Rogue Squadron...used in my first tournament today.

By cra317, in X-Wing Squad Lists

As the title says I played in my first tournament today using a Rogue Squadron list consisting of

Wedge Antilles-29

Swarm tactics-2

R2-D2-4

Wes Janson-29

Veteran instinct-1

R5-P9-3

Hobbie Klivian-25

R2-D6-1

Opportunist -4

Flechette Torpedos-2

Total-100 pts.

I did better than expected going 2-2 and I would like to continue using this list. I was wondering if anyone had any possible tweak ideas or thoughts. Please and thank you!

I like outmaneuver on Wedge just to double down on his ability. So then if you can shoot at someone outside their firing arc, they are now rolling TWO less defense dice.

Borrow 3 copies of "integrated astromech" from your friends to go to tournaments. Free extra health. In friendly games just proxy it.

I like the opportunist on Hobbie.

I'm surprised only by R5 on Wes. Most of the time I'd end up spending that focus. Not sure what you'd put there instead. You could drop R5 down to a generic R2 and give wedge opportunist as well. Hobbie's PS isn't that bad - swarm tactics aren't a "must-have". Wedge wants to make greens anyways because of R2-D2, and then Wes would be less predictable on turns after he Kturns.

I did forget to list integrated Astromech on hobbie. I only have 1 and I had it on him.

Opportunist on Wedge?

While that would be devastating against many squadrons, do you not think that's an expensive sidecar when up against the great deal of single green die ships? Yes, they could be shot at from Range 3, or from across a rock, but TLT Y-Wings, Decimator, K-Wings, YT-1300, Lambda, would this be wasting points? (Even moreso than VI on Poe or Vader when you're up against a swarm?)

Yeah, definitely integrated astro on all 3 (either trade with friends or borrow or proxy or whatever hair-brained scheme you can think of to get 'em).

I would suggest changing Wes' droid to R3-A2. He's not really going to use R5-P9 very often (if at all) and dealing that 1 stress to enemies (plus Hobbie's torpedo for double stress) could be helpful.

Another idea, although not sure its better, but you could use Porkins instead of Hobbie:

Wes w/ VI, R3-A2 & IA = 32

Wedge w/ Opportunist, R2 unit & IA = 34

Porkins w/ Opportunist, R2-D2 & IA = 34

100

I'll give the R3 unit a shot. Probably won't switch to porkins mainly because hobbie is one of my favorite characters(gotta play what I like right?)

I really like the T-65 X-wing as a platform and use it almost exclusively in tournament settings. I prefer Wedge, Luke, and Biggs myself but your list looks like it has a lot of fun options. Particularly being able to trigger the opportunist but letting Wedge and Wes shoot first. I'm curious how the torpedoes work out for you. I've been trying protons out and in the last three games Ive played they've just been dead weight. I never even got to fire them. I'm tempted just to upgrade someone's IA to a shield.

Opportunist on Wedge?

While that would be devastating against many squadrons, do you not think that's an expensive sidecar when up against the great deal of single green die ships? Yes, they could be shot at from Range 3, or from across a rock, but TLT Y-Wings, Decimator, K-Wings, YT-1300, Lambda, would this be wasting points? (Even moreso than VI on Poe or Vader when you're up against a swarm?)

You're thinking of outmaneuver, perhaps? Opportunist lets you throw an extra red die at the cost of a stress, but only if the target has no focus or evade tokens. In a list with Wes Janson to shoot tokens off, it triggers fairly often.

A friend of mine and I got together and looked at the lack of T-65 love these days and worked out a list that has been doing well in our local meta.

Wedge - opportunist, r2 astro, integrated astro

Wes - veteran instincts, r2 astro, intergrated astro

Luke - opportunist, r2 astro, intergrated astro.

Its a fun list to watch be flown and burns down 2 ship builds quickly. The only person to beat it locally has been me with imperials. But its great to see a t-65 list doing well locally.

A friend of mine and I got together and looked at the lack of T-65 love these days and worked out a list that has been doing well in our local meta.

