Help me fly T-65s better

By Conandoodle, in X-Wing

Good people,

I just can't do it. I love them. I love them to bits and I just can't make them competitive.

For example, I have tried Wedge + BB8 + PTL and I just can't seem to get out of arc and get the opponent into mine. He also seems to fall to bits when he gets stressed. I've read various posts on the topic and not saying that the T-65 needs a fix .. but what can I do to improve the performance?

In contrast, our little Beastie Boy, Mr. hEllo nAsty is magical. Ello + VI + R2 uses wizardry to get in and out of all sorts of tight jams. I love him. I can party with him, because this little Beastie Boy fought for that right.

I really want to feel this passion for the noble T-65 but I just can't find it. The dial feels so restrictive. Help me X-Wing Community .. you're my only hope.

Edited by Conandoodle

Tarn Mison with R7 astro and integrated is a tough little beast. Haven't run him since integrated came out but loved him before that.

Hobbie with targeting astro gives you stress free k turns with a free target lock.

Biggs with R4D6 and integrated is.. well.. Biggs. Tougher than before and good for protecting an investment.

In general the T65 is behind other comparative ships, the only way to use them (IMO) is to leverage their pilot abilities

Firstly integrated astromech is a must - the free extra hitpoint makes their cost pretty reasonable IMO. Secondly a true arc-dodger needs boost and barrel roll, and that's sinking a lot of points into a t-65 when you could just fly Jake or Tycho.

Search Lets discuss Rogue Squadron on YouTube for a different way to fly them - it's not uber competitive I. This era of stresshogs but it's a lot of fun to fly and plays to the t-65's strengths.

Realize they suck and move on.

Integrated Astromech doesn't shore up the wackness. It blows my mind thst some people find success with Wedge. I've played against 3-4 wedges in tournaments with various lists and he gets nuked within two rounds. Not sure how it can ever be worth it to pay 30+ points for a ship that gets 1 or 2 suboptimal shots in before dying or being hopelessly turned around and unable to get back into the fight.

Experiences may vary ;)

you can't really fly better with a ship that does nothing but move and focus

bb-8 ptl wedge is an exception, but he also isn't an arc-dodger or even close. He's more of a rail gun that rolls before he fires; you're really banking on the TL + focus - 1 agi shot than being soontir fell (which is something you can get at PS 7 with Asty, albeit with far more shenanigans than soonts to offset the lower ps)

the only other thing I can think of is Biggs. Biggs' ability gives his maneuvers far more meaning than just jousting, which is about the extent of the other t-65s. Requires practice, but forcing your opponent's hand can nullify things like the Stress Y and screw your opponent over letting you get other ships into crucial positions or allowing the likes of Poe to regenerate shields

I find myself K-turning more often than not with the little buggers, usually to the surprise of my opponent. Then again just now I butted my head against a Whisper protected by Palp and Kallus and couldn't get a hit in edgewise.

Please tell me you ARE using Integrated Astromech right?

Second for Wedge BB-8 PTL, he likes to be in the back and plink away at stuff.

A common easy version would be to use some generics to make flying in to kill Wedge a bad move: Say 2 TLT Ys and a Z. You put Wedge in the corner with some room to BR, and then put hte TLTs and Z next to him on the center side. Your opponent now has to fly through a 2 TLT area to get to wedge. Which is pretty suicidal.

BBB or XXX also work pretty well for a screen.

Another option is to use one TLT Y as a stresshog. You fly both Wedge and the Stresshog slowly. If their aces try and get close to your other TLT or Wedge, you point the stresshog in that direction to cover them.

Wedge Antilles (29)

Push the Limit (3)
BB-8 (2)
Integrated Astromech (0)
Gold Squadron Pilot (18)
Twin Laser Turret (6)
R3-A2 (2)
BTL-A4 Y-Wing (0)
Gold Squadron Pilot (18)
Twin Laser Turret (6)
R2 Astromech (1)
Prototype Pilot (17)
Chardaan Refit (-2)
Total: 100
Edited by Blail Blerg

A list like this with Biggs should allow you to joust an opponent. Start in a corner, fly at them, shoot to kill and stress.

