CrAAXX Shot Vs. Chihuahuas. Rebel Crack Shot lists.

By gamblertuba, in X-Wing

The 5 Green Squad A-wings with Chaardan, Autothrusters, Adaptability and Crack Shot is a thing. 2 Regionals so far. Sounds good but I would need to go out and spend about $100 to fly the list. Has anyone tried something like this:

Red Squadron Veteran (26) x2
Crack Shot (1)
R2 Astromech (1)
Autothrusters (2)
Green Squadron Pilot (19) x2
Crack Shot (1)
Chardaan Refit (-2)
Adaptability (0)
Autothrusters (2)
A-Wing Test Pilot (0)
Total: 100
= same red dice
= same hull and shield
+ three dice attacks more likely to hit dodgy targets
- fewer green dice
- one less blocker
Would you prefer Integrated Astromech? If so, what to do with the other points? Is there another rebel "swarm" that we should consider instead?

If you just want to beat scouts, Z-swarms are fantastic. It is the balance of the Aces that makes it hard.

I like the list you've posted, I have seen it used well, but I think it suffers more to ordinance and aces due to the -1 agility and -1 crack shot.

How about 3 of the Chihuahua A-Wings and Poe? You can even VI the Chihuahuas to have PS on the other PS 4 swarms out there.

3x A-Wing with Chardaan, Title, VI, AT, CS (21x3)

Poe with r5, AT, VI (37)

One of the strengths of the Chihuahua Storm is the quantity of Crack Shots. They seem to have a multiplicative effectiveness, where the next one is more important than the previous. Running one Crack shot in a list isn't very useful, two starts getting there, three could get you a dead TIE, and on and on.

Dropping from 5 to 4 crack shots doesn't just lose you 20% effectiveness, it loses a little more. Going from 6 BSPs to 5 A-wings is a pretty big loss, it is the cliff from two dead TIEs to one dead TIE in extra damage. The autothrusters and shields seem like they are enough to counter that, but you will have to experiment to see if dropping another one but concentrating firepower is still effective, or if it dropped just a touch off the efficiency cliff.

I don't know, I kind of like this list. You lose one A-wing, but concentrate attack dice and gain lots of beef. Chewing through a T70 with autothrusters takes a little bit, and Talon Rolls followed by all green R2 maneuvers looks pretty sweet.

Edited to remove IA--my bad

Edited by quasistellar

I'm just fascinated by the idea of Crack Shot behind a three dice attack.

Has anyone considered a 5 Scyk swarm?

Tansarii Point Veteran (17) x4
Crack Shot (1)
Serissu (20)
Crack Shot (1)
Shield Upgrade (4)
Total: 97

It's stupid sure... Stupid like a fox?

I don't know, I kind of like this list. You lose one A-wing, but concentrate attack dice and gain lots of beef. Chewing through a T70 with autothrusters and IA takes a little bit, and Talon Rolls followed by all green R2 maneuvers looks pretty sweet.

Can't have both thrusters and integrated astromech. More's the pity.

I don't know, I kind of like this list. You lose one A-wing, but concentrate attack dice and gain lots of beef. Chewing through a T70 with autothrusters and IA takes a little bit, and Talon Rolls followed by all green R2 maneuvers looks pretty sweet.

Can't have both thrusters and integrated astromech. More's the pity.

Ah, whoops! Still--I think it's a solid list.

I think you get more utility out of ditching the R2s and adding in R3-A2 to one of the T-70s--gives you a bit of a control threat.

Other than a dog and a taco bell spokesman...... what is a Chihuahua?

Other than a dog and a taco bell spokesman...... what is a Chihuahua?

The five A-wing list described in the OP. Has won 2 regionals so far. Anyone know if the video of those matches are (or will be)

available?

Other than a dog and a taco bell spokesman...... what is a Chihuahua?

Its a provoince? State? in mexico, but the list name is probably referring to the dog. Five little yippers running around, and Crack Shot is the only thing that brings its bite anywhere close to its bark.

