How to break Squad Leader

By Crabbok, in X-Wing

Was toying around with ships that have the ability to take actions AFTER the activation phase. Maybe take a lower pilot skill guy and let him boost afterward. Obviously Airen Cracken can shoot and give someone a free action... but how else? And specifically, how to get an action to "Wingman" in order to pass it to someone else... and then even further, how can I break the game by handing out an action during the combat step? Expose? Boost? Daredevil?

But these seem to only hinge on 2 pilots - Airen Cracken and Valen Rudor, neither of which are a sure thing. Then this little combo popped up:

Jake Farrell (24)
Squad Leader (2)
Veteran Instincts (1)
Experimental Interface (3)
A-Wing Test Pilot (0)

Kyle Katarn (21)
Wingman (2)
Moldy Crow (3)

So now I've got two things that can happen at the start of combat, and I can choose which happens first.

1) Wingman can remove a stress from a ship.... and

2) Kyle can pass a focus.

So I have Kyle pass a focus, which instantly triggers a bunch of goodies on Jake, all of which take place BEFORE I begin the Wingman effect.

Jake gets a focus, does a free barrel roll, triggers Experimental Interface to trigger Wingman, which gives someone ELSE an action (PS 8 or below), and after THEIR action is complete, Jake will FINALLY get his stress. This completes Kyle's "Pass out focus" step, now we do Wingman, and remove the stress from Jake.

The only real condition for this to work is Jake's relative proximity to Kyle Katarn. He needs to be range 1-3 to get the focus, but if he wants stress cleared he needs to be range 1, or at least close enough to boost/barrel roll into range 1.

The only part of this whole combo I haven't yet figured out yet, is WHO else to add to this list, that would really mess things up with a free action at the start of combat from Wingman - and if I should give them Push the Limit or something crazy to keep the train going!

That's all very well but in the end... they're still an A-Wing and a HWK.

If you really want to screw around with Squad Leader in the combat phase, Ysanne Isard is probably the most reliable trigger to EI into it from.

Edited by thespaceinvader

Naturally you would add Garven, who passes a focus to Jake.

You can pull similar tricks using Ysanne Isard

Commander Kenkirk (44)
Squad Leader (2)
Ysanne Isard (4)
Experimental Interface (3)
At the beginning of the combat phase, Isard allows you to perform a free evade action. You trigger Experimental Interface off of that, which then lets you invoke Squad Leader to give someone else in your squad an action.

You can also do stuff like triggering Daredevil on Oicunn, or triggering a Boost action during combat phase using Push The Limit.
Edited by Daniel Beaver

Naturally you would add Garven, who passes a focus to Jake.

Agree, Garvin then passes to jake after he shoots and allows him the boost or barrel roll he hasnt taken to avoid being shot/prep for next turn.

It's not a broken combo at all. It's just a highly efficient use of them. Well done.

If you have multiple effects that you trigger at the same moment, you can alter their timing however you wish.

Back to the boards. I forgot SLAM can't be a free action... Poop.

This could be amusing. It's a good little exercise to think in a wildly different way.

Kyle passes Focus to Jake.
Jake BR/Boost to trigger EI / Squad Leader
SLAM on the KWing then trigger Advanced SLAM to then drop a mine right on to someone
Jake gets stress from EI

Kyle clears Jake's stress from Wingman

End result, new position for Jake and K-Wing, Mine dropped either on or right in front of someone, No stress for Jake.
Right?

Jake Farrell (24)
Squad Leader (2)
Chardaan Refit (-2)
Veteran Instincts (1)
Experimental Interface (3)
A-Wing Test Pilot (0)

Kyle Katarn (21)
Wingman (2)
Blaster Turret (4)
Recon Specialist (3)
Moldy Crow (3)

Guardian Squadron Pilot (25)
Dorsal Turret (3)
Extra Munitions (2)
Bombardier (1)
Proximity Mines (3)
Proximity Mines (3)
Advanced SLAM (2)

Total: 100

View in Yet Another Squad Builder

Edited by Slugrage

you can use Cracken to add extra hilarity to the combo, but thats in combat.

bonus points for Cluster Missiles Chips Cracken.

https://geordanr.github.io/xwing/?f=Rebel%20Alliance&d=v4!s!67:54,14:-1:25:;86:10,72:7:13:U.27;47:54,135,-1:3:-1:;32:72:-1:-1:&sn=Unnamed%20Squadron

Cracken

Cluster chips Wingman

your above jake + Refit

Kyle TLT Wingman MC

Proto refit.

or drop TLT to Dorsal turret and throw Jans Ors crew on Kyle and give any of your ships the option of have either two evades or focus evade in case of cracken.

