(NOTE: This will probably take you 10-15 mins. to read through this post.)
Whenever I'm thinking of competitive 100 pt. lists for Rebels, I always want to throw in Wedge Antilles along with Ace pilots that will give him support. However, I either come up with lists that have better combos or have more skilled pilots that fit closer to my playing style. It seems nearly impossible to have Wedge in any effective list. There are two reasons for this:
1.) He's ridiculously expensive because he's less effective without upgrades. Wedge's ability is, in itself, utterly amazing! To out duel a tie fighter's agility by 1 and one shot it at range 1 is essential to success against Imperial builds. But, Wedge is only one X-Wing in the build. With the amount of tie fighters in most Imperial builds, it's only a matter of time before Wedge needs to pull the parachute before getting knocked out. Even with other Rebel builds, Wedge falls short against high attack power. To be more effective, Wedge needs an Astromech unit, shield upgrade, or an elite pilot skill upgrade to make him more survivable. Without it, Wedge can pretty much take a seat in most matches. Why? Because he's the main threat to ANY X-Wing player! Therefore, most players will go after his weak agility value early in the game to avoid late game damage.
2.) He taxes the amount of flexibility in the squad build. Let's face it, it's hard to find Wedge in an effective 4 ship build that will enhance and shine his effectiveness within the squad. Sure, it's nice to have -1 agility and PS 9 against your opponent (seeing that Darth Vader and Soontir Fel are the most notable pilots that come equal to that amount of PS). But, if you're not within range 1-2 or if you don't have a focus/TL on an enemy ship (primarily after doing a K-turn), Wedge is really an overrated Rookie Pilot. I've seen Wedge become more effective in a 3 ship build with Luke and Biggs (primarily with a top 4 X-Wing player at a Gencon-2013 X-Wing tournament. Google it if you'd like). With that being said, it's hard to find him useful in a 4 ship build. And if Wedge is found in a 4 ship build, many of the other ships in the squad are low point pilots (so that Wedge can be beefed up in points) or Wedge takes no upgrades and allows the rest to suck up the remaining squad points.
While these two arguments for kicking Wedge Antilles out of a squad build are fairly accurate and not out of proportion, I feel that there are some ways in which will make Wedge much more effective in a 4 ship build. Here's a couple of ideas:
List #1:
Wedge Antillies-29
-Outmaneuver-3
-R7-T1-3
Jan Ores-25
-Nien Numb-1
-Ion Cannon Turret-5
Blue Squadron Pilot-22
Bandit Squadron Pilot-12
The idea behind this list is to use Wedge as the ultimate sludge hammer against any build. With his elite talent upgrade (Outmaneuver), Wedge can strive to get outside of someone's firing arc and deliver a payload of punch to a ship. Not only can he deliver a falcon punch to a ship's hull, but he can get within range 1-2 almost all the time. R7-T1's ability allows a pilot to acquire a target lock onto someone within range 1-2 AND perform a free boost action, which gives Wedge every reason to have a 4 dice attack against a ship for the majority of the time. On the other hand, Jan Ores brings an essential role to this build because she sets up Wedge's attacks. Since she has the ability to give a friendly ship at range 1-3 an extra attack dice, she can allow Wedge a 5 dice attack, while he is at range 1. In other words, you can pretty much say good-bye to Biggs Darklighter, Slave-1 ships, Lambada Shuttles, other X-Wings, and pretty much anything that you can set-up for Wedge to swing at. Not only does Jan put the ball on the tee for Wedge to crush, but she can EASILY set into motion (with careful planning) a Two-Turn-Knockout for Wedge at least every turn. With her Ion Cannon upgrade, she has a 360 stopper for any enemy ship that sets up attacks for any friendly ships to capitalize on. For the rest of this list, Blue Squadron Pilot would be an easy choice primarily because of it's hit point count and Bandit Squadron Pilot is an easy filler for 12pts. All in all, Jan has the power to give everyone the ability to +1 their attack dice once per round, which makes BSP and Bandit pilots look good in this list. With Nien Numb as her crew member, she can be unpredictable in her green maneuvers after becoming stressed (which is pretty helpful in the long run).
List #2:
Wedge Antilles-29
-R7-T1-3
Kyle Katarn-21
-Outmaneuver-3
-Blaster Turret-4
-Recon Specialist-3
-Moldy Crow-3
Blue Squadron Pilot-22
Bandit Squadron Pilot-12
The difference with this list compared to the first one is taking out Jan for Kyle Katarn and giving him Outmaneuver instead of Wedge gaining the ability. You may be asking yourself, "Why Kyle?" Well, basically, Jan and Kyle share the same type of abilities-they support! They're meant to give friendly pilots an edge over enemy pilots. Kyle becomes the center piece within this list because he can not only have the ability to share focuses within range 1-3, but he can be an excellent shot, as well. By stealing the Outmaneuver ability from Wedge, now Kyle can share the same ability as Wedge while outside of people's firing archs (which is pretty much what HWK-290's are made for). In the early game, Kyle takes slow maneuvers (like 1-2 greens) and stocks up on focuses with the Recon Specialist's ability to take 2 focuses a turn (while using the Moldy Crows' ability as well). At about turn 3, Kyle has the ability to give a focus, spend a focus to fire, and take a TL with a focus, while having one focus left over. Even though you won't be able to do this immediately after every turn, the slow building of focuses can be quite effective with Kyle. With Outmaneuver, Kyle has the ability to be a serious threat to any build! To add to this even further, Wedge is an enhanced pilot with 3 ACTIONS! When he uses the R7-T1 action, he is able to acquire a TL, boost immediately to get into range 1, then gain a focus at range 1-3 from Kyle at the beginning of the combat phase. This means that Wedge will have 3 actions WITHOUT A STRESS! (Take that Soontir Fel!!!!). Also, Kyle will escalate the rest of the squad by giving the B-Wing or Z-95 Headhunter a focus once per turn, which allows them to shoot better.
I don't know about you, but I'm feeling like these lists have some major potential to make splashes in ANY 100pt. tournament list, and get people more interested in using Wedge again.
So, what do you think? Are these lists "meta-worthy" in Gencon tourney scenarios or are they easier to play in standard play? Let me know some of your ideas and comments about these two lists. Thanks!