Kyle, Garven and Red Ace

By Mrk1984, in X-Wing Squad Lists

HWK-290: •Kyle Katarn (33)

•Moldy Crow (3)

Veteran Instincts (1)

Twin Laser Turret (6)

•Jan Ors (2)

X-Wing: •Garven Dreis (29)

Integrated Astromech (0)

•R5-P9 (3)

T-70 X-Wing: •"Red Ace" (38)

Autothrusters (2)

•R2-D2 (4)

Comm Relay (3)

Total: 100/100

So my idea here is to obviously load up the Hwk with some focus early (Garven regen 0 shields for 2 or 3 moves and it's own action, so it will have 5-7 before first attack) and then pass a focus or evade as the game progresses. Red ace is super hard to kill, and will have a guaranteed evade saved up from the first move. Jan can give Kyle or Garven some extra defense when needed. When possible, keep Kyle at range 3 or out of arcs and utilize the TLT with a focus each time it fires.

Questions:

Should I use a different 1 point EPT on Kyle?

Is Garven worth it over using a Red Squadron Veteran? I could use DTF to possibly save Kyle or VI to get the same pilot skill with an extra shield and boost.

I could also go with VI Poe instead of Red Ace, trading a some survivability for some potential offense.

Concerns:

Kyle is a lot of points, will probably be the primary target, and won't be too hard to take out if focused on.

Is there enough firepower? I should be able to take out a stresshog/large ship in 1 or 2 rounds, but it will struggle against maneuverable ships.

I don't have a blocker, I love running a cheap blocker in a list. (I could trade the T-65 for an A wing and a Z-95, but then it's a totally different list)

Thanks for reading.

I think Veteran Instincts is wasted on Kyle, personally. You bump 6 to 8 and really aren't going to see that many ships in the 8 range. Keeping all of them at PS 6 will probably help you more in dial placement than VI would help you in beating an opponent. You have options... you can swap VI with Deadeye if you think you'll ever have Kyle lock onto another ship (which then uses focus tokens instead of spending the target lock). You could also drop Autothrusters from Red Ace (unless you know you will face a lot of TLTs). I run Red Ace with Integrated Astromech and am still likely to lose this ship first, but I have gained that extra life when I've yet to face anything attacking out of arc... not that they aren't out there, so your mileage may vary. If you did though, you now can spend 3 points on your EPT for Kyle and have a lot more choice in determining how you want this squad to work together.

I would put juke on Kyle, you could then add a juke red vet too. Charge the comm relays and go to town.

HWK-290: · Kyle Katarn (21)

Juke (2)

Twin Laser Turret (6)

· Jan Ors (2)

T-70 X-Wing: · "Red Ace" (29)

· R2-D2 (4)

Autothrusters (2)

Comm Relay (3)

T-70 X-Wing: Red Squadron Veteran (26)

Juke (2)

Comm Relay (3)

If you use an Outmaneuver Jake Farrel instead of Red Ace, you have something that can move after all aces as long as Kyle is alive.

Cool Hand might be a good EPT on Kyle.