XXX T-65 list with high (relatively speaking) mobility

By EastCoast, in X-Wing Squad Lists

The problems with the T-65 are well documented. Overcosted and stiff, some of the top pilots in the galaxy are stuck in a one trick pony. FFG has released the T-70 with the integrated astromech modification. Although that doesn't cure all that ails the noble X-Wing, it is a damned fine start.

I want to use this new toy, and after pondering XXXXZ and XXXX builds with various pilots mixed with rookies, I'm looking back at the 3X list. I'm going to take this list against bro-bots tomorrow, and I haven't been this excited to play a list in some time.

Wedge + BB-8 + PtL + IA: This one has been discussed quite a bit, and should provide Wedge with opportunities to either move in for a better shot, or potentially dodge arcs.

Luke + R7-T1 + PtL + IA: No R2-D2? Luke isn't looking to regen here, he's looking to boost and target lock any time he's in an arc at R1 or R2. Luke is the best defensive T-65 and though we aren't looking to be in arc, we'll play aggressively if we see an opportunity.

Porkins + R5-D8 + EH + IA: Porkins loves them rolls. Jelly rolls, dinner rolls, and now barrel rolls. His stress shedding ability plus R5-D8 for <ahem> mishaps should let Porkins run wild across the mat.

The total for this abomination against nature is 99 points, which I'm cool with since I'm hoping to win the initiative bid since I'm not running VI. None of those X-Wings are particularly appealing targets. Wedge will be first priority, but he's got some late round re position-ability + he should always have a focus. If you get Luke in arc, he'll potentially boost out, and if he can't he's still tough as nails. Porky would seem easier, but he can still shed target locks, roll and clear stress.

This is by no means a world championship list, but it looks competitive and more importantly, ridiculously fun. Or am I out of my mind and this is completely destined to fail?

I wouldn't rely all that much on PtL. Sure it's fun, but is it absolutely necessary?

If you put Predator on Wedge for instance you accomplish much of the same while not relying all that much on your greens for stress shedding. It also gives him assistance should he lose his actions.

Same with Luke, you make him so dependent on his actions that you're basically telegraphing his movements for the game trying to make the most of the target lock/boost/focus effort.

Sure it's fun, but is it absolutely necessary?

Necessary? Is it necessary to drink my own urine? No, but I do it anyway because it's sterile and I like the taste.

But sure, you could toss predator on Wedge and/or lone wolf on Luke. I don't think it fundamentally changes the list plays much, beyond keeping Luke a little more separated from the group.

Sure it's fun, but is it absolutely necessary?

Necessary? Is it necessary to drink my own urine? No, but I do it anyway because it's sterile and I like the taste.

But sure, you could toss predator on Wedge and/or lone wolf on Luke. I don't think it fundamentally changes the list plays much, beyond keeping Luke a little more separated from the group.

Don't forget with this list you're going to need to dodge, duck, dive, dip, and dodge.

It saddens me to see how under powered the T-65 is. Sure the Pilot Card Skills are amazing but, the amount of HP you get for the cost, is a lot lower than some of the other ships.

I made A LOT of suggestions on fixing this but, I never got the support of the community. They pulled the "canon and or extended universe" card on me when I suggested using T-65 Models as Title Cards. Go figure, they release the T-70 and K-Wing sometime after my suggestions. What a load of B.S.

Anyways.. I like the idea you are shooting for. I am unable to think of a better way of doing it. The only alternative I can think of may be suicidal but, assuming you roll right, you can murder something easily. It would make it so you don't have to rely on maneuverability.

If you remember the good old "Red Squadron" build.. It used Wes to strip a token, and Wedge to hammer them in with Opportunist. I think the old build can be changed. Here are my two ideas for that:

2x X-Wing: Wes Janson and Tarn Mison (or Red Squadron if you wish) with R2-D6 and Opportunist, 1x HWK 290 (Jan Ors) with Auto Blaster Turret, 1x A-Wing (Prototype Pilot) with Chardaan Refit

2x X-Wing: Wes Janson with Veteran instincts and Shield Upgrade, Wedge Antilles with Opportunist and Shield Upgrade, 1x HWK 290 (Jan Ors) with Auto Blaster Turret (2 points left to do as you wish with them)

If Jan Ors gives the attack dice to Tarn or Wedge, and they activate Opportunist, they will be rolling 6 Attack Dice at Range 1. That is a lot of damage going down range.. Especially if it's Wedge. Wedge reduces their Agility by 1 when he fires.

