Wedge w/2 Red Vets (99pts)

By Astel, in X-Wing Squad Lists

Wedge - Opportunist, BB8, Shield Upgrade (39)

2 Red Squadron Veterans - Veteran Instincts, R2 astro, Autothrusters (30)(30)

Brass tacks, shield on Wedge, just to make Wedge one tough. Opportunist to get another shot when needed, the Red Vets to block and support Wedge. Seems good, or nah.

Integrated Astromech would do about the same for you as the shield upgrade, for four points less.

Opportunist is okay, but it's best used when you know your target has no tokens - pair it up with a way to reliably strip tokens (like Wes Janson) or to stress an opponent (like R2-A3 or flechette weapons) for maximum annoyance.

If you want the Red Veterans to block, Veteran Instincts seems a weird call - VI is a slightly odd choice on them anyway - going from PS4 to PS6 doesn't help much; you already beat out most generics, and don't get good enough to top out aces.

If you want a 1-point talent, Cool Hand or Adrenaline Rush are very good - coming out of a Talon Roll with a focus or evade token is nasty.

If you have enough copies of integrated astro, I would suggest something like this:

Wedge w/ push the limit, BB-8 and integrated astro = 34

2 red vets w/ predator, R2, integrated astro & flechette torps = 32 x 2

98

Push the limit + BB-8 means wedge is able to focus + TL every time he performs a green move: activate BB-8 when you reveal the dial, use push to get an action, perform your green move to clear the stress from push, then take your regular action.

Red Vets try to grab target locks after the furball gets underway, or when they are not being shot at. Try to TL something valuable. Then, when that ship performs a red move or otherwise stresses itself, hit it with a flechette torp. It is now doouble stressed and vulnerable with no ability to take actions next turn (unless it has 5 or more hull).

Initiative bid is so that you can give initiative away against other PS 9 opponents (so Wedge gets to move last against them)