3X +1 list

By CJKeys, in X-Wing Squad Lists

Hey everyone. So recently at the CAC in Chantilly I ran a list I call "Hobbie Town" that I have ran variations on since the Rebel Transport dropped about 2 years ago.

The version I ran at CAC was:

Hobbie Klivian

-R2-D6

-Push the Limit

-Integrated Astromech

Tarn Mison

-R7 Astromech

-Integrated Astromech

Biggs Darklighter

-R4-D6

-Integrated Astromech

Zeb Orrilios

-Jan Ors

The idea was to be able to drop an evade on Biggs from Jan but I didn't find it too often. I was thinking of dropping Jan for Hera. The list went 3 and 3. It had the most trouble with single jumpmasters, was my first time playing against them, and triple imperial aces. I was hoping to get some feedback because with the meta shifting to heavy low and mid ps these guys sem to do ok other then the two bad match-ups.

I think I like the list in general, do you generally take the second PtL action as Target Lock to clear stress? (I have no idea if that works). Your Tarn build is great and Biggs is solid.

Zeb seems like the odd man out, his ability has a very small chance of coming into play so he is just a cheap three dice attack (right?). Hera could be good, but you could also go for autoblaster turret. It won't destroy aces, but it will give them a bit of a pause.

I think you are reading the meta shift right, PS4 is becoming important like back in the days of Dagger Squadron B-wings. Having said that, Palp-Aces is still definitely a thing, so you want to have something in mind to deal with it.

If I was playing against you, I would definitely be gunning for Hobbie when Biggs allows the shot, then probably the Attack Shuttle. Tarn is too tough a nut to crack, but his offense is low enough that I would just hope to have more points left than you when he is your last ship.

You have it basically correct. The +1 has always sort of been an odd man out. When the Rebel Transport dropped it was:

Hobbie Klivian

-R2-D6

-Push the Limit

Tarn Mison

Biggs Darklighter

Red Squadron Pilot

As time has changed and Ive added new upgrades to the 3 named x-wings I have swapped in Airen Craken the Blount with Adv Homing Missiles and went to Zeb so its a block of 3 attack ships again. The thought behind hera is that if the x-wings 3 turn they can 3 turn again if needed and Zeb can stay in formation because his 3 turn is red.

The biggest challlenge I have found is using asteroid placement to force my opponent into a joust. I have played games whre I cross the table and k turn before engaging because my opponent doesnt want to engage on my terms and once they do I can usually burn something down quick enough.

I havent had to face a palp shuttle yet but I think my best tactic is to simply run in and gun down the shuttle as Biggs should buy me enough time to get in and burn it down before I have to deal with the aces.

Also each turn Hobbie will Focus+TL something that it doesnt look like can leave his arc. Hobbie then shoots and uses the target lock and focus making him very offensively.

I like it, i wanna try it, but i don't understand why R4-D6?

I think to drop R4-D6 and put other droid. Alaso i drop Zeb for a Z-95 or Rookie X-Wing.

So I try to force the T-65s to work whenever I can and I ended up with what I call Trench Run:

Wedge

BB-8

PTL

IA

Luke

R2-D2

Expert Handling

IA

PORKINS!

R5-D8

Expert Handling

IA

So clearly, if you ask me, the way to fix the T-65 is let it barrel roll. It give them a much more flexible joust (added bonus is EH drops any locks as well). Luke and Wedge both already have incentive to do greens to clear stress every turn, and Porkins can just drop it if he feels like it and let R5 do his thing. I have seen OK success with it, but its far and away the best T-65 squad I have ever flown. Whenever I want to drop an X into a list I usually grab one of these guys to do it.

I like it, i wanna try it, but i don't understand why R4-D6?

I think to drop R4-D6 and put other droid. Alaso i drop Zeb for a Z-95 or Rookie X-Wing.

r4d6 is a direct HLC and high attack dice counter on Biggs as i can reduce hits (I know i cant do it to crits) to 2 if I have 3 uncancelled by taking stress.

I used to run a z-95 but it doesn't carry as much throw weight as a 3 attack ship.

I guess at this point I'm looking for minor tweaks (esp crew on zeb or an equal 3 dice alternative) to get the best efficiency and bang out of it.

Odd man out can now be GSP with crackshot thrusters adaptability

Here my version:

Tarn Mison (23)
R7 Astromech (2)
Integrated Astromech (0)
"Hobbie" Klivian (25)
Targeting Astromech (2)
Integrated Astromech (0)
Poe Dameron (31)
R5-P9 (3)
Autothrusters (2)
Bandit Squadron Pilot (12)
Total: 100

If going XXXX I would run this:

Tarn Mison: R7 Astro, Integrated (25)

Biggs: R4D6, Integrated (26)

Hobbie: Targeting astromech, Integrated (27)

Rookie: R2 Astro, Integrated (22)

Keeps the firepower up with 12 attack dice total, and is quite defensive. Hobbie and Tarn are both great end game ships. I love Hobbie with Targeting because he can K turn like a defender, but he gets TL and a focus! It is good stuff.