Edited by Panic 217

Seems like it would be fairly easy to block and/or kill Kyle before he did much, and in the end, again, it's only got 5 attack dice between the whole list...

Unless they've faced a HWK before, most people tend to ignore the HWK for the "real" targets on the board.

https://geordanr.github.io/xwing/?f=Rebel%20Alliance&d=v4!s!67:54,14:-1:25:;86:10,72:7:13:U.27;47:54,135,-1:3:-1:;32:72:-1:-1:&sn=Unnamed%20Squadron

not at all competitive, but hilariously fun!

Roark Boosts Jake to 12.

Kyle passes a focus to jake

Squad leader

Airen takes TL

Jake BR's in to Range 1 of Kyle

Remove stress from Jake

Swarm Tactics Airen to 12

First to combat

Cracken Double procs actions for Jake

Jake takes two actions

Edited by Panic 217

With adaptability, Jake can decrease his PS to 6, then Garven can pass him a focus before Jake attacks.

Ive messed around with Jake + PTL + Juke, with Katarn + Jan Ors crew.

Jake moves, focus + br/boost, Jan turns it into an evade. Then at start of combat, Katarn tosses jake a focus, he br/boosts, then PTL for another evade. Now he has two evades and a focus. Really hard to kill, haha. Plus he should be in range 1 with Juke.

Can anyone figure out a way for a Scum ship that has an Illicit slot to Cloak at the start of the combat phase, probably triggering off of Experimental Interface? I can't come up with one with the pieces we have to work with.

I'm 99% sure that Scum don't have access to any means of taking actions during the combat phase.

My favorite Squad Leader combination is on Turr Phennir with SL + EI. Toss in a a few PTL Sabers and watch those Sabers be near untouchable with their arc dodging goodness. Or even a lowly Alpha with AT.

I'm 99% sure that Scum don't have access to any means of taking actions during the combat phase.

I think so too, I just wanted to be sure I wasn't missing something. It seems like a kind of Scum thing to do... "Oh, you're going to take your shot at me? Not if I disappear first.... "

Sounds good in theory - but I think it's a chain on Jake - yoking him to the Hwk position so tightly, its neat tech - but when you look at the points and offense, I suspect it will start to struggle.

I do like to run Jake and Kyle, and have lately been having success with

Jake + Proton rockets, Juke, PTL, thrusters, test pilot
Kyle + TLT + cool hand + jan ors
Red Ace + R2d2 + comm relay + integrated astromech.

It allows for 5 actions a round on jake, and gives an early evade to red ace, while having the ability to pull a red move once and get a focus to pass. It's got a tank, and it can outmaneuver whisper / soontir even with the lower pilot skill, it only works because of the range 3 on Jan and Kyle.

There's lots of good tech in the game, but they don't always work, superwell - R5P9 on Garven for example - can pass a focus to Corran horn to use in his end phase attack, or with jan on the board, can power comm relay in the end phase...

These all sound really fun. I'm a big fan of Experimental Interface, but Squad Leader is one of those cards that always gets passed over. Time to look again! :)

Last night I ran:

Jake Farrell (24)
Squad Leader (2)
Chardaan Refit (-2)
Veteran Instincts (1)
Experimental Interface (3)
A-Wing Test Pilot (0)

Kyle Katarn (21)
Wingman (2)
Blaster Turret (4)
Recon Specialist (3)
Moldy Crow (3)

Warden Squadron Pilot (23)
Ion Cannon Turret (5)
Extra Munitions (2)
Bombardier (1)
Proximity Mines (3)
Proximity Mines (3)
Advanced SLAM (2)

Total: 100

View in Yet Another Squad Builder

And faced off against Corran, Miranda, and a Prototype A-Wing.

The A raced across and engaged me before I could build up an ample supply of Focus tokens on Kyle. The A-Wing didn't last long in the joust, but did throw off Kyle for the game. Due to a dumb move on my part, Corran double-tapped on Kyle and took him out in the second turn of shooting. After that, Miranda misjudged a turn and landed on a rock, so the Warden promptly ionized her. The Warden eventually ionized Miranda off the map edge in a few more turns, while Jake swung around to go after Corran. Corran had taken some early fire from Kyle, so the E-Wing and R2-D2 took off to regen some shields. After Miranda fled the battlefield, the K-Wing started to SLAM as much as possible, generally lining up a great spot to Adv SLAM a Proximity Mine on top of the E-Wing (the joy of moving first, SLAM'ing and then using the free bomb drop). After two successful Prox mines over two turns, Jake flipped in to Range one and finished off Corran.

So yes, this list is viable (with one whole match of anecdotal evidence) at capitalizing on the error by Miranda, and the high speed antics of SLAM.

A great place for squad leader is on a PTL green squadron a-wing, in a p.s. 2 - 1 generic list.