Trelix and Pals - Firespray and Interceptors for a "casual" tourney

By Chillmire, in X-Wing Squad Lists

So I played a couple of games yesterday to give the list a test run and things went pretty well! I forgot to take pictures so you'll just have to use your imagination :c

Game #1
Luke Skywalker - R2-D2, Draw Their Fire and Shield Upgrade
3x Rookie Pilots


He deployed his X-Wings in formation on (my) top mid-left, while I set up Jax on the far left, Trelix in front to joust (which seemed like a good idea, maybe not in hindsight) with the Saber deploying to the far right. The game started with the X-Wings trundling forward slowly and steadily, while Trelix made a similar move and Jax swerved around the flank to try and get into the side of his Xs, Saber jetted forward to get as close and far around the opposite flank as possible.

Turn two saw things travel at much a similar pace, although one of the Xs broke formation to go gunning for the Saber pilot coming in on the flank, while the other on his other flank banked to engage Jax - the third Rookie slumped forward to get some range 3 shots off on Trelix. I slowed down with Trelix and sent Jax and the Saber further in, taking some evades to make sure I didn't take any damage before the proper engagement. Shots firing all around, but the only one who took any damage was Luke, losing one shield which he'd promptly regen next turn.

Turn three could have been a disaster for me but it all seemed to work out. The Rookies lurched forward and it looked like he was going for a block in order to single out Trelix and I more or less fell into it. Trelix was blocked by the mid Rookie and Jax by the one on his flank while the Saber managed to avoid being blocked by his opponent. This all could have went wrong here, but when I checked my arcs I noticed that when Luke had shimmied forward to get his shots off on Trelix, he'd put himself in range 1 of the Jax, Trelix and range 3 of the Saber. 11 dice with some focus tokens thrown in melted Luke in a heartbeat. He would have survived, had Jax not been there to nullify the three eyeballs he rolled against the Saber! Trelix lost all his shields and two full for his trouble, first from Luke before he kicked the bucket and his two supporting Rookies.

Turn four essentially turned into a mop-up, and for the next three turns the Interceptors and Firespray chased the Rookies around the board picking them off one by one.

Afterthought; the HLC didn't prove too useful in this game, but Jax was invaluable even without his action on the turn he was blocked. That ability means the difference between life and death for some pilots... I think things would have went a lot worse had Jax not been in the right spot at the right time, as Luke wouldn't be dead and he'd be able to just continue regenning for the rest of the game.

Game #2
RAC - Gunner, Expert Handling, Engine Upgrade and Dauntless Title
Whisper - Veteran Instincts, Agent Kallus, Fire Control System and Advanced Cloaking Device


This game looked quite frightening from the get-go. A very manoeuvrable Decimator is something I've had issues with in the past, if only because the ship is so hilariously tanky on top of being able to boost or barrel roll out of arc. That said, this game also went very well.

Whisper deployed at (my) top left while RAC deployed straight in the middle, set up to joust with Trelix. My Saber once again took the right while Jax took the left.

I wanted to engage the Phantom as soon as possible and give it nowhere to run, so I shot Jax and Trelix forward in a hope that he'd move into someone's arc somewhere down the line and give her limited space to move. The Saber darted down the opposite flank, while RAC turned to engage the incoming Interceptor. Whisper took a cloak and faded into nothingness.

Turn two saw Trelix and Jax once more jetting it across the board, while the Saber banked and took a focus before RAC banked once again to engage the Interceptor. Whisper decloaked and took some shots at Trelix, knocking off one of his shields with a remarkably bad roll. Those rolls would come back to haunt him, as Jax and Trelix both opened up on the Phantom. Out of a total of seven dice attack, only two eyeballs and one evade were rolled on all of his green dice and Whisper kicked the bucket incredibly early.

The rest of the game consisted of me chasing RAC across the board which was a pain. Being able to boost and barrel roll made him hard to catch, but the kicker was when he ended up face-to-face with Jax with both Trelix and the Saber staring at him from elsewhere, and he went down over the space of two turns with all three ships shooting at him like no tomorrow.

Afterthought; I feel as though this game was won by lucky (or unlucky) dice rolls more than anything else, but I feel like I did a good job fencing Whisper up rather aggressively. I could have went for RAC, but I'd have been chasing around a ship that could boost or barrel roll effectively wherever it pleases which would have been a nightmare while Whisper shoots the hell out of me.

I feel that both games went very well and gave me a better insight on how the squad should be flown, but at the same time I felt that I could have gleaned more out of it if the dice hadn't fallen the way they did. That being said, it's given me a lot of ideas for the future and I'm excited to see how this list fares against some of the more meta-heavy ships, since although RAC boosting around is quite annoying I don't think it's anywhere in the meta at the moment - but I could be wrong!

If you guys have any advice on how those games should have been flown if not for lucky dice rolls, that'd be appreciated. I understand it's quite difficult to get an idea without pictures and that's my bad. Sorry :(

Edited by Chillmire