XXB vs XXAZ

By noc1000, in X-Wing

Squad one

Wes Janson, Squad Leader (31)

Biggs Darklighter (25)

Keyan Farlander, Opportunist, Advance Sensors, HLC (43)

Basic thought is Wes strips an enemy ship and provides action support to Keyan or Biggs as needed.

Keyan Farlander will hit like a mack truck using 5 Target Lock & Focus attack dice every round with an optional Barrel Roll for positioning from Wes. The one shot kill potentials for Keyan on naked enemy ships are below.

Biggs will stay back and hold on as long as possible.

TIE Fighter -- 85.89%

TIE Interceptor -- 85.89%

Cloaked TIE Phantom -- 41.25%

TIE Advanced -- 17.68%

Z-95 -- 71.67%

A-Wing -- 55.40%

X-Wing -- 28.29%

HWK-290 -- 28.29%

E-Wing -- 17.68%

Any damage Wes or Biggs gets through is icing on the cake.

Squad 2

Wes Janson (29)

Biggs Darklighter (25)

Green Squadron Pilot, Refit, Test Pilot, Expose, Opportunist (25)

Airen Cracken, Squad Leader (21)

Similar idea as the first squad.

Wes strips ememy ships and the A-wing receives two addional actions from Airen so it can Expose, Target Lock, and Focus attack with 4 dice. I haven't ran all the numbers but the one shot kill potential is still pretty high with the A-wing. I believe it is 43.22% (range 3), 57.84% (range 2), and 85.89% (range 1) on TIE Fighters & Interceptors. Critical hits will also be available with the A-wing increasing that one shot kill chance.

Squad 2 has better support but lower overall chances to kill ships in one shot. I really don't get a chance to play that often so it is difficult for me to see which squad has the edge. Any insight from the board?

Edited by noc1000

These are nice combo's when you get them to work. But the entire combo will be gone when a single ship falls. Especially with list 2, that A is only PS3 and with 4 SP/HP might die before it ever gets to shoot.

I'd try to build a squad that confuses your opponents target priority by haveing multiple scary ships instead of haveing one that completely insta-gibs a Tie and 2-3 ships that only exist to support the first ship.

Hence Biggs, I guess.

A 5 dice focused/target locked attack is not something to take lightly, especially since you'll be shy on defensive tokens if Wes gets his shot in.

Your only real weakness is being outmanouvred - as with all rebel heavy fighter squads, you're stuck in a range 1 bubble - in fact, more likely a range 1 triangle - all three pilots need to be in range 1 of one another. That means 'speed-of-slowest' which means you're flying like a B-wing without a barrel roll (I doubt you'll get much use out of that ability).

For Squad 1 the only range 1 requirement is with Biggs. Wes does not need to be in range 1 of Keyan, but within range 2. The idea is Wes can provide Target Locks or Barrel Roll positioning to Keyan to get those pesky PS7 & 8 Imperials (Whisper, Echo + VI, and Howlrunner) So losing initiative is what you want here.

Edited by noc1000