Wes Janson?

By Angerland, in X-Wing Squad Lists

Hey wing commanders!

I've been toying with a rogue squadron build. Very early stages still, looking at cards, pondering upgrades, etc... I know how good Wedge is of course but Wes' ability seems pretty effective too. Has any one used Wes in a list and done well with him? I know he is costly and I'm sure that limits his use quite a bit.

Also, what are your thoughts on a 100pt Rogue Squadron build? What would you be looking at pilot wise?

I would build Rogue Squadron like this:

Wes Janson (29)
Veteran Instincts (1)
R3-A2 (2)
Wedge Antilles (29)
Opportunist (4)
Luke Skywalker (28)
Draw Their Fire (1)
R2-D2 (4)
Total: 98
Wes shoots first, stressing and stripping a token from the target. Then Wedge shoots, triggering Opportunist to roll 4-5 dice attacks and lowering the target's defense. Finally, Luke flies cover, pulling crits and relying on R2D2 to keep him shielded.

I'd throw an R2 unit on Wedge just to help him clear the stress.

I'd throw an R2 unit on Wedge just to help him clear the stress.

Agreed. You can't trigger Opportunist if you're stressed, so you need more greens.

Wes is amazing...except that he pilots an X-wing

that fact single-handedly makes him too squishy to play in this age of fat asses and aggressors

which is too bad; he's an amazing ps 10 R3-A2 vehicle to shut down 2-ship builds if he didn't get 2-shot by naked dice

Instead, I just use Luke who is actually able to survive

Wes worked alright with biggs (V.I + r3-a2 + EU Wes, hull Biggs but imo r4-d6 would be more effective nowadays, 3 bandits)

Edited by ficklegreendice

Wes Janson — X-Wing 29 Veteran Instincts 1 Ship Total: 30 Biggs Darklighter — X-Wing 25 Ship Total: 25 Keyan Farlander — B-Wing 29 Opportunist 4 Sensor Jammer 4 Heavy Laser Cannon 7 Ship Total: 44

Has Gotten me quite a few wins. Wes works 2x duty with Sensor Jammer and Opportunist. setting up some super synergy. but the best part of Wes is he dos not need upgrades. he finds a way into almost all of my builds.

Rogue Squadron... hmm.

Tycho- PTL, VI, PR

Jake- VI, PR

Corran-VI, ATS

99 points, get inititive so you can boost into proton rocket range/arc with both Tycho and Jake for a decent alpha strike.

Rakaydos, thx for a list without Luke Skywalker! I know he is really good but don't really want him in a list just yet.

Guy on you tube has a Wes, wedge, hobbie build looks fun

Edited by Angerland

Had a randm thought today... Stay on target makes your maneuver red... but what if you have R2 Asromech to make the red maneuver green?

99 point Rogue Squadron

Wedge Antillies 29

-R2 astromech 1

-Stay on target 2

-Proton Torpedo 4

Wes Janson 29

-R2 astromech 1

-Stay on Target 2

Luke Skywalker 28

-R2 astromech 1

-Stay on Target 2

...arc dodging Xwings with focus!

Sadly it dos not work that way. the maneuver is till red. I would be nice though. see page 14 of the FAQ.

On ‎6‎/‎5‎/‎2015 at 2:43 PM, Sierra Romeo Charlie said:

Wes Janson (29)
Veteran Instincts (1)
R3-A2 (2)
Wedge Antilles (29)
Opportunist (4)
Luke Skywalker (28)
Draw Their Fire (1)
R2-D2 (4)
Total: 98
Wes shoots first, stressing and stripping a token from the target. Then Wedge shoots, triggering Opportunist to roll 4-5 dice attacks and lowering the target's defense. Finally, Luke flies cover, pulling crits and relying on R2D2 to keep him shielded.

Now with the Renegade Refit and Servomotors, this list is viable again. I play with the following changes:

Luke Skywalker — X-Wing

28
Cool Hand 1
Renegade Refit -2
R2-D2 4
Servomotor S-Foils 0
Shield Upgrade 4
Ship Total: 34
Wedge Antilles — X-Wing 29
Opportunist 4
Renegade Refit -2
Targeting Astromech 2
Servomotor S-Foils 0
Integrated Astromech 0
Ship Total: 32
Wes Janson — X-Wing 29
Veteran Instincts 1
Renegade Refit -2
R5-P9 3
Servomotor S-Foils 0
Shield Upgrade 4

Ship Total: 34

Total: 100 pts

The meta-game is the same as above with a few changes.

First, Wes isn't causing stress in this list, but it might be a good idea. The reason for this change is because the maneuverability of the Tallon turn (in attack mode) and boost (in closed mode) is too good not to give up just to give stress. Instead I focus on formation flying and try to destroy one enemy ship per combat phase. Wes fires, removes focus. Then Wedge fires with Opportunist, target lock, and focus if possible, giving 4-5 attack dice against a defender with -1 agility, then Luke can clean up. Cool Hand is useful since the Tallon turn is again so powerful and makes a huge difference, and having the ability to fire with focus immediately after a Tallon turn can mean the difference in a combat phase especially since Luke bats clean-up.