Wedge - opportunist, r2 astro, integrated astro

Wes - veteran instincts, r2 astro, intergrated astro

Luke - opportunist, r2 astro, intergrated astro.

Its a fun list to watch be flown and burns down 2 ship builds quickly. The only person to beat it locally has been me with imperials. But its great to see a t-65 list doing well locally.

•Wedge Antilles (31)

Integrated Astromech (0)

Veteran Instincts (1)

R2 Astromech (1)

•Luke Skywalker (37)

Shield Upgrade (4)

Veteran Instincts (1)

•R2-D2 (4)

•Wes Janson (32)

Integrated Astromech (0)

•R2-F2 (3)

Total: 100/100

Edited by HistoryGuy

I would at least want to see one with R2-D2. And maybe Luke with R2-F2 if not R2-D2.

•Wedge Antilles (31)

Integrated Astromech (0)

Veteran Instincts (1)

R2 Astromech (1)

•Luke Skywalker (37)

Shield Upgrade (4)

Veteran Instincts (1)

•R2-D2 (4)

•Wes Janson (32)

Integrated Astromech (0)

•R2-F2 (3)

Total: 100/100

By going VI you lose firepower, however, and in a 3 ship list you need to maximize your firepower, especially since its all high PS already. Besides, you've put VI on the wrong ship: wedge does NOT want to shoot before Wes-----Wes guarantees token removal of the target, so Wedge then fires at an enemy with less defenses and pushes more damage through...

I would at least want to see one with R2-D2. And maybe Luke with R2-F2 if not R2-D2.

•Wedge Antilles (31)

Integrated Astromech (0)

Veteran Instincts (1)

R2 Astromech (1)

•Luke Skywalker (37)

Shield Upgrade (4)

Veteran Instincts (1)

•R2-D2 (4)

•Wes Janson (32)

Integrated Astromech (0)

•R2-F2 (3)

Total: 100/100

By going VI you lose firepower, however, and in a 3 ship list you need to maximize your firepower, especially since its all high PS already. Besides, you've put VI on the wrong ship: wedge does NOT want to shoot before Wes-----Wes guarantees token removal of the target, so Wedge then fires at an enemy with less defenses and pushes more damage through...

I think you have it wrong here. With the VI he has the decided advantage of shooting before Whisper and probably Soontir, both slippery pilots to kill and fairly common in a lot of metas lately. I agree that you want Wes to shoot first so he doesn't waste his ability. Give him VI, unless you are just bringing him along for the high PS in which case you could save a few points by taking Porkins with the hull repair bot instead.

Edited by Beltayn

By going VI you lose firepower, however, and in a 3 ship list you need to maximize your firepower, especially since its all high PS already. Besides, you've put VI on the wrong ship: wedge does NOT want to shoot before Wes-----Wes guarantees token removal of the target, so Wedge then fires at an enemy with less defenses and pushes more damage through...

I think you have it wrong here. With the VI he has the decided advantage of shooting before Whisper and probably Soontir, both slippery pilots to kill and fairly common in a lot of metas lately. I agree that you want Wes to shoot first so he doesn't waste his ability. Give him VI, unless you are just bringing him along for the high PS in which case you could save a few points by taking Porkins with the hull repair bot instead.

No I don't have it wrong. I mean sure, you CAN put VI on wedge, but with no ability to boost or barrel roll, its not going to matter against Whisper or Soontir. Either they guess where you move (whether you've revealled your dial or not) or they don't. If they guessed right, they arc dodge before you reveal your dial and the PS 11 is worthless. If they don't arc-dodge, then again your PS is not as big a deal as it might seem: at PS 11, Wedge gets the first shot and while his ability means -1 agility, they still have a defensive token or two and with VI, you likely have a focus or TL but probably not both, so maybe you deal damage maybe not. At PS 9, if they arc-dodged, its moot. If they didn't, you now get the benefit of Wes's ability on top of Wedge's, making it much more likely that his shot deals damage. Plus, if you don't take VI, you can put predator or crack shot on him making his damage potential even better....

