Chopper's stressful bumper car

By Karhedron, in X-Wing Squad Lists

37 Chopper

2 Ion Projector

2 Autoblaster turret

3 Accuracy Corrector

1 Zeb

3 Kanan

0 Ghost

20 Ezra

3 Push the Limit

3 Kyle Katarn

0 Phantom

18 Gold squadron Y-wing

6 Twin laser turret

2 R3-A2

100 Total

This struck me a fun way to run the Ghost and Phantom. The list is loosely designed around stress manipulation and allocation with fairly hefty damage dice to back it up.

Basically Chopper aims to crash into as much stuff as possible dishing out stress and ion tokens as he goes. Zeb is there to ensure I can fire, even if I get into a big pile up. Accuracy corrector + autoblaster turret is short ranged but a great way to clear away arc dodgers at Range 1. Kanan is there to help clear stress from my own ships, particularly the Phantom.

Ezra pilots the Phantom with the aim of stressing every turn via PTL for boosted defence. Provided I stick close to the Ghost, I can clear the stress next turn on a green or white and then repeat. Kyle is on board to give me a spare focus token every time I clear a stress token. This gives the Phantom great action economy with a free Focus-effect on my dodge rolls, a free focus token each turn from Kyle and 2 actions from my bar with PTL.

Lastly to back them up is a good old stresshog. This list has quite a lot of health and punch although only the Phantom has any real defense. Still, with stressed and ionised opponents, that should cut down the incoming fire a bit.

Should I go with TLT on the Y-wing or would an Ion Cannnon be better here?

Is autoblaster + accuracy correct a good choice or would dorsal turret and fire control system give me more reliability overall?

autoblaster + accuracy corrector is going to be quite powerful on the Ghost. That range 1 zone will be a substantial 'no fly zone' for a lot of ships (in addition to the stress hog's firing arc). It will be quite difficult for even arc-dodgers to thrive against this list. Don't forget that with the phantom docked, you can 'double tap' the autoblaster, allowing 4 unstoppable damage per turn...

Another crew member to consider is Dash so that you can land on rocks and still shoot stuff. Kanan might be useful, but then again, maybe not (depends on whether stress buildup on the hog becomes too great for kanan to clear or not).

Kanan is there primarily to clear stress on the Phantom (although no harm in clearing it from the hog until it launches). Ezra really needs to stay stressed for defense but also needs to clear that stress each turn to maintain his action economy. The Phantom only has 4 greens on its dial. Kanan lets me clear on white which triples my options.

In fact, thinking about it, I might be better off dropping Kyle completely and just putting Kanan on the shuttle with Ezra. That way Idon't have to worry about keeping the ships within range 2 of each other.

That would free up 3 points and a crew slot on the Ghost. Maybe Lando would fit in there quite nicely to gamble with tokens. Alternatively I could fit a dorsal cannon on the Phantom. Or is that too many points on the attack shuttle?

I've thought of almost the same list. Almost. I went with Zeb and Hera for Crew on the Ghost and Kanan aboard the Phantom, and I threw on FCS instead of AC.

That frees me up to either fly a loaded up Jake w/refitt OR a Gray Squad Stressbot Y (which has the same PS as Chop and Ezra).

I would

AC--> FCS(5-dice fcs primaries into an ioned target are sick)

Kanan ----> Hera(stress sucks for this chopper build)

Ezra--->Sabine(just flatout better)

Also lets you add autoblaster to the phantom, which is killer with Sabine.

http://geordanr.github.io/xwing/?f=Rebel%20Alliance&d=v3!s!157:36,120,-1,-1,164,160:25:19:;160:18,120,74:-1:-1:;9:135,-1,-1,69:21:-1:&sn=Unnamed%20Squadron

Edited by TasteTheRainbow