Blue's Three Musketeers

By BlueMusketeer28, in X-Wing

Ok this is my last one for the weekend.

Wedge Antilles: Push the Limit, BB-8, Integrated Astromech, Flèchette Torpedos

Corran Horn: Vereran Instincts, R2-D2, Fire Control System

Airen Cracken: Ion Pulse Missiles, Adaptability, Guidance Chips

We have a lot of fire power, economy, and skill. We might die horribly but for my causal games I think this would be hilarious.

If you hate the ordnance you can grab engines and initiative. I think the one round of super control, or 2 rounds if they pull k-turns would be useful for setting up Corran. Wedge can handle himself, Corran gets actions from Cracken until he dies. With luck some serious damage has been done before Wedge and Airen buy the farm.

Drop flechettes, change Cracken to Blount, give Blount Deadeye, and put an Engine Upgrade on Corran.

Ok this is my last one for the weekend.

Wedge Antilles: Push the Limit, BB-8, Integrated Astromech, Flèchette Torpedos

Corran Horn: Vereran Instincts, R2-D2, Fire Control System

Airen Cracken: Ion Pulse Missiles, Adaptability, Guidance Chips

We have a lot of fire power, economy, and skill. We might die horribly but for my causal games I think this would be hilarious.

Autoloses to Palp Aces.

Pretty much autoloses to U-Boats.

Autoloses to Crackshot swarms and the 5 A-Wings with Crackshot.

Autoloses to Super Dash and Ghost

Autoloses to double ghost Biggs or double Ghost Y-Wing.

Etc. Etc.

Thread title sucks, typical non-descriptive thread title that tells someone browsing the forum absolutely nothing about the list being discussed in the thread. Also, it has a stupid nickname.

New rule: Your squad only gets a nickname if it's actually good, like Danger Zone or Bloody Daggers.

Ok this is my last one for the weekend.

Wedge Antilles: Push the Limit, BB-8, Integrated Astromech, Flèchette Torpedos

Corran Horn: Vereran Instincts, R2-D2, Fire Control System

Airen Cracken: Ion Pulse Missiles, Adaptability, Guidance Chips

We have a lot of fire power, economy, and skill. We might die horribly but for my causal games I think this would be hilarious.

Autoloses to Palp Aces.

Pretty much autoloses to U-Boats.

Autoloses to Crackshot swarms and the 5 A-Wings with Crackshot.

Autoloses to Super Dash and Ghost

Autoloses to double ghost Biggs or double Ghost Y-Wing.

Etc. Etc.

Thread title sucks, typical non-descriptive thread title that tells someone browsing the forum absolutely nothing about the list being discussed in the thread. Also, it has a stupid nickname.

New rule: Your squad only gets a nickname if it's actually good, like Danger Zone or Bloody Daggers.

Drop flechettes, change Cracken to Blount, give Blount Deadeye, and put an Engine Upgrade on Corran.

I thought about that, I was concerned about Blout getting slaughtered before he could deliver, and then being semi useless immediately after... Thoughts?

Ok this is my last one for the weekend.

Wedge Antilles: Push the Limit, BB-8, Integrated Astromech, Flèchette Torpedos

Corran Horn: Vereran Instincts, R2-D2, Fire Control System

Airen Cracken: Ion Pulse Missiles, Adaptability, Guidance Chips

We have a lot of fire power, economy, and skill. We might die horribly but for my causal games I think this would be hilarious.

Autoloses to Palp Aces.

Pretty much autoloses to U-Boats.

Autoloses to Crackshot swarms and the 5 A-Wings with Crackshot.

Autoloses to Super Dash and Ghost

Autoloses to double ghost Biggs or double Ghost Y-Wing.

Etc. Etc.

Thread title sucks, typical non-descriptive thread title that tells someone browsing the forum absolutely nothing about the list being discussed in the thread. Also, it has a stupid nickname.

New rule: Your squad only gets a nickname if it's actually good, like Danger Zone or Bloody Daggers.

You are such a breath of positivity! ;-)

Thread title is fail

No blue ace

Ok this is my last one for the weekend.

Wedge Antilles: Push the Limit, BB-8, Integrated Astromech, Flèchette Torpedos

Corran Horn: Vereran Instincts, R2-D2, Fire Control System

Airen Cracken: Ion Pulse Missiles, Adaptability, Guidance Chips

We have a lot of fire power, economy, and skill. We might die horribly but for my causal games I think this would be hilarious.

Autoloses to Palp Aces.

Pretty much autoloses to U-Boats.

Autoloses to Crackshot swarms and the 5 A-Wings with Crackshot.

