XXA

By Shirako, in X-Wing Squad Lists

So with the new integrated astromech card I want to get my T-65s on the table again. I went back to the old standby of Wes, Wedge, Luke. First I tried swapping Luke out for Poe but the points just didn't work to take full advantage of his abilities. So I decided to take a look at running an A-Wing instead of a third X. In the past an A-Wing brought more durability to the table than an X-Wing by way of +1 agility and autothrusters. Now that X-Wings are effectively 3H/3S with the Integrated Astro. card they I'm not sure how the numbers work out. However in the mass TLT meta we are entering I think 2 agility will still be very fragile. Enter Jake Farrell. 3 Agi and AT give him great survivability against anything but quad TLTs. In the past the 3 X-Wings had to fly pretty close together for 1. Jousting Value and 2. Coordinating Wes and Wedge on the same target. Now with the introduction of Jake into the list we gain a very effective flanker that if ignored will happily slam his PRocket into the side of something important.

The List:

Wes: R3-A2, VI

Wedge: R2 Astro, Opportunist

Jake: AWTP, PTL, VI, Procket, AT

I am debating switching out Jake's PTL for Outmaneuver to increase his sustained damage, but having a F+TL for the Procket is very nice indeed.

So internet, thoughts?

Honestly, I far prefer Luke to Wedge.

Without having Biggs in the list, a Wedge who's fully kitted out for Offense will die too swiftly for the damage, integration or no.

Give him Expert Handling, and he'll deal more damage over the course of the game, while also dodging fire and completely stymieing the Advanced Targeting Computer, Fire Control Systems, and various other game-winning strategem.

Edited by DraconPyrothayan

I would keep PTL on Jake so you can maximize those nasty proton rockets.

How about something silly like partnering "Hobbie" Klivian with R2-D6 and Opportunist + Integrated Astromech with Wes Janson and Garven Dreis?

If Wes can remove tokens from the defender, and Garven can give Hobbie some extra focus tokens, you can get some decent damage.

Get in range 1 with Hobbie, and target lock. Roll 4 attack dice, receive a stress to roll 1 more. Spend your target lock to reroll any dice, removing the stress token using Hobbie's ability. Receive a stress token to roll a 6th die. Focus what you can.

Unless I'm missing something in the timing when you are allowed to add dice, Hobbie may potentially put out 6 damage a turn.

*edit I did miss something, page 5 of the errata document. You can only resolve abilities once per opportunity. Since "When attacking" is a single opportunity, you can only add 1 extra die.

Edited by Vulf