The shield upgrades and R2-D2/R5-P9 work together to allow Luke and Wes to essentially never be destroyed as they can make bank 2 moves as green while in closed mode, or get well out of arcs while making turns to set up the second joust. When 2nd Edition comes out, it seems FFG wants to make the game more focused on jousting again, as they've nerfed many of the overpowered weapons/upgrades. This list has the character FFG and LFL want out of the game generally, and it's extremely fun to fly with.

Things to look out for are: Wedge will die. It will just happen. I'm therefore a little careless with Wedge and endeavor to give him the best chance to fire as much as possible before being destroyed. If Wes or Luke take too much stress, they're in trouble, hence Cool Hand. A good modification to this list would be a way to reliably remove stress.

Luke's Elite Upgrade:

tumblr_nwzkfx2hKF1u2ragso4_500.gif

Personally, I might run Adrenaline Rush instead, but I guess there isn't too much of a difference. There's also kinda an anti-synergy between Targeting Astromech (can't even pull red moves to trigger TA if you use Opportunist) and Opportunist. Going with R2 Astromech would help you clear the stress, and frees up a point.

Another thought: I don't really like Shield Upgrade. I guess it helps the regen ships, but I might rather go with Integrated Astromech, and swap a Renegade Refit or two for a Torpedo. Wait. That doesn't work, since that'll lock you out of S-Foils. Bah. I greatly dislike that the X-Wing fix prevents X-Wings from doing the thing X-Wings are most famous for doing: firing torpedos.

I took Cool Hand on Luke for that reason. It worked pretty well when I remembered to use it but I ended up changing the list a little after playing with it a few times:

Luke Skywalker — X-Wing 28
Expertise 4
Renegade Refit -2
R2-D2 4
Servomotor S-Foils 0
Shield Upgrade 4
Ship Total: 37
Wedge Antilles — X-Wing 29
Opportunist 4
Renegade Refit -2
Flight-Assist Astromech 1
Servomotor S-Foils 0
Integrated Astromech 0
Ship Total: 31
Wes Janson — X-Wing 29
Veteran Instincts 1
Renegade Refit -2
R2 Astromech 1
Servomotor S-Foils 0
Shield Upgrade 4

Ship Total: 32

Total: 100

Yeah I agree the "fix" isn't the greatest. I imagine that in 2nd edition they will re-fix this and just make the ship cost less and make the S-foils default somehow. Honestly there isn't a good way to spend the point except on shield upgrade, which I agree isn't a great option. It does give your ships some staying power, but it really only makes sense for Luke. You were right about Opportunist + Targeting Astromech. Before the S-foils I had proton Torpedoes on Wedge, and I never took targeting off, which is silly. Flight-Assist makes a lot more sense, it allows Wedge to do some fancy flying. But now that you say it.. it makes a lot more sense for Wedge to have R2 Astromech + integrated, and Wes to have Flight-Assist. I think I will make that change and see how it goes. Thanks for that.

Wes with VI, FAA, the Refit, IA, and S-Foils is a wildly effective 28 point filler. His ability is useful enough to go in any squad, FAA helps him keep arc with ease, and he should be free to focus for defense. Of course, you would probably want some wingpeople who are dangerous enough that he doesn't get killed on turn one lol

Do rebel alpha strike with airen cracken, wes, and nym.

Wes,Fenn and 44pt ace is a hard to kill list as well. Poe,Norra etc can fit in there quite nicely.

Wes,Wedge,Fenn, Z with missile:

Wes with FAA and adapt.

Wedge with FAA and trickshot.

Fenn with Adapt and HSCP

Z95 with concussion missile

100pts.

Fenn can coordinate a lock to the z. While fenn and wes neuter the enemies attacks. After that use fenn to coordinate locks to Wedge in range 1 and 2 territory to put the hurt on.

When servomotors comes out, you will have 4 extra points. Remove HSCP from fenn for another 4pts and upgrade that bandit Z to airen cracken or else toss a proton torp onto wedge and wes. :)

  • Interesting choice swapping out Integrated Astromech rather than Servomotors for the shield upgrade.
    • Yes, I get that having a 3rd shield means you can recover a third shield, but it's only really different from integrated astromech if someone gets luke down to taking damage cards and then you get back up to beyond normal full shields .
  • One thing that helps make Luke a ridiculously tough target for his cost is Lone Wolf.
  • If Wes is PS10 and not packing opportunist, seriously consider giving him a (the) flight assist astromech.
    • Alternatively, give him a better astromech and stick with integrated astromech. R3-A2 is a great pairing for Wes' ability, letting him turn off Expertise, as well as peel tokens off people.
  • Whilst opportunist isn't a bad ability, expertise is over 90% as good, is usable in every situation opportunist is plus any situation where the target does have a green token and you're not stuck coping with a stress token the following turn.
    • Opportunist is generally better with secondary weapons (because unlike, say Expose, it works with a cannon, missile or torpedo) or where you've already got multiple dice modifiers for some other reason.