Autoloses to Super Dash and Ghost

Autoloses to double ghost Biggs or double Ghost Y-Wing.

Etc. Etc.

Thread title sucks, typical non-descriptive thread title that tells someone browsing the forum absolutely nothing about the list being discussed in the thread. Also, it has a stupid nickname.

New rule: Your squad only gets a nickname if it's actually good, like Danger Zone or Bloody Daggers.

Ok this is my last one for the weekend.

Wedge Antilles: Push the Limit, BB-8, Integrated Astromech, Flèchette Torpedos

Corran Horn: Vereran Instincts, R2-D2, Fire Control System

Airen Cracken: Ion Pulse Missiles, Adaptability, Guidance Chips

We have a lot of fire power, economy, and skill. We might die horribly but for my causal games I think this would be hilarious.

Autoloses to Palp Aces.

Pretty much autoloses to U-Boats.

Autoloses to Crackshot swarms and the 5 A-Wings with Crackshot.

Autoloses to Super Dash and Ghost

Autoloses to double ghost Biggs or double Ghost Y-Wing.

Etc. Etc.

Thread title sucks, typical non-descriptive thread title that tells someone browsing the forum absolutely nothing about the list being discussed in the thread. Also, it has a stupid nickname.

New rule: Your squad only gets a nickname if it's actually good, like Danger Zone or Bloody Daggers.

Harsh for a casual flyer. It's a relative to an amigo's build. Long dead but I am a casual flyer. Again I never claimed it to be a meta shifter, just something amusing to fly. Still though, I don't know if I would go to autolose on Palp's aces. We have the pilot skill and wedge can reposition to an extent. Not to mention an ion missile/flèchette on an ace is an auto kill... Yeah it's assuming it gets off but I'm not losing Wedge and Cracken that fast. U-Boats yeah I'm screwed fine by me. Super Dash... Not so sure... I feel like a double stressed and ioned outrider would be in serious ****. Not auto dead, but it becomes very predictable. And while the torps won't work, the ion will. And Kracken shoots before dash. 3 of my 4 shots can one shot an a-wing... Again no guarantee but I have the PS advantage so the a's need to survive.... Wedge is old and not great but powerful as all hell in his own way. I would rather him have an engine, but that costs the alpha cripple. I think that strike is worth not having "Bat Wedge". I don't play the meta, but don't straight right off something that could work. I've seen Janson written off here plenty of times and he's a beast.

Don't let them harsh your mellow. :) Just ignore them.

Sounds like a fun list.

FWIW, all of my builds have names, even the bad ones. Some of the names are good (Rhymin' and Dealin'), some are not so good (The V.F.W.). Naming builds is half the fun! :)

Edited by stonestokes

Apparently there are people on here who need reacquainting with Wheaton's Law...

Fly what makes you happy, and anyone with a brain the size of a pea can connect the dots with the squad name ;) Rebel three ship builds are my spiritual home in this game.

Don't let them harsh your mellow. :) Just ignore them.

Sounds like a fun list.

At the same time, some of the advice is sound. I agree that Blount will do better than Cracken. With Push The Limit on Wedge and no engine upgrades you don't really 'need' extra actions - an X-wing has few enough options to spend them on. By comparison, an auto-hitting Ion Missile is nice.

You can always take Veteran Instincts for Blount instead of deadeye. That means he's shooting at PS8, so you're unlikely to lose him before he fires (and getting a 'proper' target lock is fairly easy).

Plus, he's still useful even once the missiles fire. Against TIE interceptors (or anyone else rocking stealth devices), Lieutenant Blount is more than worth his points because he only needs a shot - no matter how bad a shot - and the stealth device is blown away. Even range 3, through a rock, having already burned his focus on the defence.... it doesn't matter. His piddly 2-die popgun won't cause any damage, but it's still 'a hit'.

Wedge with Push The Limit, BB-8, and Flechettes can actually hold his own pretty **** well against aces. My only possible suggestion is (again) Veteran Instincts for PS11, but it's not exactly compulsory, and a target lock + focus with wedge's ability is very efficient at taking down TIE/V1s, Starvipers and Interceptors. Flechettes are especially nasty against anyone who doesn't like stress.

The big weakness will be Contracted Scouts. Ionizing one isn't so helpful because he has two mates, and he's two big to be affected (well, stressed, anyway) by flechettes.

The problem is that I see Corran as the big weakness. You've got him at PS10, but whilst he can barrel roll, without push the limit he can't focus or target lock after getting into position. He can recover shields, but needs to fly slow to do so and lacks engine upgrade to break away from an opponent.

