And now for something a little bit different.... 2Z T-Y

By Buck, in X-Wing Squad Lists

First off let me state this, I'm brand new to X-wing but not to tactical miniatures games. I've been reading/listening/watching as much as I can, digesting every small detail in order to try and give myself a good starting point to playing X-Wing. I've played maybe 4-5 games, but nothing Earth shattering inasmuch as hard nosed X-Wing. So here is one list that I keep going back to when trying to plan something out that's not a direct copy/paste from what seems to be winning these days.

======= 2Z T-Y ======= 98 points ------

Gray Squadron Pilot (28) Y-Wing (20), BTL-A4 Y-Wing (0), R3-A2 (2), Twin Laser Turret (6)

Poe Dameron (38) T-70 X-Wing (31), R2-D2 (4), Veteran Instincts (1), Autothrusters (2)

Bandit Squadron Pilot (16) Z-95 Headhunter (12), Ion Pulse Missiles (3), Munitions Failsafe (1)

Bandit Squadron Pilot (16) Z-95 Headhunter (12), Ion Pulse Missiles (3), Munitions Failsafe (1)

As you can see, I've included the standard Stressbot TLT Y-Wing and the normal load-out for Poe, I figure why mess with a good thing. They both have proven their worth in the current meta, and to ignore them for this list would only hurt it IMHO. What I have added that's different than normal is Ion Z-Hunters to help cripple enemy ships as Poe and the TLT Y-wing swoop in for the kill (hopefully).

I know that its all just theory until it actually hits the table, but is there any suggestions to offer about this build? Am I just totally off my rocker in thinking that this may work with experienced play?

I like the idea.

The trouble is that getting target locks on higher Pilot Skill (your bandits have PS 2) will not be easy. Then, when you do have a target lock, certain ships will be capable of just staying out of your firing arc, and so they won't get to fire the missiles (not always, depends on what you are flying against).

Having said that, increasing the threat of the weakest ships in your list is not a terrible idea. They are still cheap enough that you don't care if one of them dies early (because it means your other, more powerful ships are not taking any heat).

What will really make it shine is if you are able to get firing arc on something with the stress hog. Once you manage to stress an enemy, it tends to be far easier for the bandits to get it in arc and establish that target lock. Then that target is in really big trouble (even hard to kill large-based turrets will be sweating).

One last thing: when guidance chimps become available, they are totally superior to Munitions Failsafe. No reason not to put those on your zeds. That will also free up two points. Might not be a bad idea to upgrade the bandits into Talas. Will make grabbing target locks against other generic fighters that much easier.

From what I gather the normal loadout for Poe is RF-P9, not RD-D2 due to the higher synergy with his ability (cheaper as well). Seems cool, though.

Both Z's have been upgraded to Tala Squadron Pilots, which I should have just done right off the bat, and I'm in the middle of my first test game with the list. So far the Y-wing is a beast, totally locking up a Kir Tie Interceptor and taking letting the Z's get some normal shots on it. I haven't used the IPM's yet but I think that when I do its going to be down right mean ;)

I'm really liking R2 on Poe for the shield regen, and it also lets me use my focus for damage output and not have to hold it for regen.