sorry this is long but bear with me
I've been playing since wave 2 and it didn't take long for me to start buying every ship I could. I love this game. but with wave 3 and the b wing crushing out my beloved x wing, my strategy in buying shifted from everything to tournament minded.
I've played in many local tournaments and won many so it's safe to say my t65s have been sitting on the shelf for a long time. sure they come out from time to time for a casual game or scenario game etc, but they definitely don't see the play time my kings do or my decimator or my aces.
I am currently slowing down my tournament play do to life and work, and playing percentage wise a lot more casual games and teaching friends to play. so my purchases have slowed significantly as well.
now why on earth am I telling you all of this... well with a more casual game in mind I've had my eye on those dusty t65s and my wheels have been spinning. and I'm looking to all of you for your help, thoughts, and CC.
so my first thought was can I put together a list that will work with 4 t65s? after all their weakness lies in there fragility to cost ratio not their attack value. pretty much everything else with 3 attack dice can have a place in a competitive list. so maybe if I can squeeze 4 of them in a casual list the damage output could be enough to allow more of them to live till the late game (now obviously it's not about winning in this setting especially when teaching new players but getting mopped off the table by an average player or even a beginner is no fun either sooooo)
Yes. the obvious answer is yes. we can fit 4 x wings in a list but which ones should I put in a list. my first idea was 4 rookies. this would leave enough room for the much needed astromech and sadly I do not own any individual t70s so I have no Integrated astromech cards which means the Droids really need to do something and not just be there for damage mitigation. so this is what I came up with.
X-Wing: Rookie Pilot (21)
· R7-T1 (3)
X-Wing: Rookie Pilot (21)
· R5-K6 (2)
X-Wing: Rookie Pilot (21)
· R2-F2 (3)
X-Wing: Rookie Pilot (21)
· R2-D2 (4)
Hull Upgrade (3)
99 points my initial thought was fly in a square or pinwheel formation keeping r2f2 and r2d2 upfront always taking R2-F2 as the action. these 2 in theory are stronger and will potentially be the first targets because they will come into range first or be the range 1 shot first. being stronger they will hopefully survive the initial first volley or alpha strike better. and the 2 in the rear have astromechs that will potentially help gain target locks for attacks. so short version- wall upfront guns in back. then it dawned on me I don't need the 99 point because even if I get the initiative it's not going to matter, I have all ps 2. so I swapped out hull upgrade for shield upgrade and thought this was a better use of points.
But then there is all of those pilots that have decent and even great abilities. can or should I scrap those astromechs in favor of a pilot ability and or EPT. so I started with 3 naked rookies and looked at the 3 obvious choices Wedge, Luke, and Bigs. I love Wes' ability but sadly I don't own him.
first Wedge. Remember I am not really buying a lot right now so I'm working with what I got.
X-Wing: · Wedge Antilles (29)
Predator (3)
R7 Astromech (2)
Hull Upgrade (3)
this wedge with 3 naked rookies is 100pts. my thought is predator for rerolls so the target lock can be used for R7. Wedges ability makes him hit harder and the R7 makes him harder to hit.
next is Luke
X-Wing: · Luke Skywalker (28)
Marksmanship (3)
Flechette Torpedoes (2)
· R2-D2 (4)
again 100pts you could drop the torpedoes if you want but I had 2 points to burn so I figured what the heck. Luke's ability and marksmanship just seem to always get work done and r2 does what he does.
lastly Biggs.
Biggs does what he does, he dies. so of course there is only one load out that makes sense to me
X-Wing: · Biggs Darklighter (25)
· R2-D2 (4)
Shield Upgrade (4)
no surprise here right? just getting the most mileage out of him as possible.
but this Biggs leaves me with points to spare so I just filled in those points with cheap Droids. no real synergy here just filling out 4 points and I figured something is better than nothing.
X-Wing: Rookie Pilot (21)
R5 Astromech (1)
X-Wing: Rookie Pilot (21)
· R5-X3 (1)
X-Wing: Rookie Pilot (21)
· R5-K6 (2)
X-Wing: · Biggs Darklighter (25)
· R2-D2 (4)
Shield Upgrade (4)
and that's what I got.
now in my musings I stumbled upon the realization that R2-F2 and stealth device give you 4 evade dice until the green dice fail then you have 3. on a rookie that's 27 points. Would you pay 27 points for a ship with 3 attack, 4 evade, 3 hull and 2 shields? I mean I would. my question to you the reader is this- does that combo add enough strength to the x wing to make it a bit more viable? is a Biggs R2-F2 stealth device better than one with R2-D2 and shield upgrade? it's definitely cheaper, and to me a ship that IS GOING to die should be as cheap as possible. does the 4 and 3 evade dice out way the shield regeneration that only happens on a green maneuver? will he live longer?
what about Luke with this and predator? Wedge ,this, and predator? Predator allows the rerolls without the target lock since actions are going to r2f2? I think it will.
and this is only 100 points
X-Wing: · Luke Skywalker (28)
Predator (3)
· R2-F2 (3)
Stealth Device (3)
X-Wing: Rookie Pilot (21)
X-Wing: Rookie Pilot (21)
X-Wing: Rookie Pilot (21)
I'm definitely going to try this for casual play but I'm very intrigued in this application for tournaments. not the 4 xwing lists but the R2-F2 SD combo single x wing in a list. I don't know if this is old news but I've never seen it before. sorry for the long post but I would really enjoy your feedback. happy flying!