I dunno. It might work. An E-wing still has a speed 5 'sprint', so in theory can get in 'under' a Contracted scout's minimum range, and double tap it. If Blount can tazer it, it can't 'come about' next turn, so you can finish it off. Wedge will have to flank and try to barrel roll clear of arcs of fire. You'll still struggle against them, though.

Regardless, it should be fun to use.

Alright, let's not all get on Paragoombaslayer too hard now. Anyhow, I am seriously curious about the ordinance on this list. Normally I would agree to it being a complete waste of time, but in this case, having 1 turn of total control over an enemy ship (most of them anyway) seems utterly devestatimg. Blout would guarantee the hit, but doesn't seem to do much after that, and again might get killed before he fires, I am counting on Cracken getting that chance. But I'm not sure, are the torps and missiles worth it?

Don't let them harsh your mellow. :) Just ignore them.

Sounds like a fun list.

At the same time, some of the advice is sound. I agree that Blount will do better than Cracken. With Push The Limit on Wedge and no engine upgrades you don't really 'need' extra actions - an X-wing has few enough options to spend them on. By comparison, an auto-hitting Ion Missile is nice.

You can always take Veteran Instincts for Blount instead of deadeye. That means he's shooting at PS8, so you're unlikely to lose him before he fires (and getting a 'proper' target lock is fairly easy).

Plus, he's still useful even once the missiles fire. Against TIE interceptors (or anyone else rocking stealth devices), Lieutenant Blount is more than worth his points because he only needs a shot - no matter how bad a shot - and the stealth device is blown away. Even range 3, through a rock, having already burned his focus on the defence.... it doesn't matter. His piddly 2-die popgun won't cause any damage, but it's still 'a hit'.

Wedge with Push The Limit, BB-8, and Flechettes can actually hold his own pretty **** well against aces. My only possible suggestion is (again) Veteran Instincts for PS11, but it's not exactly compulsory, and a target lock + focus with wedge's ability is very efficient at taking down TIE/V1s, Starvipers and Interceptors. Flechettes are especially nasty against anyone who doesn't like stress.

The big weakness will be Contracted Scouts. Ionizing one isn't so helpful because he has two mates, and he's two big to be affected (well, stressed, anyway) by flechettes.

The problem is that I see Corran as the big weakness. You've got him at PS10, but whilst he can barrel roll, without push the limit he can't focus or target lock after getting into position. He can recover shields, but needs to fly slow to do so and lacks engine upgrade to break away from an opponent.

I dunno. It might work. An E-wing still has a speed 5 'sprint', so in theory can get in 'under' a Contracted scout's minimum range, and double tap it. If Blount can tazer it, it can't 'come about' next turn, so you can finish it off. Wedge will have to flank and try to barrel roll clear of arcs of fire. You'll still struggle against them, though.

Regardless, it should be fun to use.

The thing about this is you are assuming Cracken is flying with Wedge, I planned on Wedge comming from the opposite side, Corran and Cracken would fly together. FCS ensures a TL on all but the first shot, and Cracken helps him either turtle behind Evade and Focus, or have a TL focus for his second shot. I don't disagree though I would rather have more options on Corran than Wedge... The biggest problem is Wedge's vulnerability after Corran gets his shot. Wedge if targeted then doesn't have his buddy's firepower to protect him. The other major issue is Corran's action economy drop after Cracken goes down, which I am all too aware he will, as his only protection is that his friends are scary.

Ohh and Paragoombaslayer, you are right, TLTs will be the bane of my existence. The nearly guaranteed chipping away will likely devestate Wedge and Corran before they can finish off their target, leaving me a Z-95. Which is doomed. Sad thing is the only solution to that card seems to be either Thrusters, or the most hyper manueverable ships in the game, unless I am missing something. Which is a shame. The good news is my meta is Imperials (Aces and Swarms) and Brobots. I think this has a chance there. We see a UBoat from time to time, but they are less common.

My first thought is why not go adaptability on Corran and Airen? Levels everything at PS9 for maneuver flexibility and pushed the free action from Airen to a little earlier in the combat phase.

My first thought is why not go adaptability on Corran and Airen? Levels everything at PS9 for maneuver flexibility and pushed the free action from Airen to a little earlier in the combat phase.

Actually that's a great idea... Then Corran has the action on his first shot, not his second... That might well be better. Frees up a point as well, so then we could grab initiative or have more ion.

Scratch that ion torps are 5 my bad.

I like Flechette Torpedoes. I think they are underrated. They can be fired at R3 and don't give the range bonus. They use 3 red dice, just like regular attack. They give a stress to the target (under 5 hull). It's only 2 pts! What's not to love? Great in certain situations, especially vs. Bro Bots. Especially good for casual play.

