I've been thinking about it, and it seems to me that the unique T-65 X Wing abilities are going to be incredibly useful if the triple U Boat list becomes a staple of the meta. Consider:
Wes Janson, 29 points, PS8. "After you perform an attack, you may remove 1 focus, evade, or blue target lock token from the defender."
The benefits here are obvious - Wes is firing well before your PS3 jumpmasters, and can remove their focus or target lock before they get the chance to shoot their torpedoes. Without torps, fancy crew, non-deadeye EPTs or the Punishing One title, Jumpmasters are no more dangerous than Wild Space fringers, hardly a dominant meta choice right now.
Biggs Darklighter, 25 points, PS5. "Other friendly ships at Range 1 cannot be targeted by attacks if the attacker could target you instead."
Everyone knows Biggs, and how good he is, especially with IA and R4-D6. It's that combo that matters here - R4-D6 lets you remove the number of hits you take down to two. If your opponent has armed his Jumpmasters with Plasma torpedoes rather than protons, that factor is critical, because they're only ever going to do two damage at a time (unless they get lucky and roll a crit) - the X Wing's two shields first, then two hull, then the final killing blow.
Tarn Mison, 23 points, PS3. "When an enemy ship declares you as the target of an attack, you may acquire a target lock on that ship."
Again, Tarn is a known quantity - everyone knows how good he is with R7 Astromech - you shoot him, he gets a target lock on you, and immediately spends that target lock to make you reroll your dice. He particularly good against jumpmasters though, because of the rules arund rerolling dice; they can only be rerolled once, and defenders get to reroll before attackers.
Consider a situation where your opponent wants to shoot at Tarn with a 34 point Scout, Proton Torpedo, Deadeye, R4 Agromech, Extra Munitions, Guidance Chips setup. He spends his focus to shoot the Torpedo, and rolls blank, hit, focus, hit. He converts the blank to a hit, the focus to a crit*, then receives his target lock.
Tarn then gets to force the opponent to reroll all of the dice - suddenly, your opponent is rolling 4 unmodified dice and critically, that target lock that the scout now has can't be used. Even if they do the sensible thing and hold off on converting with guidance chips, you're still not going to be taking 4 hits most of the time.
The upshot is that Tarn is one of a very small number of ships in the game that can take that Deadeye/R4 combo that's going to give you 4 hits super consistently and reduce it down to two or three hits pretty consistently before even rolling any green dice. Ultimately, Tarn becomes a lot like Biggs in that your opponent can't really kill him quickly with Torpedoes without a lot of luck.
*Not 100% sure on the timing here
I think these ships are going to be a pretty strong series of counters to the Jumpmasters, and the cool thing is that they're pretty modular - you can run all three together in an anti U-Boat hard counter build, or slot any one of them into another list as a degree of protection from these lists if they become as common as everyone is assuming they will. For example, this is a powerful ant U-Boat list:
Biggs Darklighter (25)
R4-D6 (1)
Integrated Astromech (0)
Wes Janson (29)
Draw Their Fire (1)
R2-D2 (4)
Integrated Astromech (0)
Bandit Squadron Pilot (12)
XX-23 S-Thread Tracers (1)
Guidance Chips (0)
Tarn Mison (23)
R7 Astromech (2)
Integrated Astromech (0)
Total: 98
You have all your anti U-Boat X-Wings, as well as a bandit blocker who can set up a powerful second strike for your 3 attack X wings, with absolute certainty that (thanks to Biggs and Wes) there's effectively no way you lose a ship in the opening round of fire without some insane crits. On the flipside, however, you can also do something like this:
Wes Janson (29)
Veteran Instincts (1)
R2-D2 (4)
Integrated Astromech (0)
Gray Squadron Pilot (20)
Twin Laser Turret (6)
Extra Munitions (2)
Bomb Loadout (0)
R3-A2 (2)
Seismic Charges (2)
BTL-A4 Y-Wing (0)
Tala Squadron Pilot (13)
Concussion Missiles (4)
Guidance Chips (0)
Tala Squadron Pilot (13)
Concussion Missiles (4)
Guidance Chips (0)
Total: 100
Here, Wes is filling double duty as an ace hunter and U-Boat Insurance, and, combined with the upgraded Stresshog, will absolutely wreck the ability of any U-Boat list to perform a proper alpha strike (Flown well, this list should see two torpedoes in the first round of fire, one in the second, and then often no more after that - that assumes the Stresshog rolls at least one evade and survives the first engagement, and that you can kill at least one scout by the end of the second combat round). Another option:
Biggs Darklighter (25)
R4-D6 (1)
Integrated Astromech (0)
Dagger Squadron Pilot (24)
Fire-Control System (2)
Autoblaster (5)
Plasma Torpedoes (3)
Extra Munitions (2)
Guidance Chips (0)
Dagger Squadron Pilot (24)
Fire-Control System (2)
Autoblaster (5)
Proton Torpedoes (4)
Extra Munitions (2)
Guidance Chips (0)
Total: 99
Biggs ensures that your B Wings survive the first round of combat, giving them enough time to deliver a plasma/proton crit heavy double whammy that, with a bit of luck, will cripple or kill at least one and hopefully two jump masters, and then, once the Range 1 knife fight starts, your B Wings have the Autoblaster/FCS advantage and the edge in PS.
I'm aware that these lists are somewhat... focused. Up against JumpMasters, they'll devastate, against other lists... well, who knows. But I really do think that both "The X-Wing is useless!" crowd, and "The JumpMaster is OP!" crowd should consider that the hyperbole on both sides maybe doesn't stand up to real scrutiny.
Edited by MacchuWA