keyan being in it instead of Ibby a few weeks ago...

If you can give Jan a Tactician the ion token will force the enemy to perform a white 1 straight maneuver so they can't do a green maneuver to ditch the stress. They will take the ion if you hit and take the stress whether you hit or not so if you hit one turn they will still have the stress next turn so even if you miss next turn they now have 2 stress which will take two turns for them to get rid of. It is a good way to keep a ship from performing actions for a few turns.

I've never been a fan of 3 ship Jan builds. Jan is bumping someone else's offense but hers is pretty weak to counter balance it. So once you lose a ship it's pretty much game over.

If you can give Jan a Tactician the ion token will force the enemy to perform a white 1 straight maneuver so they can't do a green maneuver to ditch the stress. They will take the ion if you hit and take the stress whether you hit or not so if you hit one turn they will still have the stress next turn so even if you miss next turn they now have 2 stress which will take two turns for them to get rid of. It is a good way to keep a ship from performing actions for a few turns.

Tactician has to be in your firing arc so if you shooting with the Turret chances are pretty good Tactician is not going to kick in

If I had the points rebel captive or something on Wes would probably be better

Edited by Krynn007

Unfortunately Rebel Captive is imperial only, or else it'd be on my Falcon lists pretty often.

This list is really good at eliminating a small-base ship each round for the first two rounds, then not killing anything else unless your green dice are hot. I really want it to be good, because I enjoy crazy attack dice squads, but I fear that with the current meta it simply falls short.

Unfortunately Rebel Captive is imperial only, or else it'd be on my Falcon lists pretty often.

This list is really good at eliminating a small-base ship each round for the first two rounds, then not killing anything else unless your green dice are hot. I really want it to be good, because I enjoy crazy attack dice squads, but I fear that with the current meta it simply falls short.

Just woke up that'll be my excuse on that brain fart

Edited by Krynn007