Need help on a list: Biggs, Kyle, Dutch

By devonjones, in X-Wing Squad Lists

So I tried posting an earlier variant of this, but since I'm, a new account, it took them 3 days to approve the message, and so it was already on like page 4 before it became even visible. I've since reworked the design a little with a switch from Jan to Kyle.

I'm fairly new to the game. I've started playing a little at stores locally, and I've noted that TLT plays pretty heavy in the meta here. I'm first designing a TLT based list, and then I'm going to aim to design a TLT counter list. I don't have a ton of ships, but outside the really expensive ones, I'm willing to buy a ship or two to get cards to make this list solid. So here's my first cut:

Kyle Katarn (33)

  • Moldy Crow
  • Twin Laser Turret
  • Recon Specialist

"Dutch" Vander (38)

  • Twin Laser Turret
  • R7-T1
  • Advanced Proton Torpedoes

Biggs Darklighter

  • Integrated Astromech
  • R2-D2

So I want Biggs drawing the fire, and recharging with R2 as much as he can, but sacrificing R2 if a shot would kill him. Dutch is generating target locks for himself and Kyle (or sometimes Biggs if the circumstance warrants it). Kyle and Recon Specialist are generating focus and handing those out. R7-T1 helps keep Dutch out of range 1 while still handing out the Target Locks. Recon Specialist + the target locks means Kyle and Dutch can nearly always hit. The advanced proton torpedoes allow the ywing to do a pretty devastating attack if it's forced into range one, since Dutch will almost certainly have both a focus and a target lock.

Thoughts?

Not bad. I've been a fan of Ducth/Kyle +1 or 2 since they've been available. Advanced Proton Torpedoes are a bit expensive, but this list has built in ways to try to fire them. Looks fun, like something I'd give a try sometime.

looks like a lethal list. not sure about adv proton torps. How often did you pull it off? What about plasma torpedos and extra munitions instead? it will be 1 point less and you get 2 uses out of it

Edited by CaptainAl

looks like a lethal list. not sure about adv proton torps. How often did you pull it off? What about plasma torpedos and extra munitions instead? it will be 1 point less and you get 2 uses out of it

I'm going to play it at a store for the first time on Wednesday, so guess we'll see then ;-)

I do like the idea of a torpedo where I get two shots, but my main goal was to make closing into range one a dangerous proposition since TLT encourages closing to range 1

looks like a lethal list. not sure about adv proton torps. How often did you pull it off? What about plasma torpedos and extra munitions instead? it will be 1 point less and you get 2 uses out of it

So played the list last night. Got the advanced proton torps off, and managed to get 5 damage killing a Firespray. Turns out splitting off my Y-Wing to be able to fire of the alpha strike is fine. The Y can take a fair beating, so it doesn't necessarily need Bigg's protection the entire time, and Kyle can still hand focus to the Y at range 3. peeling the Y out caused my opponent to split his fire and let me get the adv proton torps off.

Looking at this list reminds me of a list I put together the other day. And now seeing your results with said list gives me a good idea on how to fly it. Here is my list for you to compare.

Kyle Katarn (35)

  • Calculation
  • Blaster Turret
  • Recon Spec
  • Moldy Crow
  • Hull Upgrade

"Dutch" Vander (37)

  • TLT
  • Adv Proton Torpedo
  • R5-K6

Garven Dreis (28)

  • BB-8
  • IA

The thought behind the list was for tossing around focus and target locks like they were candy. Since they are all PS 6 you can decide the order in which they move and attack. I put the Blaster turret on Kyle because I felt it would give me a better damage output. Also, by the time I do use the blaster turret I should have plenty of focus tokens to hand out/ use for Calculation/ use for blaster turret/ modify. I then gave Kyle a hull upgrade for better survivability.

Garven is good for recycling the focus tokens and can either pass them back to Kyle or toss them to Dutch to fuel is APT. Then I gave him BB-8 for better mobility.

As for Dutch, well that's easy. Basically the same concept you had except I'm using R5-K6 for the "hopefully" free target locks. If I can target lock with Dutch, pass a target lock to Garven, spend the target lock, R5-K6 it back then toss another one to Kyle in the same turn, then it's a good day. lol

So now I've won 2 and lost 1.

