4 Man List Rebels: Cracken's Arms

By BlueMusketeer28, in X-Wing Squad Lists

So this is a squadron I have been using with some success:

Biggs: R2-F2, Integrated Astromech

Dutch: R7-T1, Experimental Interface, Blaster Turret, BTLA4

Green: Refit

Cracken: Wingman

The idea is high action economy for a tight high damage squad with a hard to kill Biggs that hits hard. The problem is I feel like Dutch isn't pulling his weight despite lining up shots and having his focus and TL as the focus is needed to fire twice. I am looking for suggestions on Dutch, as the rest is working pretty well, but any advice is welcome. I feel I should not the A-Wing is a flanker.

Note not "not"

Yeah, I think the problem is that Dutch isn't setup to really pull his weight. If you're looking for some good action economy, I think you may find R5-K6 or Targeting Astromech better options. The targeting astromech especially helps as it gives you (and another person by his ability) a target lock when you wouldn't normally get one. Those also make Experimental Interface not necessary. I get the action economy you are going for, but I think switching some things up might afford you more available firepower. Try this:

"Dutch" Vander — Y-Wing 23

Autoblaster Turret 2

Plasma Torpedoes 3

R5-K6 2

BTL-A4 Y-Wing 0

Ship Total: 30

Biggs Darklighter — X-Wing 25

Plasma Torpedoes 3

R2-F2 3

Experimental Interface 3

Ship Total: 34

Airen Cracken — Z-95 Headhunter 19

Wingman 2

Ship Total: 21

Prototype Pilot — A-Wing 17

Chardaan Refit -2

Ship Total: 15

Total: 100

This list affords you a much bigger alpha strike. Two plasmas against your opponents is throwing 8 dice, plus Cracken's two is 10 red on the alpha strike. The boot allows you to possibly grab another target lock, activating the pilot ability again, which may allow Biggs to change targets if need be. If they get close, the double attack of 3 primary and 2 unblockable is something that shouldn't be ignored either, and can push some damage. However after the alpha strike, this list, and Dutch especially, fails to put out decent damage. As an alternative, you can try this:

Horton Salm — Y-Wing 25

Twin Laser Turret 6

Ship Total: 31

Biggs Darklighter — X-Wing 25

R2-F2 3

Experimental Interface 3

Ship Total: 31

Airen Cracken — Z-95 Headhunter 19

Wingman 2

Ship Total: 21

Tala Squadron Pilot — Z-95 Headhunter 13

Cluster Missiles 4

Guidance Chips 0

Ship Total: 17

Total: 100

Changes things up a bit, as you want to use Salm as a flanker/buzzard. Still gives you a bit of an alpha strike as well. You can switch it up to Concussion Missiles if you want to have range instead. This one doesn't give you all the free target locks though, so best to keep that in mind when using Cracken's ability. You're limited on your options for actions though, so it's not a lot of hard decisions to make. On that note, while I do like R2-F2 for his agility increase, here's an alternate Biggs that with the free action from Cracken, may last longer, with a little luck of dice rolls, of course.

Biggs Darklighter — X-Wing 25

R5-D8 3

Hull Upgrade 3

Ship Total: 31

Phew. That's a lot of ideas to throw out, I know. At least it can get you thinking about things. Goals, and how best to achieve them, are what I base my lists on. Obviously, any list's primary objective should be to win, but how to go about doing that can be very different from list to list.

Wow, that was actually really helpful. Yeah surprisingly Biggs tends to not die when I run him with this list, and I am glad you caught on to the action economy, the idea being that Airen, Biggs and Dutch would all have a focus and a target lock, while Biggs still had his droid active, and Airen could handle Dutch's stress. I have a few questions though. I went with R7-T1 to keep dutch moving at a decent pace and effectively getting 3 actions plus giving Biggs a target lock, and you took R7 off in favor of the R5-K7, not a bad idea, but you also have me using autoblaster turret, which needs range one, and I worry that Dutch will likely not make it into range making the damage null. Targeting Astromech helps, but I find he is better for circling Y-wings than BTL-A4 Y's (Maybe I'm crazy). Horton is an interesting idea, it hurts the action economy a bit... With that build I would think running Salm slightly apart from the others would be the key, is that the general idea? Also what is Tala doing? Just a cheaper support I am assuming?

Thanks.

Yeah, the Autoblaster Turret plus the title make it so that if they try to rush into range 1 to avoid the plasma torps, the get met by a double attack from your primary/turret. It just is a failsafe to ensure you push some damage during your first pass.

There is such a thing as too much action economy, and I think you've achieved it. In your setup, Airen and Dutch can take focus actions while Biggs takes R2-F2 action, Dutch uses EI for R7, then everyone has a target lock through his ability. Airen attacks and the only possible thing left is for Biggs to focus. You are using all available actions each turn, and while that is pretty cool, it also leaves you very stagnated and dependent on each other. Too many handshakes really sucks when you lose part of it. What happens when you lose Biggs? Now Airen's ability is essentially wasted. Unless yout don't use EI, in which case EI and Wingman become obsolete, and 5 points you've invested is now hood decoration.

So changing things up like I did gives a little less economy for a lot more options. Biggs with EI allows him to be self sufficient getting his focus and agility increase every turn. The reason I went with Dutch that way is that the boost isn't necessary if you are flying this tight formation that I'm thinking you would to take advantage of all of the abilities. Targeting Astromech allows you to make red maneuvers and get that stress, but still contribute those target locks to the group. The big thing on that first list is the alpha strike is strong, but the remainder of the fight without a Turret really leaves Dutch in more of a support role, which is somewhat a waste.

And yes, on the second build, Horton would be flown away from the others. The Tala is in there for a cheap addition of Missiles, which the A-wing wasn't offering. I would almost want to drop Wingman for Swarm Tactics in that setup though, so you can get two shots in at PS8. Personal preference.

Yeah, the Autoblaster Turret plus the title make it so that if they try to rush into range 1 to avoid the plasma torps, the get met by a double attack from your primary/turret. It just is a failsafe to ensure you push some damage during your first pass.

There is such a thing as too much action economy, and I think you've achieved it. In your setup, Airen and Dutch can take focus actions while Biggs takes R2-F2 action, Dutch uses EI for R7, then everyone has a target lock through his ability. Airen attacks and the only possible thing left is for Biggs to focus. You are using all available actions each turn, and while that is pretty cool, it also leaves you very stagnated and dependent on each other. Too many handshakes really sucks when you lose part of it. What happens when you lose Biggs? Now Airen's ability is essentially wasted. Unless yout don't use EI, in which case EI and Wingman become obsolete, and 5 points you've invested is now hood decoration.

So changing things up like I did gives a little less economy for a lot more options. Biggs with EI allows him to be self sufficient getting his focus and agility increase every turn. The reason I went with Dutch that way is that the boost isn't necessary if you are flying this tight formation that I'm thinking you would to take advantage of all of the abilities. Targeting Astromech allows you to make red maneuvers and get that stress, but still contribute those target locks to the group. The big thing on that first list is the alpha strike is strong, but the remainder of the fight without a Turret really leaves Dutch in more of a support role, which is somewhat a waste.

And yes, on the second build, Horton would be flown away from the others. The Tala is in there for a cheap addition of Missiles, which the A-wing wasn't offering. I would almost want to drop Wingman for Swarm Tactics in that setup though, so you can get two shots in at PS8. Personal preference.

I like what you are doing there, actually that's 3 shots at 8, which is nice, helps out Biggs. I like this idea, and yeah I see the problem and like where yo are going with it. You're very right though, lose a ship and a lot becomes useless.

OHH and yes I fly them very tight.