If you roll right, that is enough fire power to kill an IG-88 in a single turn! Eh it's just a theory craft. I am not sure if that will work in the Tournaments. Still its entertaining to say the least



Just a note on your second list

Integrated astromech makes your second list way better. With IA instead of the shield upgrade on your X-Wings you can grab a couple of cheap astromechs to make your ships better with essentially the same effect as the shield upgrade for only 1 or 2 points.

Wedge + Opportunist + BB-8 + IA = 35

Wes + VI + R3-A2 (stressbot) + IA = 32

Jan Ors + Wired + TLT + Nien Numb = 33 point

TLT is way better than autoblaster turret, wired allows stressed Jan to reroll focus, and Nien Numb gives the HWK a 3 and 4 straight green... BUT WAIT!!!! THERE'S MORE!!! Once the Ghost gets here, you can swap Nien Numb out for Hera Syndulla. Hera allows you to reveal and execute red maneuvers while stressed.

A lower PS list I've been kicking around for similar synergy is:

Garven + BB8 + IA

Dutch + R7-T1 + TLT

Hobbie + R2-D6 + EH + IA

Bandit

As long as those guys stick together at range 1 and 2 Garven can pass out the focus, Dutch can pass out the TL's (and clear Hobbie's stress) and the bandit is there to pick up any table scraps.

Interesting thought. It looks like I gave you some other ideas to look in to.

I like the 2nd list better. The issue I ran in to with the HWK 290 back in the day, was how slow moving it was. It was usually the first to die in any matches I went in to. If there was some way to keep it alive longer, that would be a big help. Because there isn't really a way to do that, it ended up being a $15 waste to me. That is just my opinion however.

I guess while I am here, I will see if I can remember exactly what I proposed for the Title Cards on the T-65. If these were made possible, it would increase the chances of them being used. Perhaps one of these days someone can take my ideas and make it happen.

T-65B Model: Lore wise this was the sturdiest X-Wing. Due to its heavy armor, and early design, it was still slower than the Tie Fighters. It was very easy to learn and fly. T-65B Title Card increases Hull Value, and Shield Value by 1. Decreases cost by 1. Your 4 Straight becomes a red maneuver (if 1 shield and 1 hull is too OP then leave it as 1 hull or shield only)

T-65D-A1 Model: This was an attempt to remove the Astromech from the X-Wing. T-65D-A1 Title Card removes the Astromech Slot. Grants 1 Focus when in range 1 of an enemy ship

T-65AC4 Model: This was perhaps the last T-65 Model. It was the superior model as it had increased engine power, increased Torpedo capacity, and armor. T-65AC4 Model Title Card decreases Torpedo or Missile Cost by 2. Grants the Boost Icon

T-65 Missile Conversion Card: There is reference in the books and in the internet that T-65's used Torpedoes as their standard mission load out. They could be equipped with Missiles, if a mechanic spent enough time to do so. T-65 Missile Conversion Modification changes the Torpedo slot to Missiles. If using the T-65AC4 Title Card, this card costs 0.

All of this is not canon or extended universe as the community claims. There was subtle references to the different models in the movies and books. Not only that, the T-70 ties back in to the older T-65 Models. It's only fair.

The T-70 according to what little I can find, was an older model. By the time it even came out, it was replaced by the T-85. The T-85 was a continuation based on the T-65B Model. They even said this in the info: "Commander Poe Dameron flew T-85 X-wings with the rest of Rapier Squadron while serving the New Republic" < Boom you canon and extended universe preachers can take that in the "Thermal Pipe"

Instead of EA on Porkins, what about Stay On Target? Same cost in points and stress, but instead of barrel rolling, you get to just change your maneuver. You could stick with R5-D8 for healing, or switch to Targeting Astromech to make Porkins a serious beatstick. The beatstick build at least draws some heat away from Wedge, or punishes the other squad if they stick to Wedge anyway. I think beatstick Porkins also likes Luke to have Lone Wolf (maybe with R2). That gives all 3 ships something to contribute if they're not being shot at. Wedge and Porkins just beat the tar out of stuff if they are left alone, and Luke becomes an end-game nightmare to kill. They should be able to handle swarms pretty well by getting PS kills and "dodging" with BB8 and Stay on Target, or tanking in the case of Luke. Wedge can do some bad things to other aces, but I'm not sure if he's enough to counter guys like Soontir Fel or Vader. Maybe more of an initiative bid would be needed. Just some thoughts.

I didn't put Stay on Target on Porkins because somewhere along the way I'd apparently convinced myself it cost 3 points.