List: Your Gonna Go Far(lander), Jan.

By Corellian Corvette, in X-Wing

Trying to think of a name with Jan Ors , Wes Janson , and Keyan Farlander is hard, without resorting to something like Jan and Keyan together with Wes as the third wheel.
--
Anyways, just finished a match with this list:

Keyan (proxied): 29pts
-Heavy Laser Cannon: 7pts
-Opportunist: 4pts

Jan Ors: 25pts
-Ion Cannon Turret: 5pts

Wes Janson: 29pts
-Expert Handling: 2pts
-R2: 1pt

100 Points


Anyways, the plan was to have Wes target a ship, using barrel rolls if needed, JUST to remove any focuses or evades. Didn't care about damage.

Then, Jan would take a stress and buff Keyan +1 attack, and then use her Ion turret for a little board control.

Keyan would then use Opportunist and "Jedi Mind Tricks" to make your opponent think the stress he just gained was a focus, and spend it as such, as well as the target lock for maximum damage.

"I have stress tokens, they will work fine here"

"Stress? Stress is no good here, I need focus"

"But stress will do fine"

*Waves hand firmly*

Anyways, 6 dice at range 1-3 with a target lock and a proxi-focus token is lethal, especially when they dont have evade or focus tokens. One-shotted two phantoms with it, one on the opening pass 3rd turn (i deployed far away and putted forward slowly) and one later on after dealing with the shuttle when it caught Jan's Ion to the face.

This was incredibly fun to fly, used the barrel-roll on Wes to make sure he was in arc, probably will use Stay on Target when that comes out. Flew agressive with him, and Jan just a little farther back. Jan stayed in range 3 of keyan buffing his attack the whole time, and set up future attack runs with the ion cannon. Keyan stayed as far back as he could so it would be hard to maneuver out of his firing arc, especially with Wes (and sometimes Jan) in your face. That Heavy Laser Cannon did some work that match, i'll tell you that!

The only list I see this utterly failing to is the Tie swarm. But being able to one-shot a Tie a turn till the b-wings dead is not a bad thing.

You're two points over at 102 with the expert handling on Wes. That aside, I personally prefer either Vet instincts on Wes to strip tokens really early, or Nien Numb on Jan to get her a much better dial, which helps her keep up with the other two. I've taken to running a similar list with Ibtisam instead (preferring the titles Doomcannon, and/or Xbox). Honestly, I'm not sure the Tie swarm is as big a deal as anyone who dodge your arcs, but that's down to piloting ability more than anything. More annoying is anyone running Recon Specialist as you'll very rarely be able to strip both tokens with Wes so you won't be able to get the Opportunist proc with Farlander, which means he can't generate stress to use his ability.

Oh darn, your right, 102 points!

What have I done! :o

Well, forum, how do I fix this list!?! What do I take out? What should be replaced/added in?

Personally, I'd drop the R2 Astro and EH to give either Jan Nien, or Wes VI. Or if you drop Farlander to Ibtisam you can get both upgrades and have her ability to re-roll on attack and defense, rather than a free focus with Farlander. The downside is you shoot a little later, so that's something to take into consideration.

yeah drop the R2 and EH, I personally play Draw Their Fire on Wes to try and keep Keyan alive a little longer.

Here is a video of my game I played with this list last week:

Thanks guys, I'll try it later today against probably a 6 tie swarm and a list of 2-3 bombers

Thanks guys, I'll try it later today against probably a 6 tie swarm and a list of 2-3 bombers

I've been wanting to try a variation of this list out for awhile, but my guess is it'll be a bit of a challenge against TIE swarms. I mean, sure, you get to kill a ship per turn with the superlaser, but Jan and/or Wes will go down quickly...

One of the variations I've come up with has Biggs instead of Jan. Not sure if it's better in the long haul but it probably ensures at least a couple of nasty whacks from the (slightly less super without Jan)laser

I think the list already has a name: Rebel Death Star.

I think the list already has a name: Rebel Death Star.

Don't be so proud of this technological terror you've constructed...

It's won a tournament over here back in Wave 3, with Ibtisam subbing in for Keyan and Tycho for Wes (this was pre-rebel transport.)

