Jake's Gaurdians

By Wiredin, in X-Wing Squad Lists

Jake Farrell (24)
Push the Limit (3)
Chardaan Refit (-2)
Veteran Instincts (1)
Autothrusters (2)
A-Wing Test Pilot (0)
Guardian Squadron Pilot (25)
Autoblaster Turret (2)
Extra Munitions (2)
Homing Missiles (5)
Jan Ors (2)
Guidance Chips (0)
Guardian Squadron Pilot (25)
Autoblaster Turret (2)
Extra Munitions (2)
Homing Missiles (5)
Mercenary Copilot (2)
Guidance Chips (0)
Total: 100
I haven't been online for a while, so I don't know if something similar has been posted or not yet. I haven't played since wave 8 release day, and I haven't picked up any scum aside from the Misthunter yet so I haven't played against the current scary... and I'm scared my usual 4x A wing list will be cut to pieces... so I decided I'm going to build something new to start trying out.
Jake is actually my key piece to this puzzle. I'm starting to fly A-wings fairly well after spending a good portion of my previous games darting around the board. I find I'm more competitive with my 4 A build than any other (aside from my Ghost/Shuttle/A build which I felt was cheating). But Jake has become a main stay of my lists because of how dangerous he is if left alone too long. But if they decide to target him first and leave the Guardians... well they will make short work of whomever is chasing Jake right into their open maw.
The final two points for my K wings after loading the Adv. Homing missiles, chimps, turret, and EM's was a tough one. I thought instantly of Jan to help keep Jake alive a little longer. Dual evade tokens with his 3 dice and AT can really help deal with the U boat attacks and TLT attacks. The mercenary Co-pilot may make the other K more deadly for that range 3 munitions drop. I'm curious if maybe dual co-pilots may be a better build...
I was also thinking Flechette Torps instead of the crew options as that could keep the damage per turn up longer and also introduce a control mechanic to my list.
The final option I was looking at for those extra 2/4 points is upgrading one of the Guardians to Miranda to give me the pilot skill boost (which I don't think matters as much as the Guardians will still fire before the U boats or TLTs) but it also gives me the regen option as well. Drop Adv. Homing to Concussion missiles and re-add Jan Ors to the mix to help out Jake... and it could get pretty dangerous out there I think.
I don't got a third K, and no interest in buying another one at this time... even though I see the potential for 3 missile boats.
Theories?
I may run one of these variants today at a tournament vs my usual A wing list.
Jake Farrell (24)
Push the Limit (3)
Chardaan Refit (-2)
Juke (2)
Stealth Device (3)
A-Wing Test Pilot (0)
Green Squadron Pilot (19)
Push the Limit (3)
Chardaan Refit (-2)
Juke (2)
Autothrusters (2)
A-Wing Test Pilot (0)
Green Squadron Pilot (19)
Push the Limit (3)
Chardaan Refit (-2)
Wired (1)
Autothrusters (2)
A-Wing Test Pilot (0)
Green Squadron Pilot (19)
Push the Limit (3)
Chardaan Refit (-2)
Wired (1)
Autothrusters (2)
A-Wing Test Pilot (0)
Total: 100

I really like Intel Agent in this situation, they make everyone in the list a nasty blocker.

Edited by Biophysical

I will give an optio, but I dont think you need it. All the lists you mentioned looked really solid to me. I like the A wing list but I didnt feel like Ive got my moneys worth from GSP's when ive used them. Any tips?

A-Wing: · Jake Farrell (24)

Push The Limit (3)

Chardaan Refit (-2)

Autothrusters (2)

A-Wing Test Pilot (0)

Veteran Instincts (1)

K-Wing: · Miranda Doni (29)

Twin Laser Turret (6)

Tactician (2)

K-Wing: Guardian Squadron Pilot (25)

Extra Munitions (2)

Homing Missiles (5)

Autoblaster Turret (2)

Guidance Chips (0)

Intelligence Agent (1)

Kwing with tactician is so much fun.

I came up with a very similar squad recently!

Rebel Alpha + Ace (100)

Esege Tuketu (40) - K-Wing

Autoblaster Turret (2), Extra Munitions (2), Homing Missiles (5), Recon Specialist (3), Guidance Chips (0)

"Dutch" Vander (32) - Y-Wing

Autoblaster Turret (2), Plasma Torpedoes (3), Extra Munitions (2), Targeting Astromech (2), Guidance Chips (0)

Jake Farrell (28) - A-Wing

Push The Limit (3), Chardaan Refit (-2), A-Wing Test Pilot (0), Autothrusters (2), Veteran Instincts (1)

Plays off of the synergy between Esege and Dutch to get modified ordnance off (double modifications in Esege's case) Autoblaster turrets and Jake are there to help against aces. Only problem is that once Esege (or Dutch, but I'm guessing Esege will be the main target) goes down their shots become much less powerful.