Wedge Antilles (29)

Push the Limit (3)
BB-8 (2)
Integrated Astromech (0)
Biggs Darklighter (25)
R2 Astromech (1)
Integrated Astromech (0)
Gold Squadron Pilot (18)
Twin Laser Turret (6)
Bomb Loadout (0)
R3-A2 (2)
Seismic Charges (2)
BTL-A4 Y-Wing (0)
Bandit Squadron Pilot (12)
Total: 100
Miranda Doni (29)
Twin Laser Turret (6)
Recon Specialist (3)
Seismic Charges (2)
Biggs Darklighter (25)
R4-D6 (1)
Integrated Astromech (0)
Wedge Antilles (29)
Push the Limit (3)
BB-8 (2)
Guidance Chips (0)
Total: 100

Miranda Doni (29)

Twin Laser Turret (6)

Recon Specialist (3)

Seismic Charges (2)

Biggs Darklighter (25)

R4-D6 (1)

Integrated Astromech (0)

Wedge Antilles (29)

Push the Limit (3)

BB-8 (2)

Guidance Chips (0)

Total: 100

View in Yet Another Squad Builder

I assume that guidance chips was a typo for integrated astro

Once, a long time ago, Luke was one of the grestest pilots in x wing...and now he is very playable, if you load IA. And R7 is a cheap astromech that can do much to enhance his endurance. TL as a defensive tool plus one eye to evade, and he is below the curve but playable at 30 pts. Of course BB8 is better, but the R7 option is something less common.

And if you play in a friendly environment...Fix it. Do not wait for an official fix. Per example, two points free upgrades or droids. Luke with IA + R2D2 paying 2 less points is OK. And we will play x wing T 65 till the fix arrives.

This game is named x wing...

upgrade to T-70 :P

(too offensive to show)

Edited by Marinealver

You are attempting an exercise in futility.

Until a Rebel Veterans pack comes out (I'd wager sometime around September at the earliest - to link better with Rogue One), you may as well slam your hand in a door as fly a T-65. Both are painful and bad ideas.

My friends been trying x-wing's with IA it hasn't saved them once, it certainly isn't the fix the x-wing needs.

I killed wedge with a generic bomber the other week because he couldn't reposition to get it in arc and hit it first, instead he sat there and ate a point blank procket attack.

It needs barrel roll and a 1 point discount.

Oh, Hobo. :(

You've clearly been flying Imperials too long, and when you get used to relying on repositioning shenanigans you forget how to play the game without them. Not every ship in the game needs Barrel Roll and/or Boost (despite what Wharpman may say), just like not every piece in chess needs to move like the Queen.

It shouldn't get a barrel roll. The t-70 can't do it, and that's supposed to be the upgraded model.

I run t-65 each week at my store and I am consistently 2:1, losing mostly to the Saturday tournament players who play at Wednesday casual for practice. I run the following list.

First Casual List (100)

Wedge Antilles (33) - X-Wing

Push The Limit (3), R2 Astromech (1), Integrated Astromech (0)

Luke Skywalker (33) - X-Wing

Veteran Instincts (1), R2-D2 (4), Integrated Astromech (0)

Keyan Farlander (34) - B-Wing

Push The Limit (3), Fire Control System (2)

I believe the key to t-65 right now is to move slowly forward and refusing to try and turn after the firefight. After the initial engagement, k-turn and get ready for another approach. I'm considering switching out Someone for Wes +adaptability to shoot first and get better mileage out of wedge, but I can't figure out whether it's Keyan or Luke. Wedge shreds for the two turns he's alive. Your mileage may vary, as I said, I play at a dedicated casual night. Half of us are practicing for tournaments and the other half only play those three games each week with the same lists because we know them.

Glad to see others keeping the t-65 in the game! I'm the only one in my shop who is flying them and I love them!

Edited by lunimus

Triple t-65 has become my thing recently. I've been running my list non stop since the turn of the year and I know it like the back of my hand, and trust it. Integrated astromechs make them often last the distance in tournament play giving them the extra durability. I've set them up to be out and out jousters using targeting astromechs. I'm pretty confident my list can turn over any other if I fly them right.

Wes with vi, ta and ia

Wedge with r2, pred and shield

Hobbie with ta and ia.... The best 27 points I think you can spend in X wing.

99 points

have toyed with the idea of giving ia to wedge but the shield gives me more confidence I've found, and who wants to ditch r2?

Wes and wedge are a brutal tag team and hobbie on the k turn is lethal.

Managed to win a tournament from 27, then in the recent stores it came 10th from 40 just missing out on the top 8.

