Wondering what people think of this list (Wes, Ten Numb, Stresshog)

By Numenor, in X-Wing Squad Lists

List

So the general idea is to abuse Wes Janson's ability to strip tokens from enemy ships to stop U-boats from alpha striking as effectively and then keep one of them pinned down by the stresshog while Ten Numb dishes out the kind of damage that the U-boats only wish they could do. The same idea also works against Aces except this time it's Ten Numbs pilot ability that really shines by giving you a guaranteed crit against unshielded ties and a guaranteed hit against ships running stealth devices.

Wes Janson - 33 - Striping focus from U-boats and dodge tokens from aces as well as making use of Guidance chips to pile on the damage

Adaptability - 0

Proton Torps - 4

Guidence Chips - 0

Ten Numb - 31 - The damage dealer, you get one guaranteed crit which should do work against stealthy ships and aces as well as melting ships that have already lost their shields.

Adaptability - 0

Extra Munitions - 2

Proton Torp - 4

Guidence chip - 0

Gray Squadron - 20 - Another tool against aces, and a straight up solid workhorse for this list. Really under costed for what it does in my opinion.

TLT - 6

BTL-A4 - 0

R3-A2 - 2

So should I be changing out Proton on Wes for a droid + IA and what droid? Anything you would switch up or replace? Do you think this list or a list like it could be competitive and what do you think it's biggest weaknesses are?

Gonna bump this couse I am hoping to play this tomorrow and hoping to get feedback before then!

Gonna bump this couse I am hoping to play this tomorrow and hoping to get feedback before then!

Hey man. Wes Janson is really coming up in many discussions lately. I also have him in a list that I wan't to try tomorrow :) I run him along with Poe and a Stresshog.

My LGS has so many imperial players I really hope Wes Janson will help me strip tokens from the soontirs whispers and inquisitors I see every week...

The problem I see with him is his ship.. the t-65 X-wing is not mobile enough to keep up with the imperial aces.

I run both Poe and Wes with adaptability. keep my list at 99pts for initiative bid so I can let all these PS9 aces move first. I slap engine upgrade on Wes to make sure he can keep up with the target and I make him shoot first so he can Strip an evade. In a perfect world Poe gets a clean shot at a naked ennemy.

For the droid choice I go with R2-D2. once you get behind an ennemy you can go slower and then boost to keep up. Regen is strong. all in all my Wes cost me 37 points. yikes... will see tomorrow if it holds up.

Please let me know how your list did.

Edited by Mr Trep

I think you're on the right track but unless you kill a U-boat before they fire (even if one is stripped), your survivability is low.

I'm looking at Wes +BB8 (do 1 straight greens, barrel roll backwords, helps keep you at distance and avoid bumps) + VI+ IA. Lets him move after all Aces except Vader +VI which makes it very tough for them and you can strip a focus or TL they might need to really hurt you. I am strongly considering Autothrusters instead of IA though, but my list is at 98 points and the 2 point initiative bid is crucial for the rest of my list.

Good luck though, would love to hear how it turns out.

I think you're on the right track but unless you kill a U-boat before they fire (even if one is stripped), your survivability is low.

I'm looking at Wes +BB8 (do 1 straight greens, barrel roll backwords, helps keep you at distance and avoid bumps) + VI+ IA. Lets him move after all Aces except Vader +VI which makes it very tough for them and you can strip a focus or TL they might need to really hurt you. I am strongly considering Autothrusters instead of IA though, but my list is at 98 points and the 2 point initiative bid is crucial for the rest of my list.

Good luck though, would love to hear how it turns out.

Wes can't take Autothrusters.

I'd probably go with a Mangler Cannon on Ten Numb instead of the torpedoes just because you can keep getting that critical through without worrying about having a target lock or running out of munitions.

Wes is a great pilot though, and it's a shame we don't see more of him. This would be my take on this list:

Wes Janson (29)
Veteran Instincts (1)
Proton Torpedoes (4)
Guidance Chips (0)
Ten Numb (31)
Veteran Instincts (1)
Fire-Control System (2)
"Mangler" Cannon (4)
Gray Squadron Pilot (20)
Twin Laser Turret (6)
R3-A2 (2)
BTL-A4 Y-Wing (0)
Total: 100
With Wes and Ten Numb both at PS10, you can make sure your Soontirs and non-VI Vaders are moving first and unable to boost/roll away from you, so as long as you manoeuvre well, you should be able to catch them with either Wes's Torpedo or Ten's unblockable crit.

I'd probably go with a Mangler Cannon on Ten Numb instead of the torpedoes just because you can keep getting that critical through without worrying about having a target lock or running out of munitions.

Wes is a great pilot though, and it's a shame we don't see more of him. This would be my take on this list:

Wes Janson (29)
Veteran Instincts (1)
Proton Torpedoes (4)
Guidance Chips (0)
Ten Numb (31)
Veteran Instincts (1)
Fire-Control System (2)
"Mangler" Cannon (4)
Gray Squadron Pilot (20)
Twin Laser Turret (6)
R3-A2 (2)
BTL-A4 Y-Wing (0)
Total: 100
With Wes and Ten Numb both at PS10, you can make sure your Soontirs and non-VI Vaders are moving first and unable to boost/roll away from you, so as long as you manoeuvre well, you should be able to catch them with either Wes's Torpedo or Ten's unblockable crit.

I think that's an improvement on the OP's list against many lists but it does lack the firepower to consistently drop a Jumpmaster before they get a chance to fire. Two torpedoes and a 2 dice attack from the Jumpmasters on the other hand have a realistic chance of eliminating any one of these ships if they are able to focus fire.

Yeah, I don't really have a solution for 3x Jumpmasters using only those three ships and pilots specifically. Rebels are in a bit of a difficult spot at the moment against ordinance alpha-strikes since so many of their ships have low damage mitigation (green dice, evade tokens, etc).

Wes deals with one, but then Ten or the Y-Wing being at 1 agility each means you'll almost certainly lose one of them in the opening joust.

Thanks, really useful stuff.

I may try BB-8 on Wes with IA to try and keep him in arc and alive a little longer. It really is a shame you can't take autothrusters on him...

Mangler canon + FCS is probably better I'm going to try out the torps tomorrow just to see how it goes but the feeling I'm getting is that Ten Numb isn't enough damage + survive-ability to do what I'm wanting him to do. I'm pretty new to the game and really only have rebel ships so far so I'm just trying to make a list that can work against aces and u-boats, seems tough...

Here is a suggestion. Gives you an alpha strike, some maneuvering, and a bit of protection for Wes vs heavy hitters.

Ten Numb + Calculation + Proton Torps + Adv Sensors + Chips = 39pts

Advanced Sensors lets you barrell roll before moving, or focus before red maneuver. Bwings best upgrade. Calculation takes advantage of Numbs ability after proton.

Wes + R4-D6 + Plasma + Adaptability + IA = 33pts

R4 gives you protection against alpha strikes aka Uboats, as well as HLC, Ghost, and Whisper with their 4 primary.

Gold Stresshog = 28pts