The list was weak against Soontir Fel + Palmobile + 2 ties (Wumpa and one other one, don't recall who).

First round of actual combat I managed to take out both Wumpa and the other tie, using the alpha strike on wumpa and hitting the other tie with biggs and kyle. Following that though, I simply couldn't hit Soontir Fel.

He had Autothrusters and Stealth Device. That with palp and his evade tokens meant that I simply couldn't even knock off the stealth device while he cleaned up the two ships. There was definitely some dice luck, but 4 defense dice + evade + palp meant that he could shrug off all three dice of the tlt generating 3 hits 4x a turn.

Mistakes I made/lessons learned:

1) I should have saved the alpha strike for Soontir, lesson learned

2) I did make a mistake with Biggs, I forgot to use integrated astromech, so let him die when he should have lived. Soontir managed to kill him in one shot by using palp to generate crits.
3) Sometimes the green dice just don't go your way. The guy I was playing managed 4/4 evades on the dice 3 times last night, and rolled 3/4 another 4 times.

Looking at this list reminds me of a list I put together the other day. And now seeing your results with said list gives me a good idea on how to fly it. Here is my list for you to compare.

Kyle Katarn (35)

  • Calculation
  • Blaster Turret
  • Recon Spec
  • Moldy Crow
  • Hull Upgrade

"Dutch" Vander (37)

  • TLT
  • Adv Proton Torpedo
  • R5-K6

Garven Dreis (28)

  • BB-8
  • IA

The thought behind the list was for tossing around focus and target locks like they were candy. Since they are all PS 6 you can decide the order in which they move and attack. I put the Blaster turret on Kyle because I felt it would give me a better damage output. Also, by the time I do use the blaster turret I should have plenty of focus tokens to hand out/ use for Calculation/ use for blaster turret/ modify. I then gave Kyle a hull upgrade for better survivability.

Garven is good for recycling the focus tokens and can either pass them back to Kyle or toss them to Dutch to fuel is APT. Then I gave him BB-8 for better mobility.

As for Dutch, well that's easy. Basically the same concept you had except I'm using R5-K6 for the "hopefully" free target locks. If I can target lock with Dutch, pass a target lock to Garven, spend the target lock, R5-K6 it back then toss another one to Kyle in the same turn, then it's a good day. lol

I like a lot of the ideas here. One thing I'm thinking about is actually to use autoblaster turret on Kyle. In my last fight Soontir could close, and there was basically no way to hit him. autoblaster turret means that if he closes, (and the ships are always close) I can knock the **** stealth device off of him.

Looking at this list reminds me of a list I put together the other day. And now seeing your results with said list gives me a good idea on how to fly it. Here is my list for you to compare.

Kyle Katarn (35)

  • Calculation
  • Blaster Turret
  • Recon Spec
  • Moldy Crow
  • Hull Upgrade

"Dutch" Vander (37)

  • TLT
  • Adv Proton Torpedo
  • R5-K6

Garven Dreis (28)

  • BB-8
  • IA

The thought behind the list was for tossing around focus and target locks like they were candy. Since they are all PS 6 you can decide the order in which they move and attack. I put the Blaster turret on Kyle because I felt it would give me a better damage output. Also, by the time I do use the blaster turret I should have plenty of focus tokens to hand out/ use for Calculation/ use for blaster turret/ modify. I then gave Kyle a hull upgrade for better survivability.

Garven is good for recycling the focus tokens and can either pass them back to Kyle or toss them to Dutch to fuel is APT. Then I gave him BB-8 for better mobility.

As for Dutch, well that's easy. Basically the same concept you had except I'm using R5-K6 for the "hopefully" free target locks. If I can target lock with Dutch, pass a target lock to Garven, spend the target lock, R5-K6 it back then toss another one to Kyle in the same turn, then it's a good day. lol

I like a lot of the ideas here. One thing I'm thinking about is actually to use autoblaster turret on Kyle. In my last fight Soontir could close, and there was basically no way to hit him. autoblaster turret means that if he closes, (and the ships are always close) I can knock the **** stealth device off of him.

That does sound like a good idea. I think I will try autoblaster on Kyle.