XXX Trench Run updated

By No Pickles, in X-Wing Squad Lists

I love me some X-wings. How's this:

99 points

Luke Skywalker: PTL, R2-D2, Integrated Astromech

Wedge Antilles: PTL, BB-8, Integrated Astromech

Jek Porkins: Elusiveness, R3-A2, Integrated Astromech

Wedge is the real threat with his pre-move barrel roll / focus / target lock combo when attacking every turn.

Luke can also PTL for a focus / target lock every turn, spend his focus on attack if needed and still be fairly resilient with his built in ability, plus regen a shield when relieving stress on a green move.

Porkins has potential to be a huge threat if he can "hold it" long enough, between dishing out stress from R3-A2, and elusiveness to force attackers to reroll.

Maybe not Worlds level competetive, but it should be awesome fun.

https://geordanr.github.io/xwing/?f=Rebel%20Alliance&d=v3!s!83:16,-1,69:-1:20:;0:18,-1,148:-1:20:;5:18,-1,3:-1:20:

Biggs to tank for wedge, perhaps, instead of Porkins? That would also keep it true to the trench run.

Luke Likes Lonewolf

Luke Likes Lonewolf

If Luke goes with Lonewolf, he would probably be better off with R5-P9 over R2 as he won't be needing to choose green maneuvers to clear stress.

That would give me 3 points to spend. I could give someone Flechette or Plasma Torpedoes.

I think Porkins is the best candidate.

Edited by No Pickles

My updated Wedge/Luke/Biggs:

Wedge w/ predator, R2-D2, Integrated Astro + proton torps = 40

Luke w/ predator, R5-P9 + integrated astro = 34

Biggs w/ R4-D6 + integrated astro = 26

Wedge + Luke are built to dish out as much damage as possible before Biggs bites it. While neither wants to lose their astros, its still better than dying. R5-P9 is on Luke for the endgame---with R2-D2 and no engine upgrade, he's too predictable being limited to greens. Proton Torps could go on Luke (more thematic and he's pretty good at landing them). Or they could be traded out for engine on Luke (in which case, switching the astros might be better) and would allow Luke to perhaps block higher PS arc-dodgers for Wedge to line up shots.

My updated Wedge/Luke/Biggs:

Wedge w/ predator, R2-D2, Integrated Astro + proton torps = 40

Luke w/ predator, R5-P9 + integrated astro = 34

Biggs w/ R4-D6 + integrated astro = 26

I like the concept. I've never seen the appeal of R4-D6. It only helps if you are hit really hard. I like R2-F2 on Biggs because that helps a little bit in all circumstances.

I like the concept. I've never seen the appeal of R4-D6. It only helps if you are hit really hard. I like R2-F2 on Biggs because that helps a little bit in all circumstances.

But getting hit really hard can be really bad.

R2-F2 gives Biggs 3 green dice (4 at range 3, lets ignore obstacles for now), but costs his action, so he's rolling 3/4 greens unmodified against any attacks for the round. This is not bad if he's facing a good number of 2 attack dice shots, even modified, because odds are decent you will stop 1 or even 2 damage (what you're expecting to take from each shot). 3 Attack dice though is less good because chances are some damage is still squeaking through. 4 attack dice and its kind of meh, because 1 - 3 damage is very likely to get through (possible that Biggs could die from as little as two such attacks depending on rolls).

R4-D6 leaves Biggs at his native 2 green dice (3 at range 3), but doesn't cost him an action so he can focus. Against 2 attaack dice, it does nothing...he's hoping the focus token helps keep damage to a minimum. Against 3 or even 4 attack dice though, he's basically ignoring one lucky shot that rolls 3 hits because he takes stress to reduce it to 2, and 2 green with focus have a decent chance of dropping that to 1 or maybe even 0 damage. After that, he's got his basic 2 greens against the rest of the shots, but generally speaking, lists that feature 3 or 4 attack ships are fewer in number, so Biggs might not have to face more than 2 such shots, and he can't die from only 2 such shots...

R4-D6 is also cheaper so easier to build a list around.

TL;DR--R2-F2 is better against swarms of 2 attack ships, but R4-D6 is better against smaller ship count lists featuring 3/4 attack dice.

Edited by blade_mercurial

I like the concept. I've never seen the appeal of R4-D6. It only helps if you are hit really hard. I like R2-F2 on Biggs because that helps a little bit in all circumstances.

TL;DR--R2-F2 is better against swarms of 2 attack ships, but R4-D6 is better against smaller ship count lists featuring 3/4 attack dice.

Nice summary. I am usually flying against Tie swarms, so the impact of 4 dice attack's was pretty low. Thanks for explaining that.

he's basically ignoring one lucky shot that rolls 3 hits because he takes stress to reduce it to 2, and 2 green with focus have a decent chance of dropping that to 1 or maybe even 0 damage

R4-D6 works against uncancelled damage - i.e. after you compare red dice and green dice. It's still a nice cheap option, though - I agree that R2-F2 isn't great unless you can also get a focus token or evade token from somewhere (it works nicely if one of the two ships you're protecting is Garven Dreis).