Lone Wolf: Unprecedented Defense

By Biophysical, in X-Wing

Turr Phennir with LW and SD at 30 points could be a beast of a flanker. Hard to pin down and when you do, even harder to hit.

So this is an entirely random thought that just came to me so it might be a terrible idea, but what about this card on a Chewie with C3P0? How would the mechanics work? As a disclaimer, I'm not a fan of the falcon meta these days and I feel like there's a possibility that this card could exacerbate it.

It's basically a waste on Fat Chewie. First, with only 1 AGI, you're not gaining that much in the way of improved number of Evades per attack. Second, 3PO turns 0 successes into 1 success. Lone Wolf increases the chance of 1 success, which you don't care about with 3PO. Lone Wolf in turn becomes a slightly cheaper, much crappier Predator.

Not exactly, C3PO only acts on unmodified dice, so the sequence is as follows:

Declare you will roll 0 evade >>> If evade = 0, C3P0 kicks in >>> Then, use 'Lone Wolf' to reroll the useless die just for a chance of another extra, free evade.

Not to mention Lone Wolf not only boosts your defense but also your attack, Quite handy if you are taking defensive actions every turn.

This was what I was thinking. That it could turn Fat Chewie into more of a tank with additional offensive capabilities...

If you're lone wolfing then odds are that you might not be focus firing (at least in the early rounds). Your opponent, however, would not have to deal with such a contraint. If I faced someone with lone wolf, I would therefore deplooy my troops in a corner to turn the early game in my favor :)

So this is an entirely random thought that just came to me so it might be a terrible idea, but what about this card on a Chewie with C3P0? How would the mechanics work? As a disclaimer, I'm not a fan of the falcon meta these days and I feel like there's a possibility that this card could exacerbate it.

It's basically a waste on Fat Chewie. First, with only 1 AGI, you're not gaining that much in the way of improved number of Evades per attack. Second, 3PO turns 0 successes into 1 success. Lone Wolf increases the chance of 1 success, which you don't care about with 3PO. Lone Wolf in turn becomes a slightly cheaper, much crappier Predator.

Not exactly, C3PO only acts on unmodified dice, so the sequence is as follows:

Declare you will roll 0 evade >>> If evade = 0, C3P0 kicks in >>> Then, use 'Lone Wolf' to reroll the useless die just for a chance of another extra, free evade.

Not to mention Lone Wolf not only boosts your defense but also your attack, Quite handy if you are taking defensive actions every turn.

Ah. My mistake. So Lone Wolf makes 3PO Falcon very slightly more defensive (you have to roll a blank, then an Evade), 14% of attacks will net you an extra evade, so you get an extra HP every 7 attacks. It's a real buff, but relatively minor, I'd say. The difficulty is that the sub-optimal area on a large ship is a bit larger than on a small ship, and while HLC wielding ships are still punchy at range 3 (making it easier to spread out your forces), a Falcon at range three is less scary. Overall, I'd be surprised if it became widely used on Falcons, but I could be wrong.

Honestly, if you can get an extra evade off the C3PO roll, that's gravy. Where the Lone Wolf benefit comes in is the ability to reroll that blank die on EVERY OTHER attack. Basically, giving you better odds of evading another hit each attack. Essentially, this makes the ultimate tanking Chewie even more tanky...which is ridiculous. As a frequent flier of interceptors, this makes me cringe...wave 6 and the assumed autothrusters can't come soon enough...and I just hope they're as good as I'm hoping for anti-turret defense.

This is a good point that I'd missed previously. 3PO is best against few attacks. Lone Wolf is best against many small attacks. They complement each other nicely.

If you're lone wolfing then odds are that you might not be focus firing (at least in the early rounds). Your opponent, however, would not have to deal with such a contraint. If I faced someone with lone wolf, I would therefore deplooy my troops in a corner to turn the early game in my favor :)

I don't think this will be the normal case against a well-run squad.

I'm not to the point of saying the sky is falling, but Chewie + C3P0 + Lone Wolf + Millenium Falcon is starting to look pretty OP, at least on paper. Fat Chewie is hard enough for me to take down with a squad I made specifically to counter it. I will say that I'm not saying it's unbeatable, but it would surely be stronger against it's known counters like TIE swarms.

Edited by Schmarbs523

The card is definitely tough to use when you still have ships left on the board because range 2 is huge, and if you plan on focus firing, there is a good chance you'll be next to another ship. I know, I've tried. The best use I can think of is small ship lists. Maybe Defender, Phantom, Tie. 3 ships. Lone Wolf on the Defender. Something where your other ships might die, but you are still left with am end game ship. Use all late game ships, that is.

