Overtooling vs Minimalistic (An Aces List)

By Sonikgav, in X-Wing

So i normally fly very minimalist ships to cram as many bodies onto the field as i can which for the most part works, but with Rebel Aces and Wave 5 approaching, and so many fancy upgrades i figured i wanted to try the opposite. A small group of highly skilled Aces, working to outfly anything that comes their way.

Keyan Farlander

Advanced Sensors, HLC, Stay on Target, E2 + Kyle Katarn - 45pts

Jake Farrell

Test Pilot, Vet Instincts, PTL, Proton Rockets, Munitions Failsafe - 32pts

Rebel Operative HWK

Ion Cannon Turret, Jan Ors - 23pts

So, Keyan can use his action before he moves, choose to redirect himself to pick up a stress token, which then gives him auto attack focus, which then gives him a Focus token, which with Jan Ors on the HWK gives him an Evade token instead to assist his poor agility. The HWK will be mostly flying support with Keyan, using its Turret to run interferency (as its better than its pathetic 1 attack dice).

Jake will be off 'hunting' whatever i deem worthy. Munitions Failsafe is on there simply because i had 1 spare point left over but i suppose it could help with the rockets. He's high enough PS to hunt the Phantoms, and the Protons are brutal enough to get the job done against them, while his ability, combined with PTL should make him maneuverable to actually catch them (Its not Hyper Tycho but its decent) with a Focus/Boost/Barrel Roll every turn for only 1 stress.

Why not throw a Chardaan Refit in there to give you 2 points? Remove the rocket, and Munitions failsafe, and you can free up a bunch of points..

Because the Rocket is a major source of Burst damage.

I actually like the Rockets inclusion because it means Chardaan Refit isnt an auto-take and tbh all id do is drop Failsafe and add a Stealth Device.

its an alternate idea i may test, but if hes off hunting i want him to be able to kill what he hunts.

The 100 point restriction makes you strongly consider what upgrades and pilots when building a squad.

It is simple math that the more points you spend on a single ship the fewer ships you will have and visa-versa, However cheap ships tend to have worse stats and without some abilities to improve those weakness they are easily destroyed without doing as much damage. It is a balance between how many ships you want to field and what abilities/stats do you want to have on your ships.

I would pull the HLC off Keyan. I've used him on Vassal a few times with PTL and Engine upgrade, and that combo seems to be enough to ensure maximum damage. You can target lock and either barrel roll or boost for a stress (focus). 7 points for an extra red doesn't do it for me.

If you pull 7 pts from Keyan, and also get the points from the E2 upgrade, you can move up to a Y over the HWK.

Very cool! I have a similarlist in mind.

A-WING: · JAKE FARRELL

Outmaneuver

Chardaan Refit

A-Wing Test Pilot

Push The Limit

B-WING: · KEYAN FARLANDER

Push The Limit

Fire Control System

B-Wing/E2

· Jan Ors

HWK-290: · KYLE KATARN

Predator

Blaster Turret

Recon Specialist

· Moldy Crow

Personally, I'd ditch the munitions failsafe. Going to 99 points makes it somewhat more likely that you'll get initiave, which at PS7 could make a critical difference. Regarding your proton rocket... you're rolling 5 dice. If you can't hit at least once with 5 dice - the Dice Gods hate you so much that there's no point.

Yeah thats kinda what i was thinking anyway.

Proton rockets are almost a guarantee with PtL, drop MF.

I've been debating on a similar Keyan build which substitutes the HWK-290 for a Y-Wing as follows:

Keyan Farlander: Advanced Sensors, VI - 33 pts

Green Sqdn Pilot x2: Test Pilot, VI, Chardaan Refit, Push the Limit - 42pts

Gold Sqdn Pilot: ICT, R7 - 25pts

For the Keyan/Jake combo, I plan to try:

Keyan Farlander: Advanced Sensors, VI - 33 pts

Green Sqdn Pilot x2: Test Pilot, VI, Chardaan Refit, Push the Limit - 42pts

Jake Farrell: Chardaan Refit, Push the Limit - 25pts

I tend to shy away from 3-ship builds but will experiment with Proton Rockets also. They seem ideal for either a Prototype A-Wing or Bandit Squadron Z-95. I expect to see more TIE Advanced and Bombers equipped with them too.

Keyan is a heavy Lynch-pin in the list and has little protection. Jan can help mitigate one damage a turn, but if he's focus-fired on he'll go down quick. I think you need to either help protect him or distribute the points to a 4th ship to make him less heavy in the list.

Edited by Gather

Keyan is a heavy Lynch-pin in the list and has little protection. Jan can help mitigate one damage a turn, but if he's focus-fired on he'll go down quick. I think you need to either help protect him or distribute the points to a 4th ship to make him less heavy in the list.

This was my reasoning when i added the HLC so he doesnt need to get too close before he can begin to unload and hopefully Jake will be used to take out 'a' major threat as soon as possible.

Why not drop munition failsafe on Jake and replace Veteran Instinct for Lonewolf? You intend to use him far anyway and Keyan should be the prioity target, it will come handy once alone: Focus evade plus reroll, try to hit me.

Edited by Red Castle

Why not drop munition failsafe on Jake and replace Veteran Instinct for Lonewolf? You intend to use him far anyway and Keyan should be the prioity target, it will come handy once alone.

Its tempting. Ive also been considering Stay on Target on him too, perhaps even instead of PTL as he cant deal with Stress as well as Tycho. I went with Vi because initially Jake is planned as an Echo Hunter. If he can land those Proton Rockets before Echo can cloak then he SHOULD be just about dealt with.

Again, ideas to experiment with.

Edited by Sonikgav