150pts Line Squadron

By Corellian Corvette, in X-Wing Squad Lists

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Line Squadron

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150 points

Pilots

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Etahn A’baht (47) E-Wing (32), R2-D2 (4), Push the Limit (3), Sensor Jammer (4), Shield Upgrade (4)

Garven Dreis (29) X-Wing (26), R2-D6 (1), Wingman (2)

Biggs Darklighter (28) X-Wing (25), R2-F2 (3)

Tarn Mison (25) X-Wing (23), R7 Astromech (2)

Rookie Pilot (21) X-Wing (21)

Usually I am a firm believer in the 6 ship minimum for anything at 150 points or above, but even before adding upgrades, I could hardy fit a second rookie pilot in.

Maybe I could drop Tarn and add in a second rook, and give them both R2's or one a P9.

Plan is for biggs to die to all their fire on the first pass, with my guys taking target locks and focused fire on their special ships. Then hit the afterburners, clear the middle of the board, and only then do a K-turn. That should dodge any balls of death from forming in the middle.

I took Etahn because of his fleet damage boosting ability, and Garven to either boost Ethans defense, or help out biggs while he is still alive. While Garven is alive, Ethahn will be constantly using PTL for focus evade or focus target-lock.

I think this is unique because their are no B-wings, A-wings, or Falcons anywhere in this list.

14 Hull points

12 shields

15 attack dice

12 evade dice

Thoughts?

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Biggs Our Glorious Leader

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150 points Pilots

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Biggs Darklighter (28) X-Wing (25), R2-F2 (3)

Rookie Pilot (22) x 5 X-Wing (21), R2 Astromech (1)

Bandit Squadron Pilot (12)

Or would this be a better list?

Alright, so my friend said that he will be using Fel, whisper, a tanky rear admiral build, and a saber squadron pilot.

Should I be worried?

So I was thinking, maybe I should Tarn and the Rook, for Wedge and a bandit. How do you outfit wedge? Outmanuver seems to stack good on his ability, but how do you outmaneuver something when you don't have any positioning abilities and you also want to stick around biggs?

How do I deal with a swarm of 6 Black squadrons with Stealth device and Vader? I tallied up the stats, and that list has 23 hit points, protected by 27 evade dice, and throwing 14 attack dice each round is only one less than my 15 dice. He also has over two times the amount of evade dice to my twelve...

It just seems better than mine, am I mistaken? I will be using this list tonight, and I still have time for last minute adjustments against my two imperial foes.

I'm a fan of Opportunist + R2 Astromech + Engine Upgrade on Wedge (EU, technically optional). 4/5 Red dice while reducing one Agility from the Defender really hits hard. This combination really shines when Wedge flies with his good buddy Wes with VI to strip tokens, but then it starts getting expensive.

Outmaneuver is nice for a stack, but that pretty much requires Engine Upgrade to reposition in order to make the most of the ability. If you're strapped for points Predator and an R2 Astro are pretty solid, especially if you expect to be going up against generics.

Personally, I've found that the you don't really want less than five ships at 150 points, but you can run some pretty souped-up fighters at that value. Additionally, more support-oriented ships, like the HWK-290 and Etahn, really shine at 150 since there's often enough other threats to be focused that they can make a great use of their abilities. And heck for Rebels, you can build a 100 point list, and then throw Tarn+R7 and Biggs into it for an additional 50 points (provided neither are in the original 100 point list).

Somebody responded! I was beginning to think this was a loss! So, outfit wedge to DEAL as much damage as he can? Sweet.

When I bring Wedge, that's the idea, especially since he jumps up pretty high in the opponent's priority kill list. I want him to get a lot of damage down before he goes out, since I've rarely finished a game with him still on the table.

Also, your first list seems pretty decent, though I'd consider dropping R2-F2 off of Biggs to bump the Rookie to a Dagger (or Blue with FCS). That being said, if you can make sure you get your actions it can work with Garven passing a focus to Biggs, but I'd be worrying about the shots that are going to come before Garven has a chance to pass the focus. I missed the post about your opponent's list initially, and I think it's going to be an uphill battle against Fel and Whisper since they'll be able to adjust their positioning post-maneuver. That said, the Phantom changes should help, but you're going to need to spread your arcs to cover their possible positions, and that'll make Biggs less effective, if he's still on the table.

