high PS list

By Acheron143, in X-Wing

Has anyone experimented with the following list.

Wedge with swarm tactics.

Cracken with veteran instincts.

Keyan with push the limit and a proton torp.

A bandit.

The idea is that you can possibly remove a phantom or some ship out of the opponents side with almost no effort. I am trying to come up with ways to handle phantoms with a little more class than the usual high PS turret. I originally had nera instead of keyan for the dead eye flechettes. Any thoughts.

First thing I usually do when I look at a new list is think about how to best take it on. To me, that helps identify possible problems I would have when flying it and adjust the list accordingly to suit me best.

In this case, my first target would be Airen, squishiest and allowing Keyan to PTL during combat. Hell, in this setup Keyan could stress himself maneuvering, eat it when attacked and then stress himself PTLing provided the timing is right. So Airen goes, leaving two dangerous opponents with a little less shenanigans.

You've got Airen VI'd, pushing him out of reach of Wedge's Swarm Tactics and only gaining one possible action through Wedge's two choices. Personally, that wouldn't be my choice, but I might be missing something?

If you drop the torps from Keyan you could get a Green Squadron A-Wing with a refit, an improvement over the Bandit in my opinion. Now here's another target for Cracken to let relocate during Combat and a somewhat more effective target for Wedge to boost to his level. This is of course keeping the VI on Cracken and the ST on Wedge.

So, yes, I like the list. :P.

Keyan's proton torp could be advanced sensors, aka the single best upgrade ever for him.

For handling phantoms, I've had a fairly decent time using part of that list (Wedge + Predator, Keyan + Sensors, 3 Bandits) simply because Wedge is a bad-ass and it's very hard to focus him down with the bandits running interference and Keyan's reputation preceding him.

You might also want to check out the rebel transport upgrades. They have R2-A3 in there that will stress a phantom (and the x-wing using it) ideally before it attacks (the ability triggers on attack, so you'll probably use it on Wedge). Wes, who also comes in the transport, with Vet Instincts and R2-A3 is basically made to enable your squad to kill phantoms (which is funny, since I think the transport came out first) by turning them into action-less Z-95s.

Finally, there's always Roark. PS 12 literally cannot be beat when it comes to shooting first :P (and his ability is far reaching enough that you can slap it on practically any ship, regardless of how much more maneuverable they are than the HWK)

Edited by ficklegreendice

Cracken With VI lets him dump his skill onto either Wedge OR Keyan or the Bandit. The proton torp is kind of a wasted add on it'd probably play better with an Advanced Sensors or Upgrading the Bandit to a Chaardaan Refit A wing.

I find that having both of them free for the joust for a double tap. (Wedge from Cracken, Keyan from PTL causes havoc)

Keyan's proton torp could be advanced sensors, aka the single best upgrade ever for him.

For handling phantoms, I've had a fairly decent time using part of that list (Wedge + Predator, Keyan + Sensors, 3 Bandits) simply because Wedge is a bad-ass and it's very hard to focus him down with the bandits running interference and Keyan's reputation preceding him.

You might also want to check out the rebel transport upgrades. They have R2-A3 in there that will stress a phantom (and the x-wing using it) ideally before it attacks (the ability triggers on attack, so you'll probably use it on Wedge). Wes, who also comes in the transport, with Vet Instincts and R2-A3 is basically made to enable your squad to kill phantoms (which is funny, since I think the transport came out first) by turning them into action-less Z-95s.

Finally, there's always Roark. PS 12 literally cannot be beat when it comes to shooting first :P (and his ability is far reaching enough that you can slap it on practically any ship, regardless of how much more maneuverable they are than the HWK)

Also if you really like high PS try Roark with Cracken and swarm tactics.

I am not a big fan of wedge anymore just because of phantoms. He is actually not a counter to them. He gets one chance to fire at then... maybe. After that he just can't maneuver well enough to get shots even with 11 ps. So basically he needs that ine perfect hit on a decloaked phantom. Then he might kill it. But it will likely not happen! Wes has the same problem sadly, but at least he sets other ships up for the kill.

I tend to run Corran against Phantoms. Sure you pay for him but for me he gets the job done.

Edited by ForceM

Staying high PS

Cracken

Opportunist

Hull Upgrade

Wes

R7-T1

Keyan

Opportunist

HLC

And two points for something or other