Rogue Squadron

By HistoryGuy, in X-Wing Squad Lists

This is just a "for fun" list I'm gonna try. It will probably get destroyed but I'm gonna try it anyway.

Wedge Antilles (35)

Marksmanship

R5-D8

Luke Skywalker (35)

Marksmanship

R2-D2

Tycho Celchu (29)

Push the Limit

What do you think?

I'll post a battle report after I try it.

Edited by HistoryGuy

I think it'll be even more fun without marksmanship. Personally I've never rated that card since it relies on not using other actions.

I like Outmaneuver on Wedge and Predator on Luke. But if Marksmanship works for you, go with it.

Can I ask for the reasoning behind R5-D8 on Wedge?

Edited by McQuirk

Because it was either him or R2-F2. R2-F2 gives me an extra agility die, but R5-D8 heals hull as long as its not a critical. Plus I've never used it, so I wanted to try it for later builds.

Why not push on wedge with either heal or agility droid. That way he can activate droid and focus each round, and if you don't need droid just target lock focus.

I like it! I'm thinking about nabbing another T-70 soon and running a squad similar to that. Two X-wings and an A-Wing, flying about and causing all sorts of trouble.

Why not push on wedge with either heal or agility droid. That way he can activate droid and focus each round, and if you don't need droid just target lock focus.

Hadn't thought about that. That's a good idea.

I think just for the sake of experience, I'll run the list as it stands, and tweak it as needed. I'm gonna try it tomorrow.

The list did well in the early game, but my dice went cold about half way through. I had a few four dice rolls that landed all blanks. My second game, the same thing happened. I added Autothusters to Tycho; put outmaneuver on Wedge and changed to BB-8; and Luke was changed from R2-D2 to R2-F2 and kept marksmanship. I fought a YT-1300 and 2400. I shredded the 1300 quickly, but then my dice went cold. Even rerolling with target locks didn't help.

So good early on, but doesn't seem to work late game. I'll run it a couple more times to establish a pattern.

The list did well in the early game, but my dice went cold about half way through. I had a few four dice rolls that landed all blanks. My second game, the same thing happened. I added Autothusters to Tycho; put outmaneuver on Wedge and changed to BB-8; and Luke was changed from R2-D2 to R2-F2 and kept marksmanship. I fought a YT-1300 and 2400. I shredded the 1300 quickly, but then my dice went cold. Even rerolling with target locks didn't help.

So good early on, but doesn't seem to work late game. I'll run it a couple more times to establish a pattern.

Your X-wings need Integrated Astromechs. I also suggest you trade the A-wing for Biggs and hand out some predator upgrades to wedge and Luke.

I don't have those upgrades and I only have two x-wings.

I can see a few problems:

  • R5-D8 and Marksmanship both require your action - without the means to get an extra action, Wedge will struggle to use both. As noted, Push The Limit or Experimental Interface makes this sort of card much more useful. R2-F2 and Marksmanship suffers from the same problem, I suspect.
  • R5-D8 is so-so as a droid anyway - you need to spend an action to fix a damage card, but if you've taken at least one damage card, you've lost your shields and can have a maximum of 2 hits left - you can't get much mileage out of it. Great card for Porkins (who may take damage prior to losing shields) or a Y-wing (with lots of hull) but so-so for a 'normal' X-wing.
  • Marksmanship itself isn't a great card. It essentially does the same thing as a focus token - except you can't spend it defensively if you roll no [focus] results on your attack, and you're spending points on it. It's a great card for people who get multiple attacks per turn.
  • Marksmanship is better on Luke, who gets his ability to provide some defensive boost, but it's still questionable if it wouldn't be better just to take the normal focus token. Is a slightly-improved chance of a critical worth that much?
  • Tycho is great, and push the limit pairs with him naturally - ignoring one half of the downsides of stress is amazing. There are several cards which have come out since which REALLY make A-wings nasty, but you may not have access to them.
  • If you have access to Rebel Aces, A-wing Test Pilot gives him a second elite pilot talent. Daredevil makes him terrifyingly manoeuvrable, or Wired gives him unlimited rerolls on [focus] results.
  • If you have access to a Starviper, Autothrusters are amazing for already agile ships and make them nigh untouchable at range 3
  • If you have access to Rebel Aces, either take Proton Rockets, or Chaardan Refit.