I am excited about 4x T70s. Is anybody else?

By Biophysical, in X-Wing

T70s can chase and block fast ships so much better than B-wings can.

Even the T-65, which is why I'm excited about the idea of BBXXZ. A couple of your ships are great at gumming up the works in close range knife fights. A couple of them can still chase and tag speedier targets. And you still have a random blocking goon.

..

Just to explore this further, I wonder if X270 (2 T70s and 2 T65s, yeah, I'm trying to start a nomenclature here) is a nice middle-of-the-road option...

I like where you are coming from, make it so.

(I also like 2X270)

I'm excited for Biggs Walks the Hogs:

Biggs Darklighter (25)

R2 Astromech (1)

Integrated Astromech (0)

Rookie Pilot (21)

R2 Astromech (1)

Integrated Astromech (0)

Gold Squadron Pilot (18)

Twin Laser Turret (6)

Bomb Loadout (0)

Seismic Charges (2)

BTL-A4 Y-Wing (0)

Gold Squadron Pilot (18)

Twin Laser Turret (6)

Bomb Loadout (0)

Seismic Charges (2)

BTL-A4 Y-Wing (0)

Total: 100

View in Yet Another Squad Builder

Titles are optional of course.

I just don't think they will last given

the alternatives of bbbbz or 5 special-Ks

Which is why I am personally not excited about 4 t70s. I am excited for IA on vanilla Xs, the potential for targeting astro on red vets with crackshot, and Poet giving the t-70s profile the kick it needs to actually weather a mild storm

For how I think of things (your mileage may vary), 4 T70s is hands down better than BBBBZ. It's missing the blocker, which stinks, but the speed and the ability to respond to situations over the course of several turns is worlds ahead. You lose the blocker, but you gain more defense on your big guns and are massively more maneuverable (and I say this as a lover of Barrel Rolls). T70s can chase and block fast ships so much better than B-wings can. They can converge or split up in ways that B-wings can't even dream of.

The 5K comparison more interesting to think about. You've got 3 more hit points with T70s than Ks, but the extra ship and 3-dice attack is pretty meaningful. Special K's aren't as slow as Bs, but the T70s still have a pretty large maneuverability advantage over them. They can go both slower and faster, but are missing the 1-turn, which is pretty great.

I'll just add my personal experience of running 5 Kihraxz, and why I would favor 4 T-70 over it.

The Kihraxz is a very good ship, and running 5 of them can be deadly, but it is very vulnerable to crits. While you will miss the fifth 3 attack dice at first, the T-70 has much more survivability thanks to his 3(4) shield. In the long run, I would feel more secure running the 4 T-70 with R2 and IA.

I'm excited for Biggs Walks the Hogs:

Biggs Darklighter (25)

R2 Astromech (1)

Integrated Astromech (0)

Rookie Pilot (21)

R2 Astromech (1)

Integrated Astromech (0)

Gold Squadron Pilot (18)

Twin Laser Turret (6)

Bomb Loadout (0)

Seismic Charges (2)

BTL-A4 Y-Wing (0)

Gold Squadron Pilot (18)

Twin Laser Turret (6)

Bomb Loadout (0)

Seismic Charges (2)

BTL-A4 Y-Wing (0)

Total: 100

View in Yet Another Squad Builder

Titles are optional of course.

I would just drop the Seismic charges, give R3-A2 to the Rookie, R4-D6 to Biggs, R2 to both Y-Wing and drop the title on those. Other than that, that could be interesting indeed.

I feel like it lacks punch without the titles, but that's just personal opinion. If you were to drop the seismics, in favor of mechs, it would be better to put R3 on a Y for the double stress attack.

I feel like it lacks punch without the titles, but that's just personal opinion. If you were to drop the seismics, in favor of mechs, it would be better to put R3 on a Y for the double stress attack.

When going with the title on the Y-Wing, I will favor the Ion turret over the TLT.

TLT doesn't lack punch and as a turret, it will constantly be a threat to your opponents; while with the title, he'll just have to dodge your arc, something that is not that hard to do against a Y-Wing... unless he ionized you, which is why I favor the Ion turret with the title.

I also think that (unless going with a ion BTL Y-Wing) R3-A2 is better on the X than a Y. It also makes the X annoying and, once Biggs is down, will force your opponent into a choice; should he get rid of the Y-Wings with their constant pinging, or the X that always stress his target.

But as you said, it's just personal opinion.

I am.

4xBlue Novice w/R2 and IA, will be the first thing I try once the blisters come out. But then again, I miss the time when generics were more relevant.

It was fun flying something that felt more like a jumping off point for you to create your own "named" pilots, instead of flying with and against Sootir/Wedge/Vader/Etc. all the time.

why aren't the "named" pilots good jumping off points?

sure, they have names, but even the card art shows them as ships and not as pilots (unless you use the alt art, ofc) :P

I love y-wings, always have, but the hog configuration causes me a lot of concern. they are potent on the joust, but then what? If you start K-turning and such, you get stress, which is very hard to get rid of and still keep a target in your sights. if they get behind you, well, just ask gold group about that one.

Having flown y-wings more than any other ship, I don't see it working without EU or something else to keep it in the game. Am I off base?

I think this is even more true with a stress hog. You double stress them and you, and then you are done for the game. Y wings and Bwings just don't deal well with stress, unless you are a y-wing with a turret, in which case you care a lot less about stress.

Thoughts?

Y-wing jousting is predicated on ionization. Y-wings can barely move with their greens, but they can move faster than an ionized ship :P

same dealio with R3-a2, god of stress, and his chosen vessel only you're giving up the ability to K-turn in order to neuter something far more valuable and remove it from the game. You should be back in the fight after 3 hard turns, assuming you're not blocking yourself ala lambda shuttle (good trick, would recommend); just don't expect to ever take actions again.

I'm not sure 4 of them will be the best way to go. They can be "boosted" by other Rebel pilots and become really dangerous. Something that hands out focus, TLs, or actions would really make a pair of then deadly.

Triple Reds is a fun one, too. Stock up on Push The Limit and R2 astromechs, and prepare for fun! :D

Triple Reds is a fun one, too. Stock up on Push The Limit and R2 astromechs, and prepare for fun! :D

Eh, still not much action economy on Red Vets. I mean I guess if you want to turtle you can Boost to range 3 and Focus, I like Predator more because it allows you to do a stressful red maneuver when you need to and you still get a dice modifier. PtL+R2 just seems like a waste of a point you could save by just taking Predator.