Been playing X-Wing only about a month now but have some pretty good opponents. Have recently had the importance of the HWK-290 as a support ship beaten into me, so figured turnabout was fair play.
My theorycraft:
- Roark gives PS 12 to Porkins, who uses Swarm Tactics to share PS 12 with Blount, who uses Swarm Tactics to share PS 12 with the Rookie = 11 red dice at Range 1 and 8 at Range 2/3, all firing at PS 12. Barring some really unlucky dice, that should pretty reliably kill or seriously wound something on the first pass.
- Control elements via Porkins' R3-A2 and Roark's Tactician and Ion Cannon for helping finish off what the fighters started.
- Rookie carries R2-D2 for some extra durability.
- All the ships are important to the list's synergy, but IMHO there's some decent redunancy regardless of which one dies first.
Jek Porkins (26)
Swarm Tactics (2)
R3-A2 (2)
Integrated Astromech (0)
Rookie Pilot (21)
R2-D2 (4)
Integrated Astromech (0)
Lieutenant Blount (17)
Swarm Tactics (2)
Roark Garnet (19)
Ion Cannon Turret (5)
Tactician (2)
Total: 100
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