Tournament Build for this Sunday

By barriecritzer, in X-Wing

Garven Dreis

R2-D2

Hull Upgrade

Hobbie Klivan

Flechette Torpedoes

R2-D6
Hull Upgrade

Push the Limit

Dutch Vander

Flechette Torpedoes x 2

Blaster Turret

R5-K6

Garven should be passing a focus to Dutch each turn

Hobbie should be target lock and focusing each turn, when he burns target lock it will clear the stress from push the limit

Dutch should be passing a target lock to Garven each turn

We generally don't care about passed Focus tokens so Blaster Turret on the Dutch is pretty much a poor idea. I mean if you don't TL with Dutch you're wasting his ability and waiting for a Focus just to fire the turret isn't the best plan. R5-K6 is also a very risky thing if you think that will let you keep Dutch getting TLs as it only works 3/8 of the time.

Aside from the TL to fire the Flechette Torpedo I'm really not seeing the benefit of putting PtL on Hobbie just so you can stress yourself out taking TL and Focus; assuming you have it Predator will often provide a similar boost without the unneeded stress.

If you've got a Shield regenerator like R2D2 on a ship it makes a lot more sense to put a SHIELD upgrade on the same ship as opposed to a hull upgrade. With the HU once you've taken 3 damage you're taking cards that you can't get rid of while with the SU you could eventually regain all of those Shield tokens.

Sorry for being critical because while you could have success with it I don't believe it is a great use of points.

my new go to garven / dutch list ..

garven 26

dutch 23

blue 22

blue 22

leaves 7 points for flavor.. not much but the action passing to the blues is awesome. enough for a r2d2 or a ion turret on dutch. you could also drop blues for rooks and have r2d2 and a turret. Anways I stay away from 3 ship builds with garen and dutch. could see someone doing it with a falcon but i never run falcons..

Garven Dreis

R2-D2

Hull Upgrade

Hobbie Klivan

Flechette Torpedoes

R2-D6

Hull Upgrade

Push the Limit

Dutch Vander

Flechette Torpedoes x 2

Blaster Turret

R5-K6

I agree with others that there may be better things to do with Hobbie, and that Dutch should absolutely not have a Blaster Turret.

So here is how I'd tweak it; there are 4 points leftover for another couple of Flechette Torpedoes or a Hull/Shield Upgrade somewhere.

Luke Skywalker (28)

Draw Their Fire (1)

R2-D2 (4)

Shield Upgrade (4)

"Hobbie" Klivian (25)

Flechette Torpedoes (2)

R3-A2 (2)

"Dutch" Vander (23)

Ion Cannon Turret (5)

R7 Astromech (2)

Total: 96

I just feel with a 3 ship build an ion cannon is not going to do enough damage.

Just a tip for flying Hobbie and Dutch together: Since Hobbie removes a stress whenever he acquires a target lock or spends one, he pairs nicely with Dutch Vander for K turns. Hobbie can K-turn and Dutch can eliminiate his stress just after by allowing him a target lock.

GARVEN

R2-D2

SHIELD UPGRADE

HOBBIE

FLECHETTE TORPEDOES

R3-A2

SHIELD UPGRADE

DUTCH

PROTON TORPEDOES

FLECHETTE TORPEDOES

BLASTER TURRET

OR

Garven

R2-D2

SHIELD UPGRADE

HOBBIE

R3-A2

SHIELD UPGRADE

DUTCH

FLECHETTE TORPEDOES X 2

BLASTER TURRET

R5 ASTROMECH

HULL UPGRADE

Edited by barriecritzer

I just feel with a 3 ship build an ion cannon is not going to do enough damage.

Then I'd recommend pulling Dutch out of the build entirely, and going with something like a Kyle build:

Kyle Katarn (21)

Predator (3)

Blaster Turret (4)

Recon Specialist (3)

Moldy Crow (3)

Obviously you lose the synergy with Hobbie, but the problem with running a Blaster Turret in general is that you'd really like to see some kind of action advantage (so that you can spend a focus to attack and still have a way to modify your dice). The problem with running a Blaster Turret on Dutch specifically is that he really needs to be using Target Lock every round.

You're planning to use Garven to get around that, but the problem is that Garven is still eminently killable. And destroying Garven in your original list not only eliminates his ability from play, but also forces you to choose between your turret and Dutch's pilot ability.

I just feel with a 3 ship build an ion cannon is not going to do enough damage.

Most of the statistical analysis will say that an Ion Turret is likely to do as much damage as the Blaster Turret because with the IT you can use the Focus to turn [eyes] into [hits] which you can't do with the BT. Yes, the Blaster Turret has the potential to cause more damage but the Ion Turret is a LOT more consistent at causing damage. The Ion effect will also work very well with all of those stress inducers as the movement under the ion effect does NOT clear stress usually.

You may have heard that Y-Wing are good counters to Interceptors and Phantoms. That's not entirely true because it only applies when they carry a turret and the Ion Turret w/ Focus is FAR more effective at countering them than a Blaster Turret would be. Because of the Focus possibility those ships will likely have more dice they need to cancel to avoid getting hit and once hit a lot of there maneuverability advantage goes away for the next turn so you can stomp on them with your other ships.

Don't forget that while the Ion Turret may only be able to deal a single point of damage the Y-Wing still has 2 dice with it's primary attack that improve to 3 at R1. When you can control where your opponent will go next turn with the ion this may help you make up that difference.

I'll say that Vorpal Sword's suggestions have been pretty spot on. In the proposed Luke/Dutch/Hobbie squadron I'd maybe consider R7T1 on Dutch but that's about it. If you want to make a Blaster Turret work the only way I think anyone would recommend is on a HWK that is also loaded with a Recon Specialist, Moldy Crow, or both upgrades.

I'll say that Vorpal Sword's suggestions have been pretty spot on. In the proposed Luke/Dutch/Hobbie squadron I'd maybe consider R7T1 on Dutch but that's about it. If you want to make a Blaster Turret work the only way I think anyone would recommend is on a HWK that is also loaded with a Recon Specialist, Moldy Crow, or both upgrades.

R7 Astromech is a mis-click on my part: I intended to give him R7-T1, because it's absolutely great for him to just zip out of someone's firing arc without losing access to TL for the round.

Makes sense Vorpal although there may be some utility with R7 and Dutch although not nearly as much as there is with R7 and Tarn. I know I type my squad suggestion out the long way so "mis-click" doesn't happen. The idea with R7-T1 that you could pick up the TL and then potentially boost out of the enemy's arc and then tag it with the turret is great fun.

took 5th out of 13, went 2-1. Lost to a double falcon build. Thinks I am going to stick to Imps because Rebels just feel like I am flying tugboats

took 5th out of 13, went 2-1. Lost to a double falcon build. Thinks I am going to stick to Imps because Rebels just feel like I am flying tugboats

The dreaded double Falcon build

I'm halfway there to starting a thread calling for them to be banned

I just feel with a 3 ship build an ion cannon is not going to do enough damage.

But the ion cannon turret isn't used for its damage output. It's used to control and lock down a ship. I actually had a three ship build with the ion cannon turret do incredibly well this past weekend, ie undefeated and only lost one ship per match.