Tweaking an Ello, Salm, and Dagger List

By Scopes, in X-Wing Squad Lists

So here's my basic list: http://tinyurl.com/huq8cj5

Ello Asty

AT

PTL

BB - 8

Horton Salm

TLT

R5 Astromech

Blue Squadron Pilot

HLC

FCS

Not getting initiative is a problem for the Blue; too many PS 2 TLTs at this past weekend's store championship meant he was leaving early almost every game. R5 earned Horton back one hull in each of 3 games and flipped crits in 4 of my games total. Definitely worth taking at 1 point.

The above list ended up 1 - 3 - 1, but two of my losses were due to horrific early obstacle bumps that left ships getting hammered at close range. My other loss came as a result of leaving Vader on the board for too many turns. He's brutal in the end game (as I should have known...I love to fly Vader).

Here's my question:

Is it worth flying a b-wing with just FCS? HLC is so dangerous and deals some damage, but I am wondering if I trick my list out a little it will be even better:

OPTION 1

Ello

as above

Horton Salm

TLT

R5

Hull Upgrade

Dagger

FCS

E/2 + Nein Nunb OR Flechette Cannon

Or

OPTION 2

Ello

As above, but add a Proton Torpedo if I don't give a SU to Salm

Horton Salm

TLT

R2-D2

Shield Upgrade if I don't give a PT to Ello

Blue Squadron

FCS

Or

OPTION 3

Ello, as above sans PT

Blue, as above

Horton Salm

TLT

R2-D6 + Marksmanship

Shield Upgrade

Does anyone have experience with this sort of thing (i.e. flying B wings with just FCS and/or Horton with R2-D2 or Horton with Marksmanship)? I do feel that against high - agility targets Marksmanship TLT Horton will be much more consistent with pushing damage through/stripping tokens or stealth devices.

This list originally had Blue Ace in it, but I felt that an HLC B wing gave more offense and staying power. I feel that a FCS B wing, throwing 3 die, would be a lot more accurate than Blue Ace also throwing 3 die. BA used his boost ability to good effect but that meant no mods for dice (although this build also originally had TLT Vander to help offset that).

Edited by Scopes

The thing with FCS (with or without HLC) is that it works best on a ship that can consistently keep arc on one enemy and shoot it over and over again. So, given the nature of different kinds of ships, that means it has 'good' targets and 'bad' targets. Arc-dodgers, for example, are not ideal, because its trivial for your opponent to 'cycle' ships in and out of combat (or just dodge your b-wings arc completely).

Now in your list, you have Horton to scare arc-dodgers, so I can see the logic in keeping an FCS b-wing for better jousting potential. Sticking an HLC on it increases its threat priority, so if you want to preserve your other ships, its a good way to do it. The alternative (sticking a hull or shield upgrade on Horton) is not very beneficial: with only 1 agility, a y-wing gets 'overkilled' all the time, so that 1 extra health is only very rarely going to keep the ship around for an extra turn...

What you equip your b-wing depends really on what is beating you up. You mention a lot of twin lasers. If you feel they are your biggest weakness, then you should put an ion cannon on the b-wing. Makes getting into R1 trivial (where you can maximize your firepower and minimize the y-wing's).

If arc-dodgers are your biggest concern, then advanced sensors and/or E2 + intel agent can be useful, but honestly, to get the best value out of these upgrades, you need to run at least 2 such ships...

Edited by blade_mercurial

The thing with FCS (with or without HLC) is that it works best on a ship that can consistently keep arc on one enemy and shoot it over and over again. So, given the nature of different kinds of ships, that means it has 'good' targets and 'bad' targets. Arc-dodgers, for example, are not ideal, because its trivial for your opponent to 'cycle' ships in and out of combat (or just dodge your b-wings arc completely).

Now in your list, you have Horton to scare arc-dodgers, so I can see the logic in keeping an FCS b-wing for better jousting potential. Sticking an HLC on it increases its threat priority, so if you want to preserve your other ships, its a good way to do it. The alternative (sticking a hull or shield upgrade on Horton) is not very beneficial: with only 1 agility, a y-wing gets 'overkilled' all the time, so that 1 extra health is only very rarely going to keep the ship around for an extra turn...

What you equip your b-wing depends really on what is beating you up. You mention a lot of twin lasers. If you feel they are your biggest weakness, then you should put an ion cannon on the b-wing. Makes getting into R1 trivial (where you can maximize your firepower and minimize the y-wing's).

If arc-dodgers are your biggest concern, then advanced sensors and/or E2 + intel agent can be useful, but honestly, to get the best value out of these upgrades, you need to run at least 2 such ships...

Basically, I am trying to find a list that will fling a lot of red dice with the ability to modify them. I have been a long time imperial flyer and only recently started flying Rebels as I am trying to "go back" and re-learn the basics of maneuvering, jousting, coordinating attacks, and synergy. I feel that the Rebel faction gives me a good opportunity to go back and do this.

That being said, Horton was always the priority threat in my games I've played. I do see your point, though, about the extra hull/shield upgrade.

I also see the point about the Ion Cannon...a measure of control in a coordinated attack would make things easier for Ello to get out of arc (which is already pretty good, tbh, and I say that as a long time TIE Interceptor fan).

The thing with FCS (with or without HLC) is that it works best on a ship that can consistently keep arc on one enemy and shoot it over and over again. So, given the nature of different kinds of ships, that means it has 'good' targets and 'bad' targets. Arc-dodgers, for example, are not ideal, because its trivial for your opponent to 'cycle' ships in and out of combat (or just dodge your b-wings arc completely).

This may sound awful, but this quote just opened my eyes to one of my biggest problems using an FCS ship. This part alone is worth its weight in gold to a guy who hadn't seen this articulated thus before. I know it's probably obvious to most, but, man, thanks for this! Makes so much sense!

I also see the point about the Ion Cannon...a measure of control in a coordinated attack would make things easier for Ello to get out of arc (which is already pretty good, tbh, and I say that as a long time TIE Interceptor fan).

This may sound awful, but this quote just opened my eyes to one of my biggest problems using an FCS ship. This part alone is worth its weight in gold to a guy who hadn't seen this articulated thus before. I know it's probably obvious to most, but, man, thanks for this! Makes so much sense!

Glad to be of help!

Ello is great (I don't usually play rebels, preferring Imperials too!). BB-8 is fun, but I've really liked using him w/ lone wolf, R2-D2 & autothrusters. He can't dodge arcs quite as well, but that white tallon roll adds a nice extra layer of unpredictability (since as with a Defender's white k-turn, everyone expects you to use it, and when you don't, you can surprise them ;) ). But being able to regen is pretty handy.

Sabine in a phantom is also bonkers in terms of maneuverability. I've been fooling around with lists involving these two on VASSAL and they make a great pair. They are actually getting me excited to play Rebels (I usually only play them casually).

So...after a little reflection, I am wondering now about an astromech for Horton...R2-D6 + Marksmanship or R2-D2? Keep R5? Add a cheap cannon to the B?

The rest of my build looks thus:

Ello, as above

Blue Squadron B wing (could upgrade to Dagger if I keep a cheap astromech on Salm)

FCS

E2 Mod

Kyle Katarn (allows me to K turn more liberally as I can get a free focus when clearing stress, allowing for more barrel rolls to keep target in arc)