t65 thoughts and experiments (not a fix thread)

By thebigeb2589, in X-Wing Squad Lists

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!

I've only been flying since late last year (and not very often) but I read a lot. I really like to try and make the X-wing work. From my very limited perspective, your thinking may be a few waves behind. While I like F2 on Biggs as well, most people seem to think that even that is too many points for a ship that will die. The current Biggs droid seems to be R4-D6 (+IA) along with a friend (maybe Luke with Artoo) equipped with DTF. Even without IA available for the free shield I dislike flying X-wings without mechs. Game play aside, it just doesn't feel right. I tend to fly a mix of T-65 and T-70. I haven't decided which is a better squad: 3 ships fully loaded, or 4 ships lean and mean. Interesting thread.

I've only been flying since late last year (and not very often) but I read a lot. I really like to try and make the X-wing work. From my very limited perspective, your thinking may be a few waves behind. While I like F2 on Biggs as well, most people seem to think that even that is too many points for a ship that will die. The current Biggs droid seems to be R4-D6 (+IA) along with a friend (maybe Luke with Artoo) equipped with DTF. Even without IA available for the free shield I dislike flying X-wings without mechs. Game play aside, it just doesn't feel right. I tend to fly a mix of T-65 and T-70. I haven't decided which is a better squad: 3 ships fully loaded, or 4 ships lean and mean. Interesting thread.

:)

honestly, if we're not talking tournament play, everything depends on what you personally enjoy flying

in my case, I've got a complex (several complexes) about not flying lists that don't at least have one boost/roll/SLAM/cloak etc.

so, when integrated was spoiled, I borrowed a few Xs and ran

Wedge (bb-8, push the limited, integrated)

3 rookies (R2 astro, integrated)

the bb-8 PTL combo is more limited on the standard X, but it allows you to roll around with a terrifying fully modified Wedge that can also roll himself into intentional blocks in order to avoid getting shot at by anything that isn't Arvel or packing Zeb crew

it was eh. Wedge was a gold star, but the rookies...meh

obviously given a name like mine, I'm not big on ships that do little more than move forward and roll dice and even r2's open dial + Integrated didn't see me on the generic X-wing

nowadays, I still run Biggs because his ability completely changes the nature of the game by controlling your opponent's offense

there's also some talk of Wes Jenson, as his ability works regardless of what he rolls (and because he's particularly good against the focus-dependent jumpmaster, as well as certain imperial pilots such as Vader or Omega Leader)

lastly, I invite you to look at Tarn Mison. Tarn isn't much more than a rookie at first glance, but the dynamics of his ability + r7 illicit such a sharp psychological reaction from the opponent that he plays completely different

Tarn is the Dirty Harry of X-wing and x-wings because no one wants to shoot him due to target-lock he gets. It turns him into one of the balliest pilots in the game, one that you can just fling into range one and dare the opponent to deal with

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Edited by ficklegreendice

The questions become:

1) do you have Tarn Mison? I suspect not, otherwise you'd have mentioned him along with Wes.

2) are you willing to proxy him? If you're playing casual games, then you should. And Integrated Astromech too.

As FGD says, Tarn changes the whole dynamic of a game - in a very entertaining way.

The other advice I'd give, is that if you're teaching beginners, 4 X-Wings will win a lot. If your opponents are more experienced, and are wanting to really learn tournament play, then they will work nicely. X-Wings biggest problems (in my opinion) stem from their lack of repositioning and limited dial making them predictable - but only if your opponents are good enough to exploit that.

A possible squad:

Wedge, Tarn, 2 x Rookie. Tarn wants R7 astromech. That leaves 4 pts for eg 3 x R2 astromech and Lightning Reflexes on Wedge.

The following isn't quite what you have in mind, but it seems to work fairly well.

I've been running it with two Daggers, but I wanted to work in the T-65s to see how they'd do.

With the Zs running a little interference, the T-65s tend to stick around a little while.