I won our area tournament with

Red squadron, r2d6 , crack shot, IA

Red sq vet, r3a2, crack shot IA

Red sq vet, r2, crack shot IA

Green sq, title, adapt, crack shot, chaardan

R3-a2 was instrumental in messing with the shuttle in palp aces, as well as anti ace tech. It also drew fire and target priority. The a wing was ignored, and the t65 could go hyper aggressive

Edited by Ravncat

I'm just fascinated by the idea of Crack Shot behind a three dice attack.

Can't I introduce you to Zeta Leader?

I won our area tournament with

Red squadron, r2d6 , crack shot, IA

Red sq vet, r3a2, crack shot IA

Red sq vet, r2, crack shot IA

Green sq, title, adapt, crack shot, chaardan

R3-a2 was instrumental in messing with the shuttle in palp aces, as well as anti ace tech. It also drew fire and target priority. The a wing was ignored, and the t65 could go hyper aggressive

If you put R3-A2 on a Red Vet, give him Wired. It's great on both offense and defense.

I went up against a 6 tie crack list and a 5 awing crack lists at the Hoth open. I was flying a variation on super dash, using Jan Ors to boost the reds to 5. Against the tie list, with 5reds+tl+focus I did 3 dmg to a tie and destroyed it before the return fire. The return fire saw a dead Dash from 5 crack ties. Same set up, I did 3 dmg to an awing, of course it lived. Return fire saw a dead Dash again from 5 crack awings. Difference being, I didn't earn any points that turn. I think 5 cracks is sufficient, anything more you get diminishing returns. Just my thoughts.

Edited by Beard

If you put R3-A2 on a Red Vet, give him Wired. It's great on both offense and defense.

Much of the time, you can clear r3-a2 stress, especially on the approach. This means you can focus, eliminating the need to reroll focus, and TL is rendered suboptimal by the rerolls. Wired is really good with a boost then r3a2. Most of the time, you r3a2 on approach and block your kturn/talon roll, leaving off stress on opening can signal the red move. So red move into r3a2 for double stress is rare, further r3-a2 is an early target. The longer the wired r3-a2 combo is in play - the more it is worth. Integrated astromech also kills the primary wired synergy close to death.

On the other hand, crack shot spikes damage and during the alpha strike, the extra damage is often the difference in a dead ship, especially if it has high defense (corran, soontir, whisper, ig88) it's really important to have it available on all ships in that opening round, because failing to kill one of those targets, esp rebel regen can waste the other crack shots. And as you're not beating p.s. 5. A round 1 death is possible. (Leaving only 3 shots) So I found the early spike to be more valuable in this list.

The 3die attack + crack shot is better than wedge - almost phantom level offense, it really is an "alpha strike" . In another list I could see valuing wired more

Edited by Ravncat

Indeed. 3 Dice attack + crack shot is pretty **** nasty. Throw weapons guidance on there as well, and you've got some serious initial punch. Probably not enough to knock out a Jumpmaster 5000, though, so you still need to avoid a head-on joust, but against most other things you should put out some scary damage. It's enough that with - say - soontir fel, you should be forcing him to spend one of his tokens or palpatine on each shot to over-evade or else let you crack shot to break his defences. Since you can retain your crack shot if it's not going to help, that's a very nice situation to be in.

You can easily fit 3 Red Squadron Veterans with Crack Shot and Weapons Guidance in a list. You've even got quite a handful of points to upgrade them - Ello Asty or Poe, astromechs and integrated astromech, or torpedoes.

Plasma Torpedoes would be an interesting one. Crack Shot makes them especially threatening - because going from 'miss' to 'hit' means 2 points of damage, not just one.

I like this mix. The Red Vets are a little expensive. But it's serious bang for the buck.