I think knowing the dial has limits make them easier for me to fly, setting them up with ta means all you need to do is plan for k turns a couple of turns ahead.

Overall I've won 12 from 15, 2 of the loses were against tie swarms so I will need more practise against them.

I think it's a matter of expecting what your opponents will do. Or maybe flying in a way that they won't expect? K-turn when no one expects to get that arc dodger who was going to go behind you. Perhaps you can have some other ships in the list besides all T-65? Use blockage a bit? A bunch of Z-95's might help choke up the place an arc dodger can dodge. Maybe don't all fly in formation? So, you can have one covering the other's flanks. That way, when the super arc dodger comes in, you might have a shot on him.

Flechette Torpedoes can be used to stress out enemy ships and limit their next turn. That might be some help.

There have been some people winning and placing with T-65's in SC, so it's not impossible.

The X-wing is a ship that suffers from the inability to move post dial in a meta that often causes the dial to seem like an afterthought. X-wings fly best when supported by other types of ships, but this does not have to be the case.

First, try Wedge again. This time with BB-8 and VI. A PS 11 Wedge is a scary thing. Use that barrel roll to get out of an arc or two and let his defense be a good offense. Next, pick your squad mates. Make them just as dangerous to your opponent. Because of their dial, X-wings thrive as a part of control lists. They can block lanes, force the action, and can slowly follow ioned ships. In my lists where an X-wing (T-65 or 70) is the star(s) I always make sure that inducing stress or control through ion is a part of my list.

Oh, Hobo. :(

You've clearly been flying Imperials too long, and when you get used to relying on repositioning shenanigans you forget how to play the game without them. Not every ship in the game needs Barrel Roll and/or Boost (despite what Wharpman may say), just like not every piece in chess needs to move like the Queen.

more ppl need to see this.

I run t-65 each week at my store and I am consistently 2:1, losing mostly to the Saturday tournament players who play at Wednesday casual for practice. I run the following list.

First Casual List (100)

Wedge Antilles (33) - X-Wing

Push The Limit (3), R2 Astromech (1), Integrated Astromech (0)

Luke Skywalker (33) - X-Wing

Veteran Instincts (1), R2-D2 (4), Integrated Astromech (0)

Keyan Farlander (34) - B-Wing

Push The Limit (3), Fire Control System (2)

I believe the key to t-65 right now is to move slowly forward and refusing to try and turn after the firefight. After the initial engagement, k-turn and get ready for another approach. I'm considering switching out Someone for Wes +adaptability to shoot first and get better mileage out of wedge, but I can't figure out whether it's Keyan or Luke. Wedge shreds for the two turns he's alive. Your mileage may vary, as I said, I play at a dedicated casual night. Half of us are practicing for tournaments and the other half only play those three games each week with the same lists because we know them.

Glad to see others keeping the t-65 in the game! I'm the only one in my shop who is flying them and I love them!

This. People assume X-Wings will try and get into a turn and burn. Don't, because you will lose unless you are in a good leading chase.

It's worth looking up actual dogfight tactics too. It helps you break out of the "all my pieces must be Queens" cycle. Compared to everything people want the X to be, it is a ship that trades agility for staying power and greater ability to escape a fight and return.

Remember, although it's called jousting, sometimes the best option is not to tilt at the enemy in order to either (a) not die in return fire and/or (b) set up for a favourable position when the field is open and the enemy is stressed / scattered.

I find myself K-turning more often than not with the little buggers, usually to the surprise of my opponent.

It's why I find the Targeting Astromech quite a nice little option.

Hi Conan,

I can't get BB-8 to work either. Personally, I think he's fool's gold on Wedge. I know somebody posted somewhat recently that they won a tourney with that combo, but if you look at the list juggler, he's not showing up. That's a pretty good sign that it isn't just you and me having problems getting mileage out of them ;)

With that said all is not lost. I find XXXXZ to be a better list for me than BBBBZ. Green 2 turns with an R2 Astromech are really nice. For the higher PS pilots, less is more. You can run Luke with Predator Wired and R4-D6 + IA for 30 points. That's a nice addition to any list. I wouldn't run any T-65 at over 30 points currently, including Wedge. Keep 'em lean, keep 'em mean.

*Edited because I had predator on the brain... or lack thereof as the case may be.

Edited by EastCoast