Red Squadron w/IA + R2

Red Squadron w/IA + R2

Z-95 Tala

Z-95 Tala

Z-95 Tala

Z-95 Tala

100 pts

Nobody ever considers munitions on X-wings (let's face it, they're awful in every way), but the following could become thoroughly entertaining in a casual setting:

4 x Rookie Pilot (21)

Proton Torpedoes (4)

Guidance Chips (0)

The only truly unfortunate part is that you're at PS 2, so you fire after jumpmasters, losing a ship in the process (and yes, it will always happen). So perhaps the following is better:

2 x Rookie Pilot (21)

Proton Torpedoes (4)

Guidance Chips (0)

Rookie Pilot (21)

Plasma Torpedoes (3)

Guidance Chips (0)

Biggs Darklighter (25)

R4-D6 (1)

Intergrated Astromech (0)

Biggs guarantees your munitions will fire, and he'll survive the first round of fire reliably against everything except JM5Ks. This leaves you with 3 reasonably tank ships with 3 attack dice to deal with whatever's left after the alpha-strike.

2 x Rookie Pilot (21)

Proton Torpedoes (4)

Guidance Chips (0)

I love the X-wing too.

To me, there are three or four ways you can field them which are worth looking at.

If you want to field four (not a bad aspiration), then there are ways to do so. Three X-wing pilots is easier to make effective, though, because you can be more liberal with Astromechs, Elite Pilot Talents, and the awesome named pilots that are one of the few things people won't try and argue aren't 'good' with T-65 X-wings.

The problem with the Rookie Pilot - as noted - is that it's PS2. That means shooting after PS3 Contracted Scouts (U-boats), PS4 Black Squadron Pilots (Crack Swarm), and PS5 Gamma Squadron Veterans (Imperial Snipers). Therefore you can expect to lose at least one ship before it ever warms its guns up. Having Biggs to protect them is a good idea.

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.

No. For two reasons.

  1. Biggs' job is to draw fire. Lots of fire. R2-D2 is a very good astromech, but he lets you regenerate a shield at the start of a turn....which means you have to survive long enough to reach the next turn. Biggs might manage this, or might not, but there are good enough odds he's gonna die in the first shooting phase that I can't justify a 4-point upgrade that stands a good chance of not being useful.
  2. The shield upgrade is nice. But the Integrated Astromech modification does essentially the same thing, if you have an astromech upgrade fitted, for zero points.

The best astromechs for Biggs are:

  • R4-D6 - this guy lets you cancel any [boom] results that get through your green dice down to a maximum of two. It doesn't stop [Kaboom] (i.e. criticals) but it's one lousy point. If it triggers once in a game, it's done the same as a shield upgrade for 1/4 of the price - plus as an astromech it lets you equip Integrated Astromech, getting you double your money. Against Heavy Laser Cannons, this thing is amazing. Dash Rendar and IG-88 hate it.
  • R2-F2 - as you noted, this makes you an agility 3 ship (4 with stealth) - which is nice when you can force people to shoot at you. The problem is that it needs your action to trigger - 3 green dice without a focus token are not as good as two green dice with one* - so triggering R2-F2 actually makes you easier to hit unless you have a way to get a focus or evade token as well. There are plenty of ways to do this, even limiting yourself to X-wings - Experimental Interface, Squad Leader and Garven Dreis all spring to mind.
  • R2-D6 - He's 1 point and (again) gives you access to Integrated Astromech. But he also unlocks an Elite Pilot Talent. Given Biggs' position as target-practice-in-chief, anything expensive isn't a great plan, but there are some nice cheap elite pilot talents. With Crack Shot, the one 3-dice attack Biggs will probably get to fire becomes a lot more dangerous....

2 x Rookie Pilot (21)

Proton Torpedoes (4)

Guidance Chips (0)

Rookie Pilot (21)

Plasma Torpedoes (3)

Guidance Chips (0)

Biggs Darklighter (25)

R4-D6 (1)

Intergrated Astromech (0)

Very nice. Torpedo X-wings are nastier than people expect (you see guidance chips on them so rarely people forget that you can add a [kaboom] with them.

My attempt at four X-wings:

  1. Biggs Darklighter - R4-D6, Integrated Astromech
  2. Tarn Mison - R7 Astromech, Integrated Astromech
  3. Rookie Pilot - R2 Astromech, Integrated Astromech
  4. Hobbie Klivian - R3-A2 OR Targeting Astromech, Integrated Astromech

Less of an 'opening salvo' than Astech's squad - although that does suffer from the problem of PS2 trying to get target locks on higher PS opponents - but tougher and with a few tricks up its sleeves.

