Juking A-Wings

By Admiral Deathrain, in X-Wing Squad Lists

https://geordanr.github.io/xwing/?f=Rebel%20Alliance&d=v3!s!31:18,72:7:15:U.152;31:18,72:7:15:U.152;31:18,72:7:15:U.152;6:135,-1,-1,69:21:-1:

Juke just recently caught my interest, so I thought about places to put it. My favourite so far would be A-Wings, since you can combine them with a Stresshog to kill your opponents action economy, which makes your Juke a lot more reliable.

There are however other options for stripping focus, for example Wes:

https://geordanr.github.io/xwing/?f=Rebel%20Alliance&d=v3!s!82:18,-1,148:-1:20:;31:18,72:7:-1:U.152;31:18,72:7:-1:U.152;31:18,72:7:-1:U.152

It might be the weaker list, but it looks like a lot of fun.

Your first list has a lot of potential. The stresshog at PS4 helps against other PS2 turrets and 3 jukes in a list are where its at as long as you can get them all shooting the same target (whether or not the stresshog has a shot, is dead or whatever). I like it. Especially since the one downside of the stresshog is keeping a high PS arc-dodger in arc (in the hands of a good player). Using an a-wing as blocker makes it happen a little more reliably.

For the second list, Wes probably won't last long. Integrated astro is a must for his durability. Definitely not as strong as you say, because losing autothrusters to get Wes in there hurts the longevity of the a-wings too, making it harder to win on points when your stuff is dying faster

The only problem I see with the first list is that there is no ace, no high PS threat of my own. That might be fine, but it certainly is not what the meta is today.

In theory juke will work better on higher pilot skill ships. If you are getting shot at before you shoot, you'll likely have to use the evade token on defense. Then you won't have it when you go to attack to activate juke.

In theory juke will work better on higher pilot skill ships. If you are getting shot at before you shoot, you'll likely have to use the evade token on defense. Then you won't have it when you go to attack to activate juke.

Typically that only applies to one of your ships since the opponent will try to focus fire. That is why you need multiple Jukes in your list. One ship might lose it, but not the others (and your opponent may think twice about spending their focus offensively because of the threat of all those jukes, so you may not even need to spend your evade defensively depending on the dice results).

The only problem I see with the first list is that there is no ace, no high PS threat of my own. That might be fine, but it certainly is not what the meta is today.

Yep. Your list lives and dies by your ability to get blocks on the high PS aces. Once actionless, combined fire from your ships can get the kill unless your red dice abandon you (grabbing target locks on that same ace at the earliest opportunity helps make sure you get the kill though). Not an easy feat though (although having 3 potential blockers helps). If we assume equal player skill, you might have an uphill battle, but if you are really good with predicting opponent moves, you can pull it off...

Edited by blade_mercurial

2X juke awings

blue novice+R2+AT ( i like AT over IA on T70)

gold+R2+TLT

OR switch out R2+AT for R2D2+IA and drop R2 on gold