Fun Builds for T-65s

By FluxCapcitr, in X-Wing

I'm a primarily Imperial player who wants to fly the T-65 a bit more in friendly games. I'm soliciting suggestions for fun builds that use at least one T-65, so please give me your suggestions. What fun T-65 builds do you all run?

Also, I'm not looking for comments about the current competitiveness of the ship or discuss fixes. I realize the ship isn't a powerhouse at the moment. There are plenty of other threads better suited for those discussions, so please don't go down that path here.

Hi Flux, I like the T65 too. In descending order, here are my favourite builds. Nothing particularly imaginative here, these are just the best builds I've found for the X-wing's great pilots...

Wes Janson (32)
X-Wing (29), R3-A2 (2), Veteran Instincts (1), Integrated Astromech (0)

Biggs Darklighter (26)
X-Wing (25), R4-D6 (1), Integrated Astromech (0)

"Hobbie" Klivian (27)
X-Wing (25), Targeting Astromech (2), Integrated Astromech (0)

Tarn Mison (25)
X-Wing (23), R7 Astromech (2), Integrated Astromech (0)

Wedge Antilles (34)
X-Wing (29), BB-8 (2), Predator (3), Integrated Astromech (0)

Luke Skywalker (34)
X-Wing (28), R2-D2 (4), Lone Wolf (2), Integrated Astromech (0)

Edited by banjobenito

Miranda Doni - TLT

Rookie

Rookie

Rookie

98 points

Normally initiative doesn't matter so suggest 2 points of your choice added on.

Wedge on Rollerskates!

Wedge + R7-T1 + PtL + Vectored Thrusters

Biggs R4-d6 integrated

yeah yeah, I know, but hear me out

Biggs is a lot of fun, because he'll keep your fun ships alive for as long as he is :P

I run him primarily with

Warden

*autoblaster turret

*conner nets

*extra munitions

*a-slam

Miranda

*twin laser turret

*sabine

*seismics

*extras

Biggs is particularly useful here because he helps deliver the A-SLAM conner K into close range while eliminating the risk of it dying uselessly on the approach, while Miranda's seismics are invaluable both for covering the rear of the formation and for screwing with the opponent by presenting the opponent with very unappealing (re: seismic charge infested) areas from which to engage Biggs

finally, the Gr-75 X-wing repaint is perfect because it has the same color scheme as the Ks :o

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For 100pt lists, stress-Wes and Biggs go together very nicely, leaving you with 42pts for Miranda, Chopper, Corran or 9Poe.

The Tarn Milson w/ R7 is comically durable. Nobody wants to shoot him because he messes with their attack dice so hes almost free to do whatever he wants, and Xwings being a 3die ship can lay on the pain if they are freely moving around.

The Tarn Milson w/ R7 is comically durable. Nobody wants to shoot him because he messes with their attack dice so hes almost free to do whatever he wants, and Xwings being a 3die ship can lay on the pain if they are freely moving around.

ah yes, the Tarn Mison school of badass

do you ignore the range 1 threat or attempt to remove him and just get blasted for your trouble?

giphy.gif

Hi Flux, I like the T65 too. In descending order, here are my favourite builds. Nothing particularly imaginative here, these are just the best builds I've found for the X-wing's great pilots...

Wes Janson (32)

X-Wing (29), R3-A2 (2), Veteran Instincts (1), Integrated Astromech (0)

Biggs Darklighter (26)

X-Wing (25), R4-D6 (1), Integrated Astromech (0)

"Hobbie" Klivian (27)

X-Wing (25), Targeting Astromech (2), Integrated Astromech (0)

Tarn Mison (25)

X-Wing (23), R7 Astromech (2), Integrated Astromech (0)

Wedge Antilles (34)

X-Wing (29), BB-8 (2), Predator (3), Integrated Astromech (0)

Luke Skywalker (34)

X-Wing (28), R2-D2 (4), Lone Wolf (2), Integrated Astromech (0)

Thanks! For that Luke build, what do you usually team with him? I'm thinking that a Fat Han or Dash would work as they can keep their distance.