I personally see it working really well on A wings. At least the way I've always flown them. Which is starting off as a flanker, and then coming in behind the group. At that point you have R1 shots, but will be within range of your other team mates and not getting the buff.

But you will get the buff on the initial pass, which is important - i've had a few people break off to face the A wing before, and that can put it in a world of hurt. This would reduce the hurt in that instance. And then when it's up close and personal, it's rarely targeted because there are other juicier targets to shoot at, plus it's goal would be to be behind the opponent.

Where it will really shine though is end game, where you can F+E for defense, and then have LW reroll for offense and defense, making you next to impossible to kill 1 on 1.

Even if your opponent rolls 3 hits, 1 is negated with the evade token, and then you basically need 2 non blank results out of the remaining "4" dice. That could happen by rolling 3 blanks (5%), or 2 blanks (26%) with a 4th blank (37.5%) for a total chance of taking damage (if your opponent rolls 3 hits) of 14.75%. And even then, it's most likely just 1 damage.

Wow. If you think about it that way that's an incredible design. A card that gets better over time without being explicit about it.

I was thinking about it the same way as most People.using in a two ship squad or a dedicated flanker. But what if you simply had a normal 4 ship build with one of them being a flanker. In the early game that 2 pt might not be used but it won't matter. It's a tiny investment overall of the 100 PTs of power that slam into each other. As the field grows less dense it becomes increasingly more useful.

That also means. If you're losing and have less ships it will kick in more often. Meaning.

For extra emphasis: you'll will games you'd otherwise lose!!!!!

You heard it hear first: Carnor Jax + Lone Wolf + Stealth Device + Autothrusters + Royal Tie.

This is a destroyer of worlds that you are not prepared for. :)

Edited by Zoccola

While Lone Wolf Falcon Tank (that would make a good anime title, right?) is looking to be a pretty solid, the main drawback is that the large base and typical supporting cast of ships exacerbate the weaknesses of Lone Wolf. 3x Z-95s really need to be close to do their damage. The Falcon sort of wants to be close also (I mean, who really cares if a 60 point ship is plinking at you from range 3?). Between those two desires and the large base, Lone Wolf will take a lot more work to trigger effectively. You'll either be losing it's ability or not making optimal use of Z-95s a lot. Of course, this means that you lose jousting ability on a squad that's not too great at the joust to begin with.

Contrast this to the squad I suggested above (miniswarm + Lone Wolf Rex). The miniswarm loves to dive in head first to get that key extra attack die, and TIE fighters are great dogfighters. HLC Defenders, on the other hand, love to be at long range. You get to use more of the Y-axis as well as the X-axis to build range between your elements and trigger Lone Wolf. I'm not saying this squad is the best use of the card, but I think this squad and Lone Wolf play to each other's strengths pretty well, and this is they type of thing you'll want to do to get the most out of the card.

You heard it hear first: Carnor Jax + Lone Wolf + Stealth Device + Autothrusters + Royal Tie.

This is a destroyer of worlds that you are not prepared for. :)

That's pretty funny. I'd love to see it.

While Lone Wolf Falcon Tank (that would make a good anime title, right?) is looking to be a pretty solid, the main drawback is that the large base and typical supporting cast of ships exacerbate the weaknesses of Lone Wolf. 3x Z-95s really need to be close to do their damage. The Falcon sort of wants to be close also (I mean, who really cares if a 60 point ship is plinking at you from range 3?). Between those two desires and the large base, Lone Wolf will take a lot more work to trigger effectively. You'll either be losing it's ability or not making optimal use of Z-95s a lot. Of course, this means that you lose jousting ability on a squad that's not too great at the joust to begin with.

Contrast this to the squad I suggested above (miniswarm + Lone Wolf Rex). The miniswarm loves to dive in head first to get that key extra attack die, and TIE fighters are great dogfighters. HLC Defenders, on the other hand, love to be at long range. You get to use more of the Y-axis as well as the X-axis to build range between your elements and trigger Lone Wolf. I'm not saying this squad is the best use of the card, but I think this squad and Lone Wolf play to each other's strengths pretty well, and this is they type of thing you'll want to do to get the most out of the card.

I don't think it'll be that hard to keep the falcon at range 2+ from the z-95s. Put three talas in one corner and Fat Chewie in the other. Your opponent will be forced to choose. Slow play the ship(s) that the opponent chose and flank with the other(s). We just need to remember that this is all theory at this point, though, and would need to be play tested.