  • Biggs draws the opening 'alpha strike', as normal.
  • Even once it's gone, Tarn Mison is pretty hard to kill - certainly he's very hard to kill with only one ship, so people tend to concentrate on him second because you don't want to face him one-on-one in the end game; in a two-ship duel, messing with the other player's dice is very powerful**.
  • The Rookie is a Rookie, but even a generic rookie is worth having. Don't underestimate the value of a fourth three-dice shot after people have already spent their once-per-turn abilities.
  • Hobbie is a nice tactical unit with two obvious options:
  • R3-A2 - the infamous "stressbot" is good for messing up anyone dependent on actions, like Soontir Fel. A BTL-A4 Y-wing can fire twice, putting down more stress, but an X-wing can shed its own stress more easily (with green banks) and Hobbie can often shed it during the attack itself - which makes it easier to keep his nose pointed at the ace and keep stressing him over multiple turns. Plus, a 3-dice, target locked attack stands a chance of actually doing some damage as well as just laying down stress.
  • Targeting Astromech essentially makes his K-turn white - because as soon as you K-turn, you then gain a target lock....which lets you remove a stress token....and then take your action anyway. Meaning Hobbie actually does better in a K-turn (focus and target lock) than a normal move (focus or target lock). He's no TIE defender, but he's not bad - PS5 beats most generics and he's fairly cheap.

My attempt at three X-wings:

  1. Wedge Antilles - Lone Wolf, Flechette Torpedoes, R7-T1, Integrated Astromech
  2. Wes Janson - Veteran Instincts, BB-8, Integrated Astromech
  3. Luke Skywalker - Veteran Instincts, R2-D2, Integrated Astromech

The logic here - since there's no Biggs to force a player's hand - is to provide multiple bad choices:

  • None of these ships are a good prospect for a one-on-one fight in an endgame situation. The lowest pilot skill here is PS9 - drawing with Soontir Fel and beating the Inquisitor, Rexler Brath, Corran Horn, Omega Leader and a lot of other popular 'aces'. Trying to kill a shield-regenerating Luke one-on-one is very hard, but letting Wedge reach a point where he's getting a defensive reroll from Lone Wolf is almost as bad.
  • Despite being X-wings, more than half the squad has reactive moment and the pilot skill to take advantage of it. R7-T1's 'if the enemy has you in arc and at range 1-2' restriction isn't great for getting shots, but it's a bloody annoying way to get out of someone's arc of fire and pick up a lock on them at the same time (and flechette torpedoes are great for messing up people's manoeuvrability on a critical turn). BB-8 pairs well with Push The Limit (as Ficklegreendice said), but it's also not bad with Wes; his ability needs him to get shots but doesn't really care if it's a good shot - barrel rolling to get a range 3 shot on someone who thought they were out of arc works well. Plus, barrel roll is good for avoiding shots on you - a good thing for a relatively fragile X-wing.
  • Wes gives you the ability to strip away a token - 'disarming' [Focus] secondary weapons, like Deadeye torpedoes or Lieutenant Blount's XX-23 Thread Tracers, and crippling aces who depend on retaining a token (like Omega Leader or Poe Dameron).

I've seen three ship X-wing builds which up the firepower - use Wes to strip away focus tokens and then two aces with Opportunist to hammer away with 4-dice attacks - but the problems are:

  1. There's still a good chance of losing one of the aces before they fire a second time - and if you're only getting one use out of opportunist you'd have been better taking a torpedo instead for the same points
  2. When Wes goes down, your chances to use it dry up a lot
  3. You have to manage the resulting stress tokens
  4. It's much less likely to work against a target with multiple tokens. A TIE defender, TIE advanced prototype or TIE interceptor will generally have a focus and an evade token and you've got to force them to spend or remove both before Opportunist is an option.

Still, it can be impressive when it works. There are two mid-tier X-wing pilots who handle stress well, too...

  • Wes Janson, Wired, R3-A2, Integrated Astromech
  • Jek Porkins, Opportunist, R5-D8, Integrated Astromech
  • 'Hobbie' Klivian, Opportunist, Proton Torpedoes, R2-D6, Guidance Chips

* Easy-if-simplistic way to think about it - imagine rolling the dice enough that every face comes up once..... the extra green die adds three [evade] faces, whilst a focus token adds two [focus] faces on each green die, for a total of four possible 'good' results.