Biggs R4-d6 integrated

yeah yeah, I know, but hear me out

Biggs is a lot of fun, because he'll keep your fun ships alive for as long as he is :P

I run him primarily with

Warden

*autoblaster turret

*conner nets

*extra munitions

*a-slam

Miranda

*twin laser turret

*sabine

*seismics

*extras

Biggs is particularly useful here because he helps deliver the A-SLAM conner K into close range while eliminating the risk of it dying uselessly on the approach, while Miranda's seismics are invaluable both for covering the rear of the formation and for screwing with the opponent by presenting the opponent with very unappealing (re: seismic charge infested) areas from which to engage Biggs

finally, the Gr-75 X-wing repaint is perfect because it has the same color scheme as the Ks :o

This sounds fun. I'm embarrassed to say it, but I don't think I've ever flown my lone K-wing (maybe once). I'll have to borrow another from my buddy and give this build a shot.

Never flown Ks!?!?

Heresy!!!

They're the coolest ships in the game :P

Seriously, they're completely unique and take a little getting used to (esp the ASLAM Conner K) but they're the most fun you can ask for in this game

The only rub is torpscouts ruin their **** even with Biggs, which is tragic because the list has had no trouble facing

Palp aces (conners) repeatedly

Crackswarm (well flown Miranda seismics can almost solo the entire swarm)

Brobots (DETEST Conners)

Defenders (more health than aces but far easier to predict and fly around)

Expensive large ships (double ions from conners; Miranda can almost outlast any of them so long as seismics help out)

Etc

Only jm5ks in particular cause the build to suffer from its low dice output; simply too much health and red dice being thrown at you :(

Edited by ficklegreendice

The Tarn Milson w/ R7 is comically durable. Nobody wants to shoot him because he messes with their attack dice so hes almost free to do whatever he wants, and Xwings being a 3die ship can lay on the pain if they are freely moving around.

ah yes, the Tarn Mison school of badass

do you ignore the range 1 threat or attempt to remove him and just get blasted for your trouble?

giphy.gif

Doubly so since i slapped Adv Protons on him. Had him staring down the throat of a Ghost at range1, the ghost elected to not shoot him because he would need all 5 hits to kill me before i could Adv Proton his face, and if he got that many hits i'd just spend the Tl to say "reroll that..." and ghosts arent known for diemodding anyway so its raw dice with maybe 1 mod. So he fired range3 at Wedge lol.

in 3 games yesterday he NEVER got shot at unless he was the only target. Range 3 through a rock at wedge or range1 at Tarn....shot at wedge every time rofl.

Never flown Ks!?!?

Heresy!!!

They're the coolest ships in the game :P

Seriously, they're completely unique and take a little getting used to (esp the ASLAM Conner K) but they're the most fun you can ask for in this game

The only rub is torpscouts ruin their **** even with Biggs, which is tragic because the list has had no trouble facing

Palp aces (conners) repeatedly

Crackswarm (well flown Miranda seismics can almost solo the entire swarm)

Brobots (DETEST Conners)

Defenders (more health than aces but far easier to predict and fly around)

Expensive large ships (double ions from conners; Miranda can almost outlast any of them so long as seismics help out)

Etc

Only jm5ks in particular cause the build to suffer from its low dice output; simply too much health and red dice being thrown at you :(

Having not used Ks, I also haven't used Connors. My thinking with them, is that once you've Ioned a ship, you slide into range one next turn and let them have it. With that in mind, is it better to include more ships with three dice primaries in order to maximize the impact on the Ioned ship? Would two Xs and one K w/ Connors be better than 1 X and 2 Ks?

Theres basically no "better" ship than Miranda when it comes to working with the Conner K

Not only are TLTs amazing offensive weapons and not only does her ability allow for surprise 4dice range 1 sucker punches, but those seismics will basically do far more damage than any other 41 point rebel is capable of

Most importantly, she's the safest place for Sabine because the Warden will be right up in the enemy's personal space

Rebels aren't like empire where there's no Sabine but instead a variety of cheaper, high damage aces like Vader, whisper and Inquisitor. The survivable rebel aces (re: regenerators) are all surprisingly low damage (ESP VI Poe)

Which imo is why rebels got Sabine and empire has nothing like her. Empire can just use already existing aces to capitalize off conners while rebels don't have the luxury

Edited by ficklegreendice

Yeah rebels have issues capitalizing on the conner net because usually rebel ships cant dance around to get a shot after it goes off. Unless you put the Kwing way ahead of the other ships which has its own problems.