While Lone Wolf Falcon Tank (that would make a good anime title, right?) is looking to be a pretty solid, the main drawback is that the large base and typical supporting cast of ships exacerbate the weaknesses of Lone Wolf. 3x Z-95s really need to be close to do their damage. The Falcon sort of wants to be close also (I mean, who really cares if a 60 point ship is plinking at you from range 3?). Between those two desires and the large base, Lone Wolf will take a lot more work to trigger effectively. You'll either be losing it's ability or not making optimal use of Z-95s a lot. Of course, this means that you lose jousting ability on a squad that's not too great at the joust to begin with.

Contrast this to the squad I suggested above (miniswarm + Lone Wolf Rex). The miniswarm loves to dive in head first to get that key extra attack die, and TIE fighters are great dogfighters. HLC Defenders, on the other hand, love to be at long range. You get to use more of the Y-axis as well as the X-axis to build range between your elements and trigger Lone Wolf. I'm not saying this squad is the best use of the card, but I think this squad and Lone Wolf play to each other's strengths pretty well, and this is they type of thing you'll want to do to get the most out of the card.

I don't think it'll be that hard to keep the falcon at range 2+ from the z-95s. Put three talas in one corner and Fat Chewie in the other. Your opponent will be forced to choose. Slow play the ship(s) that the opponent chose and flank with the other(s). We just need to remember that this is all theory at this point, though, and would need to be play tested.

This is actually pretty obvious, to me. Rush Chewie, because as Lone Wolf is annoying, it's not as bad as late game 3PO. You'll get a turn or two engaging Chewing where the Talas are in range 3 or longer, and probably not a factor. If Chewie moves to the center, keep him between you and the Talas on the approach. For the Talas to keep pointed at your squad, they'll have to close through Chewie, killing Lone Wolf temporarily. You want some way to put the enemy squad between Talas and Chewie. Easier said than done, but possible.

Tetran Cowall + Lone Wolf + HU + SU

New awesome combo, leaves him free to do his stressful shenanigans.

Lone Wolf is my kind of card. I like upgrading, personalizing the ships I'm flying to my style. I got this from somewhere else on the forum, but I tried it with great success:

Luke + Predator + R5-P9

With mini-TL and mini-Focus for free every turn, you can take a Focus action and regenerate shields constantly. It was just brutal against TIE swarms. I think Lone Wolf would fit the EPT slot just as well.

Here's something I'd like to try:

Han Solo + Gunner + Engine + C-3PO + Push the Limit + Falcon

Luke + Engine + R2-D2 + Lone Wolf

As I said above, Luke was pretty good against TIE swarms, which happen to be one of Han's greatest enemies. Engines on both let you arc-dodge, while Han can PtL for an Evade as well, and Luke has his pilot ability plush shield regeneration. Both should be fantastic end-game ships.

I wonder how the trench run would fare with this setup:

Biggs + Hull Upgrade (28pts)

Wedge + Predator + Hull Upgrade (35pts)

Luke + Lonewolf + R2-D2 + Hull Upgrade (37pts)

Now obviously, Biggs go down first. But then, should you get rid of Wedge and his annoying sniping ability and Predator or Luke so you don't have to face him with a reroll and a focus on every **** defense roll he make and R2 to help him regen lost shields? So, after Biggs, there is two very good end game ship left. Even if you don't get to use Lonewolf, if it force your opponent to target Luke instead of Wedge, isn't it worth 2 points?

Lone Wolf is so freaking good on Luke that I think you can't go wrong with any setup.

Effing damnit. Why doesn't it come with the VT? =( It feels like an IMP upgrade.

I think it belongs on miss scarlet with a rebel captive, seismic, and maybe a flechette. There's a nasty ship that flat out owns the end game vs. any lower PS pilot.

You heard it hear first: Carnor Jax + Lone Wolf + Stealth Device + Autothrusters + Royal Tie.

This is a destroyer of worlds that you are not prepared for. :)

That's pretty funny. I'd love to see it.

My friend you have no idea. ;) All will become clear in time.

Pretty great card for a flanker, but I'd not likely choose it over PtL for an Interceptor.

Perhaps as the meta changes and the hysterical fear of the Phantom subsides we might see Lone Wolf replace VI in some Echo/Whisper builds.

Still think that the YT-2400 benefits the most out of it while the falcon benefits the least, but that Luke build is looking good! Might need to try that soon. Maybe lone wolf+r5p9 instead of predator?

I really like the idea of Lonestar...err...Kyle in his HWK with Lonewolf, Recon Spec, Moldy Crow (of course I would add engine and Blaster Turret, so he is 37 points full of love). Sure it kinda marginalises his support ability but the ability to use focus for every defence roll, plus rerolling a blank gives him great odds of avoiding 2 damage every roll.

That being said I think Lone Wolf is one of those cards that looks great on paper but does less for you then think, unless you make it to the end game (and then it is awesome).