It was dubbed the Yamato Cannon...

So it was basically the same list, except most of it was different.

I like what you are trying to do with the uber HLC blast, but I am afraid their are too many interdependent variables to survive contact with your opponent.

You need to have Wes shoot something to remove token. Then you need Jan to buff Keyan, and then Keyan fire. The moment something starts messing with that order, the combo falls apart.

In your list Jan and Wes have a tremendously large target on them. I would personally devote everything to killing Wes asap. That was my experience flying Wes+Wedge+Luke in the Opportunists. Everyone who knows what Wes does will kill him first. Jan is great, but she is also easy to kill without something protecting her.

I'd be more afraid of this:

Keyan + Pred + Hull Upgrade

Ibitsam + Pred

Nera + Deadeye + Flechette Torp + Proton Torp + Munitions Failsafe.

Its the same firepower at RB3 and more at RB1. Its also much more accurate, and has some control built in. It also has a counter for Whisper and dancing Interceptors. Turret Torpedoes will tear them apart. And if you miss, you get them back.

I like what you are trying to do with the uber HLC blast, but I am afraid their are too many interdependent variables to survive contact with your opponent.

You need to have Wes shoot something to remove token. Then you need Jan to buff Keyan, and then Keyan fire. The moment something starts messing with that order, the combo falls apart.

In your list Jan and Wes have a tremendously large target on them. I would personally devote everything to killing Wes asap. That was my experience flying Wes+Wedge+Luke in the Opportunists. Everyone who knows what Wes does will kill him first. Jan is great, but she is also easy to kill without something protecting her.

I'd be more afraid of this:

Keyan + Pred + Hull Upgrade

Ibitsam + Pred

Nera + Deadeye + Flechette Torp + Proton Torp + Munitions Failsafe.

Its the same firepower at RB3 and more at RB1. Its also much more accurate, and has some control built in. It also has a counter for Whisper and dancing Interceptors. Turret Torpedoes will tear them apart. And if you miss, you get them back.

Drop HU and MF to add Recon Spec to Nera... Now you won't miss because you have a focus to modify. Plus I'm not a huge fan of HU on 1agi ships... point wise it's a much better bargain on a 3agi (3hull) ship like an interceptor, increasing it's life by 33% instead of 12.5%.

Yeah, that will be more competitive in tourney scene, but the purpose of this list is to raise the attack of a heavy laser cannon to 6 or higher if possible. Thats the "theme" and I would like to stick to it. Limitations breed creativity, after all.

I just want to point out that Wes Jansen doesn't need Veteran Instincts in this list. He is already tied for highest pilot skill here for the purpose of stripping tokens for the ion turret and for Keyan to activate Opportunist.

Yeah, that will be more competitive in tourney scene, but the purpose of this list is to raise the attack of a heavy laser cannon to 6 or higher if possible. Thats the "theme" and I would like to stick to it. Limitations breed creativity, after all.

I like HLCs, and have won a lot of games using them, but I really think it's taking up too much room in this list. So, at the risk of going off-theme :

Keyan Farlander (29)

Opportunist (4)

Advanced Sensors (3)

Wes Janson (29)

Predator (3)

Jan Ors (25)

Ion Cannon Turret (5)

Nien Nunb (1)

Total: 99

I interestingly have been using almost this exact list the last few days but just found this thread now. I know it's old.

Just throwing this name out there, "SLC" for Super Laser Cannon, like an upgraded HLC and a death star.

Running the math, you're looking at 5.6 hits (expected value is 6*(6/8 + 2/8*6/8)) on average with a 6 shot HLC and target lock, which isn't hard at all. And if you're shooting the SLC, they don't have an evade nor a focus token and don't gain an agility die for being at range 3. So when shooting at a target with 3 agility, on average you're dealing 4.5 damage. That is two ships worth of shooting (including Wes solely for his ability and not including his 3 attack dice), but how often can you on average kill an A-Wing or Interceptor, reliably, every turn?

Today I played the list and flat out murdered Howlrunner at range 3 on the first turn of shooting. I lost Wes to ridiculous luck (3 hits and a direct hit crit with no evades rolled from a single interceptor), but Farlander and Jan managed to still kill a tie almost every turn and when the game ended, it was Jan with 3hp and Farlander with 1hp and good positioning against a single academy pilot.