Edited by blade_mercurial

I like having Targetting Astromech on Hobbie as you can get lose the stress from the K-turn due to Hobbie's pilot ability. Makes him extremely cheap and super versatile.

By going VI you lose firepower, however, and in a 3 ship list you need to maximize your firepower, especially since its all high PS already. Besides, you've put VI on the wrong ship: wedge does NOT want to shoot before Wes-----Wes guarantees token removal of the target, so Wedge then fires at an enemy with less defenses and pushes more damage through...

I think you have it wrong here. With the VI he has the decided advantage of shooting before Whisper and probably Soontir, both slippery pilots to kill and fairly common in a lot of metas lately. I agree that you want Wes to shoot first so he doesn't waste his ability. Give him VI, unless you are just bringing him along for the high PS in which case you could save a few points by taking Porkins with the hull repair bot instead.

No I don't have it wrong. I mean sure, you CAN put VI on wedge, but with no ability to boost or barrel roll, its not going to matter against Whisper or Soontir. Either they guess where you move (whether you've revealled your dial or not) or they don't. If they guessed right, they arc dodge before you reveal your dial and the PS 11 is worthless. If they don't arc-dodge, then again your PS is not as big a deal as it might seem: at PS 11, Wedge gets the first shot and while his ability means -1 agility, they still have a defensive token or two and with VI, you likely have a focus or TL but probably not both, so maybe you deal damage maybe not. At PS 9, if they arc-dodged, its moot. If they didn't, you now get the benefit of Wes's ability on top of Wedge's, making it much more likely that his shot deals damage. Plus, if you don't take VI, you can put predator or crack shot on him making his damage potential even better....

I agree with you where Soontir is concerned. With whisper, if he doesn't arc dodge correctly the PS 11 still matters because he also has a PS 10 Luke, if they both shoot before Whisper gets to pick up all his tokens and re-cloak they are in a better position than they would be just shooting with Wes' ability on a cloaked Whisper. An uncloaked whisper against Wedge only gets a single die, which will force him to use the tokens Wes would have stripped preventing at most two damage depending on which token he had. This will leave Luke open with a shot on a completely naked Whisper before he cloaks. It really just depends on who he sees in the most often in his meta. I would also consider that it depends on player skill, some pilots aren't good enough to arc dodge without seeing the firing arcs. Ive seen it done both ways with VI on Wedge or on Wes, Ive even seen it run on all three pilots. Each way has it's advantages and I would say it comes down entirely to which limited circumstance he wants to plan against. He could move Luke's VI to Wes so that both Wes and Wedge shoot before Luke and Luke gets the kill. Then again he could end up fighting only double firespray lists all day and wish he had brought four rookies with plasma torpedoes.

My first build had targeting Astromech on him.

Swarm Tactics is nice support for Hobbie.

I agree doubling up on opportunist is nice, though. And R3-A2 helps a lot by pinning an agile opponent with stress - whether you hit them or not.

Which works well on a PS10 Wes, because PS9 Soontir and PS7 Dash have trouble avoiding his arc. You may not hit them, but you can stress them, which is almost as good. It's the same reason I love flechette weapons. Much like Crack Shot effectively increases your firepower by reducing your opponent's defence, stress effectively increases your manoeuvrability by decreasing your opponent's.

I'd go with the following:

  • Wedge Antilles - Opportunist, R2 Astromech, Flechette Torpedoes, Integrated Astromech
  • Wes Janson - Veteran Instincts, R3-A2, Integrated Astromech
  • Hobbie Klivian - Opportunist, R2-D6, Flechette Torpedoes, Integrated Astromech

Everyone's got a stress weapon up their sleeve - hitting someone with 2-3 stress tokens simultaneously is far more devastating than two or three spread out over a couple of turns, and opportunist essentially turns an X-wing's armament into a heavy laser cannon.

If you really want to punch someone very hard, remember you can use Opportunist with secondary weapons - so in theory a 5-dice proton torpedo or something similar.