** Hence why people hate Omega Leader so much

Edited by Magnus Grendel

Nice post, and I agree with you on every point, except the R2-F2 astromech.

Fair warning here, maths will ensue. R2F2 is definitively worse when defending against only one shot, but after that point R2F2 becomes the more valuable choice by far, especially against swarms. Consider the dase of a classic 7 TIE swarm; Howlrunner and 6 Academies. Let's also assume that they each receive 2 hits on some particularly good rolling, which happens every so often. The following will mathematically ensue:

Howlrunner would shoot, with two damage. Against Biggs with focus, biggs would roll 10/8 of an evade, blocking 1.25 hits and suffering 3/4 hits. Biggs with R2F2 would block 9/8 of the damage, taking 7/8 hits.

Then (we'll assume the X-wing's attack dice were pathetic, as they are prone to be, and do not remove a single TIE), each academy pilot will attack biggs, dealing two hits. Against Biggs, who rolls without modifiers to block 6/8 of the damage, he would suffer 10/8 damage from each of six Academy TIEs, being thoroughly destroyed even if he had integrated astromech. Against Biggs with R2F2, who would block 9/8 of each attack, he would suffer 7/8 damage from each of six TIEs.

While in both instances Biggs dies, let's look at the total damage: 8.25 damage for Biggs with focus, and 6.375 damage for Biggs with R2F2. Now, they're both still dead in this scenario, but if your squad's combined attack could kill 1 Academy TIE, Biggs with R2F2 might have survived, and if you killed two TIEs Biggs definitely would have survived on average.

So you see, against a single attack, focus is superior as an action. Against two attacks, R2F2 already becomes the better option, by 0.25 evade results. Therefore, unless you're being attacked by only 1 ship, R2-F2 is always the way to go. However, as Magnus Grendel pointed out, passing a focus token to an R2-F2 Biggs is even better. And I say (quite seriously) why stop there? I would suggest as a fun list the following:

Biggs Darklighter (25)

R2F2 (3)

Stealth Device (3)

Wild Space Fringer (30)

Heavy Laser Cannon (7)

Tactical Jammer (1)

Blue Squadron Pilot (22)

Heavy Laser Cannon (7)

Fire Control System (2)

So the plan is to fly Biggs directly behind the wild space fringer and take advantage of the tactical jammer. Biggs uses R2F2 to go to 3 AGI, stealth device to go to 4 AGI, an obstructed attack to go to 5 AGI and preferably range 3 to go to 6 AGI. This makes Biggs untouchable to two dice attacks, barely vulnerable to 3 die attacks with modifiers and he has the tankiness at 5 total health to survive an Ordnance Alpha Strike. Meanwhile, 2 ships with HLCs are doing serious damage to the enemy. After you've finally dealt with Biggs you have to live with 2 HLC equipped ships at full health.

The math says that Biggs at 5 AGI will roll 21/8 evades on each roll, and an average 3 die attack with focus will roll 18/8 damage, so Biggs has a pretty good margin to hide behind, and at range 3 he's nearly invulnerable.

Keep in mind that this i just a fun list, but who hasn't wanted to see Darth Vader getting more and more frustrated as his continued attempts to get to Luke Skywalker are foiled by a ridiculous 6 attack dice.

Edited by Astech

I flew the 4x Red Squadron Pilots with Targeting Astromech and IA. It hit like a ton of bricks and was fun to joust with.

Once you get into throwing large ships about, then yes, definitely RF-F2!

One of our best local players has great fun with what he refers to as "Fort Biggs" - running Darklighter with R2-F2 and stealth device tucked in behind Kanan (to rob the attacker of one attack die to boot...)

  • Kanan Jarrus - Recon Specialist, Tactical Jammers
  • Garven Dreis - R2-D6, Adaptability, Integrated Astromech
  • Biggs Darklighter - R2-F2, Stealth Device

I flew the 4x Red Squadron Pilots with Targeting Astromech and IA. It hit like a ton of bricks and was fun to joust with.

