AAXX Crack Shots Vs 5A Crack Shots

By gamblertuba, in X-Wing Squad Lists

We've seen the "chihuahuas" (hate that name) win some regionals. I'm not real interested in the shopping spree required to field 5 of these guys.

Green Squadron Pilot (19)
Adaptability (0)
Crack Shot (1)
A-Wing Test Pilot (0)
I have been trying to come up with a Rebel list that
  1. I can fly with what I already own
  2. Can compete against triple Jumpmasters
  3. Doesn't absolutely punt against Imp Aces
  4. Is fun to fly

Originally thought of this ZZAXX list but I'm not sold on Z-95's anymore:

Red Squadron Veteran (26) x2
Crack Shot (1)
R2 Astromech (1)
Integrated Astromech (0)
Green Squadron Pilot (19)
Adaptability (0)
Chardaan Refit (-2)
Crack Shot (1)
A-Wing Test Pilot (0)
Tala Squadron Pilot (13) x2
Total: 100

So my current thinking is the following: (edit forgot chardaan)

Red Squadron Veteran (26) x2
Crack Shot (1)
R2 Astromech (1)
Integrated Astromech (0)
Green Squadron Pilot (19) x2
Adaptability (0)
Chardaan Refit (-2)
Crack Shot (1)
Autothrusters (2)
A-Wing Test Pilot (0)
Total: 96

How does this list shape up against the chihuahuas? Edit: What to do with the extra 4 points?

Edited by gamblertuba

Why no Chardaan Refit???

I would run it like so:

2 greens w/ chardaan, test pilot, crack shot, adaptability & autos = 20 x 2

2 red vets w/ crack shot, R2 astro & autothrusters = 30 x 2

100

Because autothrusters are better than integrated astro. However, not everyone agrees. If you want to run integrated astro on the Red Vets, you have some options:

1 red vet w/ crack shot, targeting astro & integrated = 29

1 red vet w/ crack shot, R2-D2 & integrated = 31

OR

2 red vets w/ predator, R2 astro & integrated = 30 x 2

No Chardaan Refit?

Those Vets could really use AT to endure the first torp wave.

Edit: Ninja'd

Edited by K Genesis

If you're low on Crackshots and A-Wings and such, semi-viable alternative?

Green Squadron Pilot (19) (x3)
Crack Shot (1)
Chardaan Refit (-2)
Adaptability (0)
Autothrusters (2)
A-Wing Test Pilot (0)
Ezra Bridger (20)
Push the Limit (3)
Autoblaster Turret (2)
Nien Nunb (1)
Tala Squadron Pilot (13)
XX-23 S-Thread Tracers (1)
Guidance Chips (0)
100pts
Lose a couple crackshots, but Tala can lead the charge with an accurate set of Tracer Threads and the extra coverage from the autoblaster turrets can keep aces from flanking up close. You also retain the same HP, but lose a couple autothrusters and gain 1 red die. List can also let Ezra gobble up an Ace after you have an A-Wing perform a successful block on it, which is handy dandy. /shrug

Forgot Chaardan.

Not sure I agree that Autothrusters is better than IA but worth consideration.

IA will only absorb 1 hit, while doing nothing to improve your chances of mitigating damage.

AT (at R3) absorbs 1 hit per torp, while helping your roll, significantly improving your chances of any given ship to last 1 round.

Not only that, you creates two bubbles of safety. At R3, AT tanks the hit. At R1, no torps.

Finally, after torps are gone, AT makes sure that 2-dice turret means nothing.

The reason why 5A is successful is because it offers tons of blocking potential with reliable damage through Crack Shots.

An easy way to emulate that might be to drop down to 15-point Protoypes x 2, then spend 70 points on reliable damage dealers and possibly more blockers.

Here are some lists off the top of my head:

Prototype Pilot [Chardaan Refit]

Prototype Pilot [Chardaan Refit]

Miranda [TLT, Intel Agent]

Wedge [bB8, PTL, Integrated Astro]

Prototype Pilot [Chardaan Refit]

Prototype Pilot [Chardaan Refit]

Bandit Squadron Pilot
Dash Rendar [PTL, HLC, title, Kyle/Kanan, EU]