Buffing up Farlander's attack is so much more effective than it seems. A standard attack has 50% chance of doing damage, but against equal numbers of agility dice that comes out to like 1/8 chance of dealing damage without target lock. Farlander not only has a 94% chance instead of a 50% chance of dealing damage before agility dice are rolled, but the extra damage also comes without allowing extra agility. for example, a 4 attack and a separate 2 attack is far weaker than a single 6 attack even assuming both may have focus or TL because the defender gets to roll two sets of agility dice instead of just one. So while Jan is indeed expensive, her one die added to Farlander is amazingly effective in killing things.

It's currently:

Farlander, opportunist, HLC

Wes

Jan, ion turret, Nien Nunb

The thing I have the most trouble with is actually big ships with low agility because ties and vanilla xwings and bwings are far more point efficient in damage. But the SLC is great at killing fighters.

Edited by Koshinn

I think the 1 point is best used for VI...on Jan. It makes life a whole lot harder for any Phantoms lurking round because they can't get into range 2 of Jan without suffering.

If be afraid that this list lacks damage. I'd almost never play a support in a three ship list, but maybe that's me. Once Keyan dies, and he will almost inevitably be the first, more than half of your damage output potential dissolves. Now, I love the combo of Wes and Keyan and opportunist, but I would fit in a third damage dealer like Hobbie with R2D6/opportunist or a protective ship with damage potential like Biggs. Two ships with opportunist might mess with their target priority, as it may be more beneficial for then to go after Wes first before Keyan. I also agree that the only ept for Wes is Vet instincts.

If be afraid that this list lacks damage. I'd almost never play a support in a three ship list, but maybe that's me. Once Keyan dies, and he will almost inevitably be the first, more than half of your damage output potential dissolves. Now, I love the combo of Wes and Keyan and opportunist, but I would fit in a third damage dealer like Hobbie with R2D6/opportunist or a protective ship with damage potential like Biggs. Two ships with opportunist might mess with their target priority, as it may be more beneficial for then to go after Wes first before Keyan. I also agree that the only ept for Wes is Vet instincts.

This is true, but hasn't happened to me yet. The person that seems to die first is always Wes for some reason. Perhaps its because Kegan is piddling in the back doing one towards.

Thanks Koshinn for doing the math. Whenever I fire the superheavylasercannon I seem to consistently roll about 3 crits/hits + 1 eye + 2 blanks, and when I reroll I get eyes+hits. So getting that 6 damage have been pretty consistent for me. Which would explain the seemingly uncanny ability to just one shot phantoms. Last game I played against went until turn 4 when my opponent called it, I was facing 3 phantoms (I guess he thought if 2 couldn't do the trick, 3 can) and had the two named pilots flanking from both sides and a basic phantom screaming up the midfield. Turn two was me oneshotting whisper while cloaked, wes removed his tokens and 4 unmodified evade dice were not up to the task. Turn three was everyone banking hard and running at echo and shooting her at extream range. Wes missed but still removed all the tokens and then Farlander landed a far out shot, obliterating her. The last phantom who now was in position almost killed wes from range one, but then Jan Ionized it. My opponent conceded at that point.

Was a stressful game for me, if I hadn't of been able to kill both the named pilots, then they would of torn me apart. But you mathwinging the 5.4 damage a shot and 1 evade roll kinda takes the thrill out of it. I thought I was rolling hot ;)

Your list has been edited to 102 points, FYI. You can't have expert handling on Wes.

Edit: you CAN, but it puts you two points over 100 :P

Edited by quasistellar

Whenever I fire the superheavylasercannon I seem to consistently roll about 3 crits/hits + 1 eye + 2 blanks, and when I reroll I get eyes+hits. So getting that 6 damage have been pretty consistent for me.