[ REBEL SQUADRON (100 points)

1 • Red Squadron Veteran - R2 Astromech - Crack Shot - Weapons Guidance - Flechette Torpedoes - Integrated Astromech (32)

2 • Red Squadron Veteran - R2 Astromech - Crack Shot - Weapons Guidance - Flechette Torpedoes - Integrated Astromech (32)

3 • Green Squadron Pilot - Crack Shot - Adaptability - Chardaan Refit - A-Wing Test Pilot (18)

4 • Green Squadron Pilot - Crack Shot - Adaptability - Chardaan Refit - A-Wing Test Pilot (18)

Heck, you could replace one vet with Poe and not lose much at all, couldn't you?

Edited by Sanguinary Dan

Was going nuts about how good R4-D6 would be here, then realised I didn't know what it did.

This is certainly a WAY cheaper way of building the rebel Crack Swarm. You only need 1x Rebel Aces not multiple, you only need 4 Crack Shots... far more accessible and comparable in many ways. I think probably inferior overall, but it's not far off. For players looking to a cheap way into a Crack Swarm it's worth a try.

The point about diminishing returns from removing Cracks is a good one, though. Going from 6 to 5 already has an impact, from 6 to 4 isn't helping much either.

Edited by Stay On The Leader

I'm just fascinated by the idea of Crack Shot behind a three dice attack.

Has anyone considered a 5 Scyk swarm?

Tansarii Point Veteran (17) x4

Crack Shot (1)

Serissu (20)

Crack Shot (1)

Shield Upgrade (4)

Total: 97

View in Yet Another Squad Builder

It's stupid sure... Stupid like a fox?

Serissu w/ CS and Mangler, 3x Point Veterans w/ Crack Shot and Mangler.

Falls right in at 99. Sure, they are fragile as heck, but that is more dice than the Chihuahuas are throwing, less greens your opponent is throwing, higher PS than Crackblacks and Chihuahuas, and (slightly) more defensive with Serissu. On top of that, you are pushing through more crits as well. If you want 3 dice behind a Crack Shot, this is how you do it.

Edited by Caboose2900

Not running out today to buy 2 more Scyks but I like the way you think...

Not running out today to buy 2 more Scyks but I like the way you think...

Sadly, I think I just convinced myself that I need to run this list... Time to buy 3 more scyks...

So... I now own 4 Scyk's... Mistakes were made...

You're just ahead of the curve. Just wait until the $200 Scum Super Epic ship tat comes with the Scyk fix... And the starviper fix... And the Kihraxz fix....

The 5 Green Squad A-wings with Chaardan, Autothrusters, Adaptability and Crack Shot is a thing. 2 Regionals so far. Sounds good but I would need to go out and spend about $100 to fly the list. Has anyone tried something like this:

Red Squadron Veteran (26) x2

Crack Shot (1)

R2 Astromech (1)

Autothrusters (2)

Green Squadron Pilot (19) x2

Crack Shot (1)

Chardaan Refit (-2)

Adaptability (0)

Autothrusters (2)

A-Wing Test Pilot (0)

Total: 100

View in Yet Another Squad Builder

= same red dice

= same hull and shield

+ three dice attacks more likely to hit dodgy targets

- fewer green dice

- one less blocker

Would you prefer Integrated Astromech? If so, what to do with the other points? Is there another rebel "swarm" that we should consider instead?

I really like this list mate! Despite my love of flying a-wings I personally would aim to put as many red squadron vets in as possible. My variation is:

3x Red Squadron Vets w. Crack Shot, R2 Astromech and IA

Green squadron pilot w/ Title adaptability, Crack Shot and Chardaan Refit

100 pts

I would love to fit in autothrusters in (especially on the a-wing), but I think a trio of X-wings will give any opponent something else to think about. IA does add some extra health to the list, and I gain 3 ships with 3 attack dice and crack shot - which is something at least!

The green squadron could be replaced with something like a Tala w/ GC and Ion pulse missles (or thread tracers)... but yeah.....

Overall I think I'd prefer your balanced offense and defense variation