Airen Cracken as an alternative to turrets

By Biophysical, in X-Wing

I was playing around with list ideas, and I came up with this weird little list:

Wedge, Predator, Proton Torp, Engine = 40

Luke, Lone Wolf, R5-P9, Engine = 37

Cracken, VI, Ion Pulse Missile = 23

100

Most of it's not that important, but I do think the combination of Cracken with Engine equipped heavy hitters is an interesting idea that I haven't seen discussed. Cracken lets a friendly take an action when he attacks. I mostly think about this as a way to get an attack with a double-boost, but just now realized you could use it with Engine Upgrade, also. Everybody moves, then Cracken attacks pretty early in the cycle, and lets a nearby friendly either arc dodge (if at close range), or swing around to get shots on a flanker. Being able to jump into more advantageous ranges might be good also. There's probably better lists than this one to make use of that, but I figured I'd throw the idea out there.

I find this use of Airen's ability to be really strong. I really like Airen with Jake Farrell, now you can give him a focus and a free boost or barrel roll. The one draw back to this is that it can be hard for Airen to keep up with some of the faster more maneuverable ships.

I don't see how you can double boost as you cannot perform the same action twice

Echoing mrfroggies, Airen's ability has to have a friendly ship in Range 1, which means you're going to have to pseudo-formation fly. Which means that some of your ships boosting while others don't is going to work against that tactic.

Airen also has to perform an attack for it to happen.

So what I would consider the highest liability to using Airen as an "alternative to turrets" is low-number, high-movement opponents, as, without a boost or BR on Airen himself, VI for the high PS on him still doesn't give you the greatest guarantee of having an attack every round as well as keeping your friendlies at Range 1.

Against a mini-swarm + flanker, I expect that this could work pretty well, since you'll have lots of targets in the mini-swarm for Airen to do his magic and enable the flanker to be targeted or avoided. But the increasingly common 3-ship elite build archetype is likely to prove more of a challenge. Against full swarms, it will likely do you less good to have the EU, but handing out TL+focus will help-- at least until Airen or Wedge are shot down.

Interestingly enough I think late-game Lone Wolf Luke is the best part of the list, although why not R2-D2.

ShakeZoola72: When I mention double boosting attacks, I meant Focus/TL, not two Boost moves with Engine, my apologies for the lack of clarity.

Sparkelord: Some formation flying would be necessary, sure, but you'd only stick with it as long as it was useful. I think you'd probably just move slower with the X-wing during normal movement, then catch up with the boost. I agree that getting shots with Cracken might be the hardest part.

I went with R5-P9 to keep Luke's dial more open. It's also a point cheaper for a similar effect, although if the Engine gets used a lot more it probably means R2D2 is a better choice. I don't know the best Lone Wolf Luke setup, but I'm pretty convinced that that Lone Luke is going to ruin the day of anyone not prepared for him.

Slight OT to my own topic:

2 Evades rolled: 14% = 14% chance for 2 Evades

1 Evade, 1 Focus: 19% = 19% chance for 2 Evades

2 Focus: 6% no re-rolls = 6% chance for 1 Evade

1 Evade, 1 Blank: 28% * 0.625 to turn blank into Evade or Focus = 17.5% chance for 2 Evades, 10.5% chance for 1 Evade

1 Focus, 1 Blank: 19% * 0.375 to turn blank into Evade = 7% chance for 2 Evades, 12% chance for 1 Evade

2 Blanks: 14% * 0.625 chance to turn blank into an Evade or Focus = 9% for 1 Evade, 5% for no Evades

If I've done my math right (no guarantees), that gives you (with Lone Wolf re-roll and Luke's ability):

57.5% chance for 2 Evades

36.5% chance for 1 Evade

5% chance for no Evades

-No actions required

AKA, the biggest middle finger to Swarms that the game has ever seen.

One small suggested tweak: Lone Wolf on Luke means you need to keep him away from Airen to use his ability. That leaves you in the position of having to keep him near Wedge, which may not always be optimal. I'd look for another way to spend the Lone Wolf points on something that gives you more flexibility.

I was playing around with list ideas, and I came up with this weird little list:

Wedge, Predator, Proton Torp, Engine = 40

Luke, Lone Wolf, R5-P9, Engine = 37

Cracken, VI, Ion Pulse Missile = 23

100

Most of it's not that important, but I do think the combination of Cracken with Engine equipped heavy hitters is an interesting idea that I haven't seen discussed. Cracken lets a friendly take an action when he attacks. I mostly think about this as a way to get an attack with a double-boost, but just now realized you could use it with Engine Upgrade, also. Everybody moves, then Cracken attacks pretty early in the cycle, and lets a nearby friendly either arc dodge (if at close range), or swing around to get shots on a flanker. Being able to jump into more advantageous ranges might be good also. There's probably better lists than this one to make use of that, but I figured I'd throw the idea out there.

What has this got to do with turrets? How is this comparable to turrets?

I was playing around with list ideas, and I came up with this weird little list:

Wedge, Predator, Proton Torp, Engine = 40

Luke, Lone Wolf, R5-P9, Engine = 37

Cracken, VI, Ion Pulse Missile = 23

100

Most of it's not that important, but I do think the combination of Cracken with Engine equipped heavy hitters is an interesting idea that I haven't seen discussed. Cracken lets a friendly take an action when he attacks. I mostly think about this as a way to get an attack with a double-boost, but just now realized you could use it with Engine Upgrade, also. Everybody moves, then Cracken attacks pretty early in the cycle, and lets a nearby friendly either arc dodge (if at close range), or swing around to get shots on a flanker. Being able to jump into more advantageous ranges might be good also. There's probably better lists than this one to make use of that, but I figured I'd throw the idea out there.

What has this got to do with turrets? How is this comparable to turrets?

Airen's ability lets you change your field of fire by using the boost action at the top of the combat phase once all ships are set. The OP is talking about using this trick instead of turrets.

I went with R5-P9 to keep Luke's dial more open. It's also a point cheaper for a similar effect, although if the Engine gets used a lot more it probably means R2D2 is a better choice. I don't know the best Lone Wolf Luke setup, but I'm pretty convinced that that Lone Luke is going to ruin the day of anyone not prepared for him.

Yeah, that's why I'm thinking LWL is the best part of your list. But R5-P9 is asking you not to use your focus for offense, either, so I dunno.

I love Airen when working with a mobile heavy hitter, such as Wedge with Engine Upgrade or Corran Horn. You can reposition to take potshots at Phantoms or quickly toss out a focus/TL to make a shot really hurt. He's also a defacto Biggs, as he tends to draw a lot of fire. He's currently partnered with my Wedge/EU/Outmaneuver build.

I'm not particularly concerned with Lone Wolf not being active early. It's really to make him a late game stud.

I'm not particularly concerned with Lone Wolf not being active early. It's really to make him a late game stud.

People have been over this already. Losing 2 pts in the early game is no big deal. If Luke lvies to the end game, your opponent is in for a WORLD of HURT. Imagine being tied up in a room with 3 Fat Hans with C3PO, Luke, Chewie and R2d2.

--

I really like your squad and its idea!

Its a little light on number of ships, but if you can fly well, I think you can make it work. Take off the Proton Torps. You're just itching to get laughed at.