Who has played with Lone Wolf?

By Hrathen, in X-Wing

I find Lone Wolf to be one of the most interesting upgrades in the most recent expansions. One one side is is cheap 2 points, I routinely put 2 point upgrades on just to fill points. (I don't care much about winning initiative). Also it gives you a great boost to attack and defense, without spending an action. At fist glance it just seems AWESOME.

But at what cost... flying alone. I can imagine what a stress will do, or spending an action, but I find it hard to wrap my mind around the cost of flying alone. One one hand it is pretty easy to control. But breaking up your force and letting the enemy concentrate on one ship can be game losing.

My question is: who as tried it? What did you learn from playing it? Is it as great as it seems or did it to have a cost that was just to high?

Its better with the less ships you have, less opportunities to actually make mistakes. Works best on ships with a turret so you don't need to joust like the rest of your ships.

I've tried it. And short of the game where I rerolled 7 blanks just to get... wait for it... 7 blanks... I find it works rather well. I've been using it on Jake as his second EPT (with PTL being the first) and flying him out on a flank. Typically it stops working in the mid game since he closes in on the rear of the furball, but works well to ensure 2 hits on the first 2-3 shots, as well as essentially rolling 5 dice at R3 (4 plus a blank reroll is basically like a 5th when you have a focus).

Is it game breaking? Absolutely not. But it does seem to work well enough to be useful in certain builds for certain folks. It's also great in the end game, where I find myself typically with just Jake since he's not worth shooting at in the beginning. It's the only thing (besides PTL) that actually increases durability, and more importantly, reduces randomness. Can't wait to couple it with Autothrusters.

I tried to use it in a 3 ship build (2 interceptor and a defender) and it failed most of the time. I had it used against me by a YT-2400 in a 2 ship build and it kept the YT-2400 safe"er" for a few rounds. When the battle moved into a corner and Corran Horn (the 2nd ship) closed in, however, it stopped working (at the worst possible time).

I'll echo Correlian Corvette above and say that you need to purposely plan for it to work properly. You just can't slap it on any build and hope it will do its job.

Good on YT-2400's and Boba. Swung 7-8 combined hp or damage in most games.

It's an end game card imo, put it on a ship you will be looking to take to the end game and just fly the ship as normal until then. It's only 2pts as you pointed out and like you said it's 2pts you used just for fill. A firespray with rebel captive and lone wolf could be a great finisher. I think the only other way would be on a ship you would flank with but those tend not to be tough ships so if they get isolated the one reroll on defence may not be enough. Turret ships like corellian corvette said also tend to be good end game finishers

I haven't used it yet, but Lone Wolf seems built for 2 ship lists, or for Phantoms.

I'm actually digging Lone Wolf on Luke Skywalker. Between his defensive ability and Lone Wolf he keeps pretty safe. Makes him a pretty fun flanker. With R2-D2 on board he keeps going a long time.

I'm actually digging Lone Wolf on Luke Skywalker. Between his defensive ability and Lone Wolf he keeps pretty safe. Makes him a pretty fun flanker. With R2-D2 on board he keeps going a long time.

I don't play rebel that much, and only have X-wings from the Core set. Luke is the often used choice from the Core sets among the people I play with. I think Lone Wolf will replace Marksmanship on Luke among friends.

I've used it only with Dash (Lone Wolf, HLC, Recon Spec, Outrider) so far and it was very efficient. Also in a 2-ship build, with Corran (R2-D2, PTL, FCS, Hull Upgrade) as the second ship.

I just tried Lone Wolf on Luke this weekend and while it was good it was still an X-wing. I would like the card better if it allowed you to also reroll eyes, but I guess I'm complaining. I was using him with R5-P9 instead of Artoo, but the annoying thing was I ended up doing a lot of green moves anyway, and it can be frustrating when my allies are close and the ability doesn't work at all. It can be a hard card to use. It is good for the two points you spend on it! I personally suggest either using it on more interceptor types, or those craft that have a lot of dice to work with in the first place (it was packed with the Outrider for a reason).

You just need to make the rest of your squad equally problematic. Make your opponent choose between Threat A and Threat B and have neither choice be good for them.

Now, I'm thinking Turr + Lone Wolf + Autothrusters is going to be a rather nice ship

I tried it in a somewhat cheesy list; Leebo with Lonewolf, Lando, Outrider+HLC paired with Chewy with falcon title, predator and 3P0. Was easy to make use of it in a list like that, with just the two ships to keep apart.

Lone Wolf is great on your closer. In other words, it gives your opponent a reason to target this ship early. In a perfect world Lone Wolf allows your real threat to survive.

I tried it in a fun list for the first time yesterday. My Darth Vader TIE advance was getting little dusty, so I ran Vader with Stealth Device, Lone Wolf, and Proton Rockets with a kitted out Decimator. I flew against a Falcon, Biggs, and an A-wing. since falcon was on the field, Vader just did focus evade every turn. Having the Lone Wolf card worked out nice since he can naturally do 2 actions. I think most other ships it would go on are already filled up with Veteran Instincts and Push the Limit.

I tried Lone Wolf in a Decimator + Defender list, on the Defender. Worked like a charm, saved my defender a few times!

I don't own Lone Wolf, but I flew against it last week.

I had:

Soontir Fel (27)

-Push the Limit (3)

TOTAL: 30

Against my opponent's:

Jake Farrell (24)

-A-wing Test Pilot (0)

-Chardaan Refit (-2)

-Stealth Device (3)

-Lone Wolf (2)

-Push the Limit? (3)

TOTAL: 30

I'm not sure about that last EPT. In any case, the first round had me firing at 5 defense dice. Lone Wolf rerolled into a blank and my opponent lost the Stealth Device. Not the best first turn for Jake.

Edited by Budgernaut

It's amazing with ships with 2+ agility dice and several dice modification, like Luke, or a Recon specialist something. Like really really good defensively, and an offensive boost aswell. The drawback of course, is that it suits list with little amount of ships that want to play separated, or for a flanker.

Edited by DreadStar

Rexler

HLC

Lone Wolf

Ended 3rd in a 16 people store tourney. Alongside Chirineau boosting away it triggered everytime. Against other Decimators and low ps rebels makes things really easy, it flipped 3 cards against another Chiri and finished by himself 1 blue, 1 rookie and damaged Jake. I'd love for Lorirr or Kanos to have an EPT slot...

I'm looking forward to try it on an E-Wing:

Blackmoon
R2-D6
Lone Wolf

Well, Sideslip did VERY well with the Lone Wolf Dash build in the TC Open.

Dash+outrider+HLC+Lone Wolf+recon

Its not as mobile as super Dash, but is a BIG pain to try and kill. Pairing him with Corin, and you have two awesome endgame finisher ships. Its a bit of a lose-lose on who to kill with that dash loadout: 10 hull/shields, with 2 (or 3) green dice, rerolling 1 blank, and having two focus tokens. It's very hard to burn him down quickly, especially if you are factoring two dice guns. Ignore him, and you are taking 4 dice, mini-TL+focus shots all game, and then have to try and chase him down with what you have left.

Yes the issue with the upgrade is you have to run him by himself, but Dash likes to be R3 from almost everyone anyway, so it fits in easier. Personally, I wouldn't take it in a list with 4+ ships (too much stuff to dodge between yourself and the enemy). I think it finds a nice home in two ship builds (much easier to dodge only one other ship).