For even more precision, here's the distribution of successes (meaning [hit] or [crit] results) for 6 dice with target lock and focus (or Keyan's pseudo-focus):

0 - 0%

1 - 0%

2 - 0%

3 - 0%

4 - 5%

5 - 27%

6 - 68%

But you mathwinging the 5.4 damage a shot and 1 evade roll kinda takes the thrill out of it. I thought I was rolling hot ;)

If your opponent is a Phantom with 4 defense dice and a focus token, your 6-dice shot has about 2:1 odds against killing it in one shot (a 37% chance to do it). So no fear! You were rolling hot--or rather you were rolling right on target, and your opponent was rolling cold.

Edited by Vorpal Sword

For a more reliable super laser this will become an option:

Keyan + Expose + Experimental Interface

Its 36 points the same as with Keyan + HLC and it stresses you. Its more reliable to go off than opportunist. Add Jan Ors and you are still pumping out 5 dice range 3-2 and 6 at range 1. The only issue is the lack of agility dice now. Maybe pair him with Biggs as a buffer. Sensor Jammer could help too.

Keyan + Expose + EI + Sensor Jammer

Jan + ICT + Nien + SU

Biggs

Even 100 points. Hey at the very least its a use for Expose :P

I like what you are trying to do with the uber HLC blast, but I am afraid their are too many interdependent variables to survive contact with your opponent.

You need to have Wes shoot something to remove token. Then you need Jan to buff Keyan, and then Keyan fire. The moment something starts messing with that order, the combo falls apart.

In your list Jan and Wes have a tremendously large target on them. I would personally devote everything to killing Wes asap. That was my experience flying Wes+Wedge+Luke in the Opportunists. Everyone who knows what Wes does will kill him first. Jan is great, but she is also easy to kill without something protecting her.

I'd be more afraid of this:

Keyan + Pred + Hull Upgrade

Ibitsam + Pred

Nera + Deadeye + Flechette Torp + Proton Torp + Munitions Failsafe.

Its the same firepower at RB3 and more at RB1. Its also much more accurate, and has some control built in. It also has a counter for Whisper and dancing Interceptors. Turret Torpedoes will tear them apart. And if you miss, you get them back.

Keyan needs a card that gives him stress, beit PTL or Opportunist. Of course the B-wing has plenty of red on its dial, but a lot of times you are not going to want to do that particular red maneuver. Without a reliable way to stress Keyan, you are neutering his ability.

I kind of want to try this: Keyan + Engine Upgrade + PTL + Adv. Sensors.

Its super prciey at 39 points, but it turns Keyan into a hyper-mobile star fighter of death. Advance Sensor to Boost + Barrel roll and then hard- turn 1! Who cares about stress I can spend it like focus! He is going to be a monster and I'm afraid will completely make Ibitsam and especially Ten Numb obsolete.

Edited by Jo Jo

If only expose wasn't restricted to affecting your primary weapon, I would of used it instead and would of dropped Wes.

I also edited the list that I had used before, but the main elements were still there: wes, Jan+Ion Cannon, Keygan+HLC+Oppertunist

Whenever I fire the superheavylasercannon I seem to consistently roll about 3 crits/hits + 1 eye + 2 blanks, and when I reroll I get eyes+hits. So getting that 6 damage have been pretty consistent for me.

For even more precision, here's the distribution of successes (meaning [hit] or [crit] results) for 6 dice with target lock and focus (or Keyan's pseudo-focus):

0 - 0%

1 - 0%

2 - 0%

3 - 0%

4 - 5%

5 - 27%

6 - 68%

But you mathwinging the 5.4 damage a shot and 1 evade roll kinda takes the thrill out of it. I thought I was rolling hot ;)

If your opponent is a Phantom with 4 defense dice and a focus token, your 6-dice shot has about 2:1 odds against killing it in one shot (a 37% chance to do it). So no fear! You were rolling hot--or rather you were rolling right on target, and your opponent was rolling cold.

I considered vi on Wes, but the flexibility of going first with Jan or Wes is nice, and removing stress on Jan is mandatory every turn, which is why I like Nien. I'd also consider running wingman on Wes and dropping the ion turret to a blaster turret on Jan. I've tried trading Jan for Wedge too... It might have technically been a better list, but I'm actually not sure about that, and it's definitely not as awesome because it's not running a Hwk.

I really wish the Hwk had 2 base attack... I keep shooting it's primary gun lol.

Edited by Koshinn