Porkins' Revenge - XXXX

By surfimp, in X-Wing Squad Lists

What about something like this?

Jek Porkins (26)
Elusiveness (2)
R5-P9 (3)
Integrated Astromech (0)
Red Squadron Pilot (23)
R2-D6 (1)
Draw Their Fire (1)
Integrated Astromech (0)
Rookie Pilot (21)
R2 Astromech (1)
Integrated Astromech (0)
Rookie Pilot (21)
R2 Astromech (1)
Integrated Astromech (0)
Total: 100
DTF is a tough sell for me as R5P9 can't clear face up cards and that's what DTF draws, plus elusiveness pairs better with Porkins. This still gets you some additional durability from DTF.
Or you can put expert handling on Porkins to get him a barrel roll.
Edited by Wretch

DTF is a tough sell for me as R5P9 can't clear face up cards and that's what DTF draws, plus elusiveness pairs better with Porkins. This still gets you some additional durability from DTF.

Actually, by flying in formation such that everyone stays at range 1 from everyone else, you accomplish the following:

1) Biggs must be targeted, meaning the vast majority of the time he soaks all the opponents' shooting in the first and sometimes second or more rounds.

2) DTF is used on Porkins to eat one or more of Biggs' crits, potentially saving him from being wiped out in the first round of shooting.

3) R5-P9 is used to regen one of the shields that Porkins sacrificed to protect Biggs.

4) Not spending Porkins' focus (so it can be used for shield regen) does cut down on his efficiency somewhat until Biggs dies, but for every round you keep Biggs alive, you've got 3-4 red dice you wouldn't have otherwise.

5) Until Biggs dies, you've got 12-16 red dice of shooting per round, which with average rolling is pretty brutal no matter what you point it at.

6) After Biggs dies, you can choose to keep the formation together or spread out to create a killbox.

7) Normally Porkins becomes the next priority target, which is great because by the time he dies, the combined weight of fire has usually left a fairly easy mop-up for the two typically full-strength Rookies.

Anyways, those have been my experiences with the list so far. Integrated Astromech is used throughout to significantly boost the durability of the whole squad, which is already boosted quite a bit by Biggs/DTF/R5-P9.

It's definitely been working quite well for me so far :)

Edited by surfimp

Update: my 11 year old son took this list to our FLGS's Winter Tourney today and took 1st place, going 3-0 against a field of the most experienced X-Wing players in our town. I'm stoked!!

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So how often is Porkin's ability used? Seems rather risky.

So how often is Porkin's ability used? Seems rather risky.

Never, his "ability" is ignored.

Porkins' actual value comes from being the lowest point cost T-65 pilot capable of taking an EPT. By giving him R5-P9 and Draw Their Fire, he can eat crits to his shields for Biggs, which he can then regenerate via R5-P9. The purpose, in the early game, is to keep Biggs alive longer. Keeping Biggs alive - and flying in tight formation - makes the whole squad survive longer.And ensures that whatever they shoot at will die, usually pretty quickly. 12-16 red dice are no joke. Integrated Astromech is just gravy on the top.

In the mid game (i.e. after Biggs is dead), R5-P9 helps Porkins stay alive longer, and situationally he can continue to use DTF to help save the Rookies (although normally the Rookies are ignored in favor of Porkins). Porkins usually becomes the target of the opponent's fire once Biggs dies. Once both Biggs and Porkins are dead (if the game lasts that long), you usually find yourself in mop-up mode with two full health T-65s... which are brutal in the late game.

I have no illusions about the absolute competitiveness of this list - it will never be seen at Worlds or anything like that. But it is a good and strong list that, IMHO, shows that Integrated Astromech can truly be the buff the T-65 was looking for.

Edited by surfimp