Please, tear it apart before an opponent does.

By Mrk1984, in X-Wing Squad Lists

I'm trying to come up with something different for my store championship from what I see all over. I really want to use an X-Wing or two.

How horrible will this playout?

T-70 X-Wing: · "Red Ace" (29)

· R2-D2 (4)

Autothrusters (2)

Comm Relay (3)

HWK-290: Rebel Operative (16)

Twin Laser Turret (6)

· Jan Ors (2)

X-Wing: · Tarn Mison (23)

R7 Astromech (2)

Integrated Astromech (0)

Z-95 Headhunter: Tala Squadron Pilot (13)

I envision giving Red Ace an evade after the first move to keep for the first attack. With R2D2 and R7 Tarn, the Xs should keep me alive long enough to do some damage.

There can be some major problems with an ace list. And the Hwk can go down quickly if focused on.

Thoughts? Adjustments? Should I try again?

Thanks.

I am currently running Poe/Jake/W-Wing with R3.

I say Y-Wing with R3 instead of Stresshog because I don't run BTL-A4 Title.

I would probably fly in formation and keep a meandering line through the asteroids until we came to within engagement range, and then I'd dive straight for the HWK, focus it down and kill it as quickly as possible, using the stresshog to make sure it stayed stressed and avoid Jan's ability. After that, if possible, turn everyone towards the Z, then turn everyone I can against Tarn, and then everyone I can against Red Ace.

If I'm looking at your squad from across the table, I'm looking at two tanky units with low maneuverability and two somewhat flimsy units with low maneuverability. I'm not even going to try to draw you into the asteroids, though it'd be great if you did, but I'm gunning full speed towards the HWK. You have a lot of firepower, but Poe and Jake are moving last and firing first, so I'd be leveraging my ability to arc-dodge with Jake and regen with Poe when you do get a few hits on him. The X-Wings aren't worth taking pot shots (unless only thing in arc), so I'd have to commit once I started in on them.

Yeah, I would definitely have a problem with high skill and super mobile ships. I wouldn't be surprised of the Hwk was destroyed in the first pass against an aces list. I would be totally screwed if I for some reason didn't have a shot with all my ships first pass. Incom needs to up the maneuverability on the next X-Wing.

Thanks for the input.

I should say, that's what I would be attempting to do. You have a lot of firepower there, 8 red dice and a TLT, it's just all going to boil down to how well you can anticipate where your opponent will go. Perhaps it wouldn't be a bad idea to feint as though you're heading into the asteroid field in order to draw your opponent in as well, then duck out and wait for him to emerge where you know he will.

I'm not sure if Jan Ors is going to bring you what you hope, not enough to be worth the investment.

You might put a Tactician in her place. Or, depending when Wave VIII drops, Hera Syndulla to mitigate the dial.

Just a thought: Biggs (R4-D8 w/ int. astro) instead of Tarn and drop the Tala to a Bandit. Biggs can keep the heat off the Hwk for a round or two and let the Bandit do some blocking for you. With a mid-range PS T-70 though, you'll definitely need to focus down aces first. Maybe sub in Poe or Ello? Even Wes (R3-A2 + Wired) could help lock down opposing aces.

Edited by jblum23

Would it be worth it to drop the Z-95 and Tarn to build a 38 point ace?

I thought about Biggs to protect the Hwk, but then I'm just trading one ship for another, and I don't expect the Hwk to last past 3 rounds of fire anyway.

Edited by Mrk1984

Well, honestly, I think the list is fine.

The key will be keeping the Hawk far back. Jan Ors works out to R3, so there's no reason your Hawk needs to be firing at the enemy on the first turn (of shooting). You have two very unattractive x-wings that your opponent does not really want to shoot. If the hawk is far enough back, he won't be able to shoot that. So that leaves the z-95. Use Jan Ors on it so it has an evade token on the first turn of shooting. Or, if you find your opponents tend to go after Tarn despite his ability, give him the evade token to start and accept the possible loss of the z-95. If your z-95 survives though, you can use it as a blocker and then deliver a pretty potent 2nd turn of shooting, because your x-wings will have close range shots, your Hawk will have moved into position and one of your opponents will have no actions thanks to the z-95 (the ship you want to blow up).

Seems like a simple strategy that should work against anyone foolish enough to joust you. Against non-jousting lists, you might run into trouble unless you are good at predicting their moves and blocking or and/or getting focus fire...

Edited by blade_mercurial

I really like including Xwings in lists, I prefer the T65. Honestly it is the most adaptable ship the rebels have access to with ten different pilots to choose from, no other rebel ship has more than 6. You can fit them everywhere.

The Tarn setup is really interesting and it tanks some damage, especially against opponents relying on TL or Predator to reroll their dice rather than focus. It does only work once per round so you have to time it well but it is fun and will annoy enemies. I would consider swapping the hawk for a second z95 and using the free points to upgrade your T70 to Ello or Poe. But that's based on experience. I have trouble getting the hawk to keep up with Xwings during the planning phase and the support abilities aren't all that helpful unless youre using the upgrade to pilot skill.