That's one I have to admit I'd like to try. Not sophisticated but not bad either. Getting a Target lock on the turn you K-turn generally means getting modified shots on people who don't have defensive dice modifiers.... I was also wondering about Rookies with Targeting Astromechs and Flechettes (hit someone who's just K-turned with a spread of flechettes!)

I have a couple plug and play X wing's I use.

Tarn
r7
Integrated Astro

And

Hobbie
Targeting Astro
Integrated Astro

Both are a ton of fun and only 25 and 27 pts respectively.

Good point Magnus; I hadn't thought of using Kanan to further decrease the shots fired. That would truly make Biggs invincible. The only problem I could see is that after the first Joust it becomes quite hard to get Biggs behind Kanan's protection again. I like the theme, and my personal tweak on it would be:

Biggs Darklighter (25)

R2F2 (3)

Stealth Device (3)

Kanan Jarrus (38)

Recon Specialist (3)

Recon Specialist (3)

Tactical Jammer (1)

Blue Squadron Pilot (22)

Fire Control System (2)

Total: 100 Points.

Because recon specialist isn't limited you can equip 2 onto the same ship. I like Garven's synergy with Biggs but I would prefer the additional Kanan protection against 3 ships per turn, rather than 2. A TIE fighter with 1 attack die is truly pathetic, even with rerolls etc. I would love to fit Kyle Katarn into the list, so that I have the choice of handing a focus to Kanan or Biggs, but he's just too expensive.

On a completely different topic, let us not forget about that greatest of all X-wing pilots, Jek Porkins. His ability to shed stress continually is certainly helpful, and if you used him 8 times to get rid of stress he could still be saved (on average) by integrated astromech. Here's how I would run him:

Jek Porkins (26)

R3-A2 (2)

Veteran Instincts (1)

Integrated Astromech (0)

Or perhaps:

Jek Porkins (26)

R2-F2 (3)

Experimental Interface (3)

Predator (3)

The former has a total cost of 29 points - not bad for something that never gets stressed, yet is the Bane of every single Imperial Ace (especially since Whisper can't cloak if stressed). 29 Point Porkins' only problem is that his attacks aren't very powerful at all.

The latter has a total cost of 35 squad points, which means he would be competing with Poe Dameron for a place in a list. What porkins brings to the table here is an AGI 3 ship with focus and offensive rerolls, every turn. Without receiving stress. At PS7 his main use would be in the late-game against swarms, I would think.

Wow thanks for all the input everyone. I've been playing tournaments and other more serious games for so long that I didn't even think about proxy the IA. I will definitely be using the advice here

I thought about flying four T-65s, but as much as I'd love the list I don't like the gaps it leaves. Being that the T-65 has no movement modifier, I like flying something different that will complement it's strengths and weaknesses and at least get the opponent to look the other way.

I fly three regularly in my list though. I tried an A-Wing with them, opponent didn't blink at it before smashing through my formation. The K-Wing however works beautifully. It's slam action allows it to quickly flank an enemy who tries to focus on the T-65s. If they go for the K-Wing, it's maneuverable enough to be hard to catch and enough health to take a few hits (outside ordnance alphas.)

I keep positing this list so I'm sure people are tired of it by now, but it's still winning and staying competitive even with the Imperial Vets out. Got me a fourth in the only tournament I've taken them to and still winning casual nights at a 3:1 ratio... In my small sample size. Weaknesses? Triple jumps... Defenders... Tricky, but I'm starting to turn the corner on them - NOT flying in formation helps here. Flies well enough against aces if you can fly the T-65s to protect each other.

Miranda - TLT, Seismic Bomb, Long Range Scanner

Rookie

Rookie

Rookie



I've been running this list with a surprising amount of success lately. Born out of frustration at never feeling like the 65 is ever worth running and I'm loving it. However, when it goes down it goes down pretty spectacularly...


Rookie Pilot (27) x 3 X-Wing (21), R7 Astromech (2), Proton Torpedoes (4), Guidance Chips (0)


Prototype Pilot (18) A-Wing (17), Chardaan Refit (-2), Stealth Device (3)


Eric J


Garven Dreis - R2 Astromech, Integrated Astromech - 27 Pts

Tarn Mison - R7 Astromech - 25 Pts

Hobbie - R3-A2 - 27 Pts

Rookie Pilot - 21 Pts