BLUF: Each of these lists has a slightly different function while following three simple rules. Future versions will depend on how the Meta is affected by Wave 5.
TL;DR Stressbot, Wes/VI/R3-A2, Chrysler Building Missile Train, failing dice ruin everything.
So it has been a while since I professed my love for R3-A2 and his stress inducing/granting ability. As a quick recap: I was sick of getting shot by ACD Phantoms so I threw Stressbot on Wes Janson with Veteran Insticts and started building around that first 32 pts of synergistic mayhem of anti action. The main concept I had going into what I have deemed the #Stressbot project followed three rules which acted towards an ultimate end state.
1. Wes + VI + R3-A2 would be the primary component of this list.
2. The Squad would not drop below four ships total.
3. The Squad would not include the YT-1300 freighter in any form.
- Endstate: A viable Four + Rebel Squad that effectively fights against high PS ACD Phantoms, Fat Falcons, TIE Swarms, Named PTL Interceptors, Bounty Hunters, and Rebel Aces.
So far I have worked through three squads that have followed the three rules and while 44 points stay the same throughout all three generations, I find it it the interchangeable 54 points that have kept me thinking about this even when I am not playing. Each of these three lists has appeared in my signature at some point during testing to maintain transparency except for list number 2.
#Stressbot (1.0) Total points (100)
Wes+VI+R3-A2 (32)
Blue Squadron Pilot+FCS+FlechetteTorpedo+Flechette Torpedo+Munitions Failsafe (29)
Blue Squadron Pilot+FCS+Ion Cannon (27)
Bandit Squadron Pilot (12)
Vitals: ATK 11/15R1 EVD 6/10R3 HULL 11 SHD 14
Observations: This version works really well against Phantoms + mini Swarm (4 TIEs) and I was able to beat the person who beat me at regionals twice. Against Falcons and other large bases, the FlechetteTorpedoes worked to eliminate bonus dice @ range 3 but have no other effect. The Ion Cannon was rarely utilized in any of the games played as it was not generating enough damage and the ion effects would not have helped at the time. For some reason, Defenders were easier to kill with this list than with list number 2. Due to the low pilot skill and the increased use of Predator in my area, I ended up dropping this list from tournament play in favor of list number 2. Which I totally regret. I have not returned to it, however, I plan on dropping the FlechetteTorpedoes to increase the Blues to Daggers and dropping munitions fail safe to increase bandit to Tala and offering an attack and evade dice sacrifice to R3-A2 so it will continue to grant protection.
#Stressbot 2.0 Total points (100)
Wes+VI+R3-A2 (32)
Wedge (29)
Biggs+R2-D6+Determination (27)
Bandit Squadron Pilot (12)
Vitals: ATK 11/15R1 EVD 8/12R3 HULL 11 SHD 8
Observations: When this squad shows up to play, it can go either boom or bust depending on your dice. This was the most unfortunate fact about this list because when it performs well, it is almost unstoppable. Like a missile that is actually a train that is the size of the Chrysler Building. The glaring weakness here is the reliance on Biggs as a meat shield. Points spent on R2-D6 and Determination were worth it as crits with the pilot trait getting drawn and discarded happen more often then you would think. This list replaced (1.0) and served fairly well in the local tournament scene taking 3rd out of 7 (dice meltdown) and 2nd out of 16 ( undefeated but 1st round modified win =poor MOV.) and then 2nd in a multi-week league. Unfortunately this list ran into some unforeseen natural enemies in low skill Defenders with HLC. I eagerly await the coming of Experimental Interface to open up a couple more options with Biggs but until then this team has been benched indefinitely.
#Stressbot 3.0 Total points (100)
Wes+VI+R3-A2 (32)
Wedge+Predator (32)
Blue Squadron Pilot+FCS (24)
Bandit Squadron Pilot (12)
Vitals: ATK 11/15R1 EVD 7/10R3 HULL 11 SHD 11
Observations: following the defeat of 2.0 in the league and it's second strait loss based on dice alone, I decided that there must be a better way to sink more accurate shots into the enemy before they can kill me. Each variation of #Stressbot has been built on a more damage/stress intensive focus as I can never trust evades. However, modifying attack results is easy to achieve so I dropped the 27 pt Biggs for a more survivable Blue and put Predator on Wedge. The change in damage dealt was staggering. For the past Four weeks this list had gone Undefeated winning a tournament, and several singular engagements. It finally lost to a rebel list with a HWK three Nights ago when I got overconfident in my own hubris and flew over asteroids on purpose and essentially lost any ability to modify attack dice. With Biggs out of the Equation you must fly this in a very particular way to ensure the Bandit or Blue becomes the meat shield that Pawns should be. I won't get into too much crazy detail as this it already forever long but, basically joust with bandit doing 3 bank inwards to block Blue does 3 FWD and the X Wings stay back far enough to cover them.
Moving on from 3.0 is getting tricky as the amount of damage I want to be able to do would cause a drop in Hull/Shields or PS, which I am not willing to do just yet. However, I have started thinking about Garven and Biggs working together for 4.0 though I am not 100 on that yet. Mainly because I don't want to lose the awesomeness that is the B-wing with FCS. Revisiting Dagger Sqd as the primary portion of the list to avoid Predator also becomes much better in retrospect to how well (1.0) did.
While I have never cared for the Phantom, it's introduction has forced me to run things to get effects like Stress control which I would have never been concerned with back in wave 3.
The march to victory continues forward for the small ship Rebels though Wave 5 presents it's own new problems.
Have Fun, Be Safe, and Fly Casual everybody!
-Brendan