Imps have many nimble ships that can turn around quickly as well as several ways to dump bombs.

I have yet to use my kwing or connernet personally.

Miranda has a turret; not difficult to shoot the connered enemy with it :P

Biggs takes care of the Warden on approach

The problem is damage potential, which whisper/Vader/inq have and rebels don't

Which is why I never used the list until Sabine existed

Still too low damage for jm5ks, but it suffices for literally EVERYONE ELSE

Now it may seem like the thread got detailed with all this talk of bombs and Ks, but Biggs (despite being the least impressive element) is ESSENTIAL here

Without him, the warden K runs a real risk of getting crushed before it can do anything. Without Biggs you really have to pull off some masterful range control such that a double 3 move SLAM will block the opponent

Biggs removes need for that, allowing a far more reliable and flexible use of the Warden

And ONLY Biggs can do that

Edited by ficklegreendice

Generally I've enjoyed any X-Wing with BB8 (and IA because why not). If you approach right you can do a kinda cool strafing style shuffle with the green 1s. Layout the asteroids well and you can even keep your flanks covered while you do the dance.

BB8 just begs his pilot to bring PTL. That makes an Xwing oddly deadly since they TL/Focus and are not stressed.

Reveal green, BB8 barrelroll action before you move (since its on reveal not perform)

PTL off Barrelroll for focus, get stressed

Do green move you revealed, clear stress.

Not stressed at action step, TL (or boost on T70s).

Did that as well yesterday. Dear god that is mean lol. If i could pull that off with a .. yaknow ... great ship to begin with it would be broken as hell.

I enjoy blowing them up, that counts right?

You don't NEED ptl to make bb8 awesome

For example, Wes just likes bb8 because it aligns his firing arc without giving up integrated for a mod like EU or VT

Slap on veteran instincts and he's good to go

Edited by ficklegreendice

Wedge + R2 astro + Expert Handling + IA

Biggs + R4D6 + IA

Miranda + em + conners + seismic + Sabine + AS

Garven Dreis doesn't have an astromech?

Which one is good for him?

Edited by Ken at Sunrise

I'm running this in our local July league. I've been calling it "Squirrel Squadron" since the Xs move a lot more than you'd expect them to.

Hobbie - 25

Targeting Astro - 2

Integrated - 0

(Honestly, I built this whole list around the above ship. It's the most beautiful jank; it brings a tear to my eye. Hobbie just 4Ks all day, each time ending with a TL and a focus)

Ello Asty - 30

R2-D2 - 4

Autothrusters - 2

Veteran Instincts - 1

Wedge Antilles - 29

BB-8 - 2

PtL - 3

Integrated - 0

And only 98 points! With a 2 point initiative bid, it actually makes an OK ace-killer list.

I enjoyed the following list when TFA core set hit the stores.

Wedge Antilles (29)

-BB-8 (2)

-Push the Limit (3)

-Engine Upgrade (4)

Luke Skywalker (28)

-R2-D2 (4)

-Lone Wolf (2)

-Shield Upgrade (4)

Gold Squadron Pilot (18)

-R2 Astromech (1)

-Ion Cannon Turret (5)

TOTAL: 100 points

Yes, that's a lot of stuff on some squishy X-wings, but we're talking about fun lists, not tournament lists, and I had a ton of fun with this list.

EDIT: I totally forgot to add the reason I made this squad. There is a really neat scene in Weapon of a Jedi where Wedge and Luke are flying together and tearing it up. I really wanted to see them do damage so I built this squad. Later in the book, Luke flies a Y-wing, which is why I threw the Gold Squadron Pilot in. BB-8 breaks the theme a little, but makes it easier for Wedge to dodge arcs like the ace he is.

Edited by Budgernaut