Ok this is my last one for the weekend.

Wedge Antilles: Push the Limit, BB-8, Integrated Astromech, Flèchette Torpedos

Corran Horn: Vereran Instincts, R2-D2, Fire Control System

Airen Cracken: Ion Pulse Missiles, Adaptability, Guidance Chips

We have a lot of fire power, economy, and skill. We might die horribly but for my causal games I think this would be hilarious.

Autoloses to Palp Aces.

Pretty much autoloses to U-Boats.

Autoloses to Crackshot swarms and the 5 A-Wings with Crackshot.

Autoloses to Super Dash and Ghost

Autoloses to double ghost Biggs or double Ghost Y-Wing.

Etc. Etc.

Thread title sucks, typical non-descriptive thread title that tells someone browsing the forum absolutely nothing about the list being discussed in the thread. Also, it has a stupid nickname.

New rule: Your squad only gets a nickname if it's actually good, like Danger Zone or Bloody Daggers.

Shouldn't be allowed to post if you're going to be a ******.

Ok this is my last one for the weekend.

Wedge Antilles: Push the Limit, BB-8, Integrated Astromech, Flèchette Torpedos

Corran Horn: Vereran Instincts, R2-D2, Fire Control System

Airen Cracken: Ion Pulse Missiles, Adaptability, Guidance Chips

We have a lot of fire power, economy, and skill. We might die horribly but for my causal games I think this would be hilarious.

Autoloses to Palp Aces.

Pretty much autoloses to U-Boats.

Autoloses to Crackshot swarms and the 5 A-Wings with Crackshot.

Autoloses to Super Dash and Ghost

Autoloses to double ghost Biggs or double Ghost Y-Wing.

Etc. Etc.

Thread title sucks, typical non-descriptive thread title that tells someone browsing the forum absolutely nothing about the list being discussed in the thread. Also, it has a stupid nickname.

New rule: Your squad only gets a nickname if it's actually good, like Danger Zone or Bloody Daggers.

Shouldn't be allowed to post if you're going to be a ******.

Adaptability is a nice call. 3 Guys with the same pilot skill helps a lot in a scrum.

If you're essentially flying cracken to give Corran extra actions, then yes, there's a good argument for keeping him. He should draw fire off corran, because he's an 'easy' kill and weakens the E-wing, but he's not that vulnerable (except against something like torpedo fire).

Worked that way, then yes, you should have a target lock for the first shot, and FCS will give you a lock for the second shot. That's a lot more impressive.

The ion missile is nice, but since it's not guaranteed with Cracken, it might be worth considering other options. Cluster Missiles would let you hand out multiple actions (in theory)

Adaptability is a nice call. 3 Guys with the same pilot skill helps a lot in a scrum.

If you're essentially flying cracken to give Corran extra actions, then yes, there's a good argument for keeping him. He should draw fire off corran, because he's an 'easy' kill and weakens the E-wing, but he's not that vulnerable (except against something like torpedo fire).

Worked that way, then yes, you should have a target lock for the first shot, and FCS will give you a lock for the second shot. That's a lot more impressive.

The ion missile is nice, but since it's not guaranteed with Cracken, it might be worth considering other options. Cluster Missiles would let you hand out multiple actions (in theory)

Ok this is my last one for the weekend.

Wedge Antilles: Push the Limit, BB-8, Integrated Astromech, Flèchette Torpedos

Corran Horn: Vereran Instincts, R2-D2, Fire Control System

Airen Cracken: Ion Pulse Missiles, Adaptability, Guidance Chips

We have a lot of fire power, economy, and skill. We might die horribly but for my causal games I think this would be hilarious.

Autoloses to Palp Aces.

Pretty much autoloses to U-Boats.

Autoloses to Crackshot swarms and the 5 A-Wings with Crackshot.

Autoloses to Super Dash and Ghost

Autoloses to double ghost Biggs or double Ghost Y-Wing.

Etc. Etc.

Thread title sucks, typical non-descriptive thread title that tells someone browsing the forum absolutely nothing about the list being discussed in the thread. Also, it has a stupid nickname.

New rule: Your squad only gets a nickname if it's actually good, like Danger Zone or Bloody Daggers.

PGS mother didn't hug him as a child. His only point of reference is, "will this win Nationals?" As evidenced by his referral to the tier 1 meta lists. Listen to the constructive critiques given and ignore the tiny man taking his personal misery out on others.

Paras comments were valid, can we not all go after him. And there has been some good feedback that I have tried to respond to as appropriate. Thanks as always guys.