Updated XXBB

By ErnestO, in X-Wing Squad Lists

So an updated version of XXBB I thought, (or perhaps others have and I haven't seen it), would use the more powerful t-70's.

2x Blue squadron Novice

2x Blue squadron pilot

= 92 points.

With 8 points of upgrades to use, I used this version a few times.

2x Blue squadron Novice: Auto-thrusters

2x Blue squadron Pilot: FCS

Autos for enhanced defense and FCS for enhanced damage. I used it against RAC/Soonir and won losing a b-wing, autos really helped there. Also used it against Palp/Soontir/Vader, this was a really close game but in the end the aces managed to elude all the kill boxes, but the shuttle went down and the aces were't without their share of bruises.

I haven't used it since then and that was right about when the new core set came out, so this is just what I had for the XXBB updated version I think.

This list? I'd drop the AT for R2s and IA for your Blue Novices. They're going to end up tight with SOMETHING, and with much more options to clear stress from KTurns and TRolls they will be that much more unpredictable.

... that said, I'm going to try this out.

This list? I'd drop the AT for R2s and IA for your Blue Novices. They're going to end up tight with SOMETHING, and with much more options to clear stress from KTurns and TRolls they will be that much more unpredictable.

... that said, I'm going to try this out.

Yea theres quite a few ways you can outfit this list. Putting the R2 mech with integrated is a good idea, that leaves room for advanced sensors on the B's if you wanted.

Then of course you could just spend the 8 points to upgrade them all to PS4.

Yea theres quite a few ways you can outfit this list. Putting the R2 mech with integrated is a good idea, that leaves room for advanced sensors on the B's if you wanted.

This. I think that would be the best way to go, imho.

I have a similar list I'm playing around with. What do you guys think about targeting astromech on the t70s given the 3 choices for turning around? Are they just not worth their weight as opposed to r2 astro giving them better choices afterward?

I have a similar list I'm playing around with. What do you guys think about targeting astromech on the t70s given the 3 choices for turning around? Are they just not worth their weight as opposed to r2 astro giving them better choices afterward?

I think targeting astro is good. But I would want to take it with a torpedo, otherwise your not really capitalizing on that 'free' target lock. Flechette torps on rookie pilots w/ target astro + integrated astro = 25. Unfortunately, for blue squad novices, it takes them up to 28. That could work as a pair alongside two naked blue squad b-wings. There's a tradeoff there though: target astro + flechette gives you increased jousting power (by double stressing enemies with the torpedo after they k-turn), but doesn't necessarily help you against arc-dodgers unless you can catch them with 2 torps (or one after a ship uses push the limit or similar self stressing). R2 is a little more versatile and you can get advanced sensors on the b-wings which makes them more effective overall too.

I agree about flechettes being really strong with targeting astro. I remember from a previous thread and getting another stress on something that just k-turned will probably spell doom for it in the following joust. So I guess it works better with an all x-wing jousting list maybe like this...

T-70 X-Wing: Blue Squadron Novice (24)

Flechette Torpedoes (2)

Targeting Astromech (2)

Integrated Astromech (0)

T-70 X-Wing: Blue Squadron Novice (24)

Flechette Torpedoes (2)

Targeting Astromech (2)

Integrated Astromech (0)

X-Wing: Rookie Pilot (21)

R2 Astromech (1)

Integrated Astromech (0)

X-Wing: Rookie Pilot (21)

R2 Astromech (1)

Integrated Astromech (0)

Edit: wanted the targeting astros and torps on the blues to give them more turn around options for getting them off.

Edited by Skeether