Wedge, Wes, Tycho - Thoughts, Ideas, Suggestions

By JarJarBot, in X-Wing Squad Lists

So yesterday I played a game with a friend of mine, him running Poe, Tycho, and a TLT Dutch with myself running Wedge, Wes and Tycho. I won without losing a ship! I've been thinking of swapping Tycho out but not sure what to swap him out with, may keep him. Anyways any thoughts on the list? Any list ideas with Wedge and/or Wes (besides Wes Biggs Corran already know that one) cause I like the two of them. Anyways;

Wedge

-Crack Shot

-R7-T1

- Integrated Astromech

Wes

-VI

-R2 Astro

- Integrated Astromech

Tycho

-Test Pilot

-Rage

-PtL

-Autothrusters

-Prockets

99/100

For me, the main point of having aces is two fold. First, having a higher PS than the opponent and having the pilot abilities. That being said, the next level of pilot abilities is comboing them. Not just with the upgrades (as you have done here with things like Tycho+Rage) but with each other. So, I would do something like this with X-wings and A-wings:

Jake Farrel:

-A-wing Test Pilot

-PTL

-VI

-Char Refit

-Autothrusters

Garven Dreis:

-R5-P9

-Integrated Astromech

-Proton Torps

Garven and Jake is a combo that I have not seen much, but can be devastating if flown correctly. Keep Jake out front to block/dodge with Garven coming in behind at 1-2 range. He feeds Jake focus tokens at the end of the turn or during combat which basically become early positioning for the next round for Jake. It can also give Jake the ability to boost or barrel roll out of firing arcs before lower PS ships get to shoot.

This leaves you 39 points for Wedge or Wes depending on what you want them to do. I like the following build for an attack/regen Wedge:

Wedge:

-Marksmanship

-R2-D2

-Experimental Interface

The combo between Marksmanship and Experimental Interface is really sweet. Get a target lock as your main action, use Experimental Interface for Marksmanship, take a stress, shoot a crazy reroll attack, end turn. Use green maneuver next round, remove stress, gain a shield (R2-D2), rinse and repeat.

Good luck!

Wedge:

-Marksmanship

-R2-D2

-Experimental Interface

The combo between Marksmanship and Experimental Interface is really sweet. Get a target lock as your main action, use Experimental Interface for Marksmanship, take a stress, shoot a crazy reroll attack, end turn. Use green maneuver next round, remove stress, gain a shield (R2-D2), rinse and repeat.

Good luck!

You get the same effect using Push the Limit in the place of Marksmanship + Experimental Interface at three points less and free up your modification slot (for say, Integrated Astromech). Unless you're getting multiple attacks per turn, Marksmanship is seldom worth its points.

Edit: Also, why R5-P9 on Garven? You want to give away his focus tokens; R5-P9 wants you to keep them. Anti-synergy there.

Edited by Hawkstrike

If you read my section talking about the interaction for focus tokens with Garven and Jake, you will understand the back end idea about using r5p9 at the end of the turn and giving Jake the ability to still barrel roll or boost before the next round or using it during combat to let Jake roll out of arcs before combat.

With wedge you can do whatever you want, I use that because it gives you about a signicantly better chance of landing a crit per attack. Super helpful against aces.