Wedge Ors Build

By USCGrad90, in X-Wing Squad Lists

I've mostly been an Imperial player in Xwing, but I'm exploring different Rebel builds to see how they fly and mix it up a bit

I'd like some feedback on this before I run in with my local group:

XWing Wedge(29)+ Swarm Tactics(2)+R2 Astromech(1)+ Ion Torpedo (5)

Bwing Blue Squadron (22) + Fire Control System(2)

HWK290 Jan Ors (25) + Ion Cannon Turret(5) + Stealth Device(3) + Recon Specialist(3) + Moldy Crow(3)

My strategy is to use Wedge and Ors abilities to get off a Range 3 shot with the Ion Torpedo, hopefully when ships are grouped close together for a 5 dice attack.

If Large ships are carrying an Ion Token - it will make them wary of getting too close to Ors.

Try to run the Bwing close to Wedge early and then split it off to allow it to be chased while Wedge gets positioned outside of the defenders arcs.

Run Ors behind at range 2 or 3 and try to get some Ion Turret blasts to follow up on the Torpedo and set up defenders for Wedge and the Bwing.

Use Ors to selectively add an attack die to Wedge or the Bwing, depending on where they are.

Keep Ors Carrying Focus tokens to help on attack and defense and the Stealth Device to try to make her harder to hit.

I know it is a lot of points to place on a HWK, but trying to make her ability useful and keep her alive.

Any Thoughts?

Fragile list but would hit hard. i think Jan would last a round or two of combat and thats it. i think it would be a lot of fun to play but not sure how competitive it would be

I like the synergy you're going for - +1 attack from Ors and -1 Agility from Wedge are pretty nasty together. Swarm tactics for 9 - 9 - 8 PS will help you fly and coordinate attacks better. I feel like you're really going to have to fly really well to maximize the 10 points you are spending on control (Ion Torp and Ion Cannon) though. I don't doubt that you'll get the ion torp to hit but after that I'm worried that you won't be able to take enough advantage of your enemy's reduced mobility. Also like you said - you're putting a major bullseye on on that HWK by loading her up to 39 points - and even with the Stealth Device and plenty of tokens she'll get taken out pretty quick. Stealth Device on a 2 agility ship usually doesn't give a decent return on investment imo. When she uses Jan's ability she has needs to take a green to clear stress which with that awful dial is really going to hamper her movement and make her a sitting duck for the enemy to pick off.

This is why I have trouble building rebel ace lists - they have so many cool synergies but if you focus too much on building up ships to complement each other you end up with a fleet that just doesn't seem to have enough hitpoints and/or damage.