The second list of Vader and Stealth BSP squad is heavily dependent on dice, and at the very least is vulnerable to an Assault Missile from Lt. Blount, or Blount's normal attacks to strip the Stealth Devices. Aside from him, packing multiple HLCs could beat it by throwing enough dice to get hits through. Best of luck in your matches!

You seem to have a big problem with agile targets: Soontir and Whisper.

Also your builds effectiveness goes up DRAMATICALLY AND DRASTICALLY (enough emphasis?) based on how big the field is. At 3x3, you can almost simply deploy in a big ole british colonnial line and always win. Mobile ships will be in a disadvantage as there is much less room to go and wayyyyyy more firing arcs.

If you play on 4x4 or something larger, you will find that your games are more balanced and normal. And you may have a mobile ship weakness again.

Vs swarm, you may be a little worried, but most lists should be. I wouldnt worry about it and instead use the opportunity to learn to play against swarm. Chanves are unless your opponent is experienced with swarm, they will not fly it to its true mastered efficacy and cost efficiency, which is what a swarms cost efficiency actually is: based highly on skill to make use of the statline efficiency.

Alright, well, my car got towed, and the Impound itself was 245 bucks... sh*tty way to have a night end.

Anyways, played two games, because the first game was REALLY short.

(42x48 table, with 4 asteroids and 4 derbies tokens set in a diagonal line for the most part from one end to the other)

I deployed in a Corner, he spaced out all his ships, I turned into the phantom so it couldn't outflank me.

Phantom skedaddles to his friends, and the surprisingly fast Decimator is bearing down on me, with the interceptors in pursuit. In one round of shooting, biggs dies (he has the R4 damage inhibitor instead, rook has r3a2), and I knock off 15 health from the Decimator. Isard hadn't been triggered yet. But, now the deci is in my face, and he has the inti'es ready to flank. I break off, hopefully in an unpridictable move. Deci- doesn't care, it has a turret. Interceptors and Phantoms both reposition. I have stress from debri fields and using r3a2, only one survivor can K-turn, the other 2 cant. The phantom shoots Tarn, tarn is stressed but is awarded a target lock, not a target lock action, so after the phantom rolls 2 crits and 3 hits naturally, I make him re-roll everything. Rolls 3 crits and 2 hits. Tarn dies.

At that point I concede and we start again. This time I deploy in the middle, and putt forward for two turns, baiting them to race to me. The 2 interceptors arrive first, before the phantom and the decimator, he handnt expected another 1 forward. Gaven is shot, Gaven shoots, nobody else can (he did a bank to the side cause he was outermost on the formation, when Ethan should of been)

Next turn, Ethan and Gaven shoot to kill, play to thrill, Avenger dies horribly. Fel pulls a bad maneuver almost into an asteroid. Biggs doesnt die, but Tarn takes damage from pahntom. Decimator looses half it's health to 3 X-wings. Then basicly all but one of my guys pulls a K-turn. Due to various banks last round, I now have firing lanes everywhere. Decimator manages not to bump anything, and his 5 dice range one attack deals 3 stress and 2 crits to Biggs. Sorry R4D6, but your dead. Dual direct hits overkills him. Ethan and Gaven just absolutly LAY into the deci, causing 8 damage before crits, and kill it. The two survivng X-wings shoot at fell for nothing.

Everyone either does a green or another K-turn. Still have a web of fire arcs. Fell dies to concentrated fire, X-wings win the day with their jousting while the opponents try to boost and barrel roll. Too many fire arcs, and the inability to stay on one target after target K turns means almost all the X-wings are damaged, but only Biggs is lost.

Had a lot of fun, now time to dispute bull parking ticket, cause I was like a foot away from that driveway. There was plenty of space. :/