4 more points to spend...

By RexlarBrath, in X-Wing

I was building a rebel squad and I was trying to build around "hobbie" and stuck to the classic XXY builds that have been around since wave 1. So far my squad is:

"Dutch" vander (23)

Ion cannon turret (5)

Flechette torpedoes (2)

Flechette torpedoes (2)

R7-T1 (3)

Munitions failsafe (1)

"Hobbie" klivian (25)

R2-D6 (1)

Opportunist (4)

Garven dreis (26)

R2-D2 (4)

Total: 96

I'm not really sure what to do with the last 4 points I was thinking proton torpedoes on hobbie. I was also wondering what everyone thinks of r2d2 on garven, I only put him on there cause I didn't know what else to do. And munitions failsafe I could see taking off just for the 99 point initiative bid or 5 points to add somewhere else.

Edited by RexlarBrath

You've got way to much stuff on each ship. Try to go for at least 4 ships. Even 5 ships with 2 Zs

I disagree; Yes, Dutch has too much. The other two are okay. I wouldn't put opportunist on Hobbie though. Instead, R3-A2. That way whoever he shoots at gets a stress as long as he has a TL.

Hull upgrade on something and save one point for an initiative bid.

I just don't think they work well together.

Individually I think each ship is fine, though as others have noted, Dutch is a little top heavy.

Hobbie with Opportunist is interesting. I think it can work quite well, but who is striping the tokens off the enemy beforehand?

And what does Garven do for this list? Passes a focus to Hobbie, but Hobbie is just an X-Wing, so once he dies there's not much that anyone else can do.

In keeping with your overall theme

Dutch (31)

- R7-T1, Ion Cannon

Hobbie (30)

- R2-D6, Opportunist

Dutch controls with Ion, uses R7 as a pseudo boost, and passes TL to Hobbie where he can.

Options

Wes Jansen

He strips tokens, so as long as he points at the same target that Hobbie does, Hobbie will roll extra dice. Given his native PS is higher than Hobbie, you don't need to give him VI like you do when you run him with Wedge, so it doesn't really matter what you run him with, just as long as he can use it efficiently. R2-D2 is a solid choice, R7's I'm developing a healthy respect for, R5-P9, Predator, whatever you want.

Airen Cracken (19)

Blount + Ion Missile (20)

Both are higher than Hobbie so can arguably remove some tokens. Airen passes an action rather than a focus token, and only if he attacks, but it's pretty close. Blount gives you an auto Ion, but you could exchange him for any other 20 point ship.

Jan Ors (39)

- Moldy Crow, Recon Spec, Blaster Turrent, Engine Upgrade

This can make Hobbie even scarier. Her PS is higher than Hobbie so she can potentially remove some tokens from targets, and they can be out of arc. Moldy Crow is there so you can build up a bit of a focus battery and use Boost a bit more freely when you get closer to the enemy. She can give Dutch a 3 Attack or Hobbie a 5 Attack. It's also pretty expensive, and limited to range 2.

Farlander (38)

- Push the limit, Advanced Sensors, B/E2, Tactician

I recently had the pleasure of playing Farlander with Push the limit, and he's pretty crazy. Push the limit is the easiest way to choose if you want stress or not, Advanced Sensors allows you to take Barrel Roll and Target Lock actions before you do Red Moves, which you will then bleed the stress during your attack. Tactician is just cool on B-Wings. Just remember that until it's stated otherwise, you can bleed stress even if you don't roll <eye> on your attack. 0 is a number, and you can spend your stress to turn all 0 of your <eye> results into <hit> results.

Maybe you don't like any of these ideas, and that's fine. I just think that Garven as the third man is a little weak.

The best way to judge your squadron is to see what will you focus fire down first, and realize that that is the weak spot. Then you got to see how you can mitigate the loss or focus targeting of that by using escorts to screen ahead or spreading out the threat among your squadron.