New to forum, request for feedback on Wedge, Keyan and Biggs list

By Clodhopper86, in X-Wing Squad Lists

Hello everyone,

I have been lurking on these forums for quite some time and finally decided I would venture out and ask for some feedback on a rebel list. I usually play casually but have a keen interest in the competitive scene.

Here is the list and my rationale behind the choices:

Wedge - 29

PTL - 3

BB-8 - 2

Engine - 4

Keyan - 29

Stay on Target - 2

Advanced Sensors - 3

B-Wing/E2 - 1

Intelligence Agent - 1

Biggs - 25

R5 Astro - 1

Integrated Astromech - 0

Total - 100

- I chose Wedge because I like the opportunity to give him two repositioning actions stress free with PTL and BB-8.

- Keyan in this setup allows me to see where a higher PS ace is with intel agent (as long as within range 2) and do whatever maneuver to hopefully have arc to remove the stress on the attack.

- Biggs does what Biggs does best, allowing me to joust if needed.

I'm curious to know what your thoughts are on the list's weaknesses. I don't get the opportunity to play many games so am interested in what the community thinks.

Thank you for any feedback!

Any feedback?

I've seen similar posts where people have advised against having engine on wedge as it makes him quite expensive as well as lowering his durability without integrated astro. If I did this, any recommendations on where to spend the 4 points?

Some have also recommended VI instead of PTL on wedge. Thoughts on this? If I did that I'd have an additional 2 points to spend.

How do you think this list would match up against imperial aces or U-boats?

Thank you for any feedback!

It's a nice list. If I was building it I'd probably change it to something like this:

34 Wedge w/ PtL, BB8, IA.

40 Keyan w/ Rage, AdvS, HLC.

26 Biggs w/ R4D6, IA.

Two heavy hitters and biggs to keep them alive. Not sure it too competitive in the current meta, but it's definately a fun list.

34 Wedge w/ PtL, BB8, IA.

40 Keyan w/ Rage, AdvS, HLC.

26 Biggs w/ R4D6, IA.

Excellent advice. Only change I would possibly make is to drop the HLC from Keyan and institute the E2 title with Hera Syndulla on board, with a Mangler Cannon to fill out the points for a 99 initiative bid (for what that would be worth).

Either way, you have a punchy list that people wil approach with caution.

Thank you for the replies!

Since rage generates two stress tokens, Keyan could remove one with his ability when attacking and the second on a green maneuver to be stress free. Wouldn't he become more predicatable on the green maneuver? Hera is instersting since he would still have access to his whole dial even while stressed. Is the idea behind rage to use it once at a key moment but likely not use again unless you pull that green maneuver?

I hope its not a silly question, I've never used rage before.

I think your original list is fine. Keyan doesn't really need rage, since he only has 1 green die and can spend the stress on attack like a focus (and he's often getting TL as his action anyway).

R4-D6 would be better on Biggs, but if you don't have the transport, any 1 pt droid will do.

Edited by blade_mercurial

I think ptl on wedge only works if you're taking the engine upgrade.

If you're not going with the EU then I think you'd be better off with predator. Gives you dice modification without locking you into green maneuvers.

For a cheaper Wedge I like Stay on Target with a Targeting Astromech and IA.

Thank you for your replies!

I was wondering what your thoughts were on how this list might fare against contracted scouts. Any advice on how to combat them with this list?

Thank you for your replies!

I was wondering what your thoughts were on how this list might fare against contracted scouts. Any advice on how to combat them with this list?

Yeah, its fairly simple (in theory). You want to create a somewhat clogged middle of the board (with asteroids preferably, although debris can also be annoying for scouts with Over-clocked R4). Then, because you have higher PS, deploy based on where the scouts plop down: most likely your opponent will put them on his right side of the board (because scouts have green left turns). If you want to mess with his mind a bit, you can put the rocks a little to his right (or your left) to make his preferred choice a little less attractive.

Regardless, you should deploy as far away as you can because it makes it harder for him to line up all 3 of his scouts with shots on the first turn of shooting. Ideally, force one or more scouts to go through the asteroids to get to you. No matter what, you need to use Biggs well here. He is the key to your success, especially if you have R4-D6 (because that is more likely to protect Biggs against 4 dice torpedoes than any other 1 point droid). A perfect approach for you would have at least 1 scout unable to fire at all (out of range), but failing that, if 1 scout cannot shoot Biggs (out of range of Biggs, but not out of range of keyan or wedge) it will actually help you in the long run because it becomes very difficult for the scout player to line up subsequent torpedo shots as the game goes on.

A note on Keyan: his 2 k-turn is a serious liability against large-based ships. To alleviate this somewhat, its useful to angle his approach against the opposing ships (so that his base and theirs are not parallel with each other). This gives you some options: you can sometimes use a 2-hard turn + barrel roll to keep a target in arc rather than having to k-turn. Also, it sometimes allows you to k-turn passed a block if his base is 'diamond shaped' relative to keyan's (provided the front of keyan's base hits a 'narrow' part of the scout's 'diamond'-----difficult to explain without diagrams, but hopefully that makes sense).

Obviously, focus fire is ideal, but take what shots you can get, and try to keep your guys close to Biggs while he is alive (turret shots may or may not take a while to kill Biggs, depending on dice)

If you can keep the fight close to the centre, you can possibly limit their ability to turn around and fire their 2nd torpedo (killing them with torps in the tubes really increases your chances of winning).

Wow, that you so much! That analysis is exactly the kind of thing I was looking for. It gives me an insight into what you are thinking as an experienced player (I know you are experienced because I, as a beginner, have never thought that deeply about how I would take this list on). It emphasizes the importance of Paul Heaver's "Turn Zero" articles and the thought that goes into rock placement and approaches. It's something that I, with an untrained eye, would probably miss if I watched two experienced players face off with these lists.

I come from a background playing other miniature based strategy games and I found with these, certain lists would have an extremely hard time against other lists. This analysis gives some concrete things I could do with my list against triple scounts, and its one of the reasons I love X-wing so much: because you can do many things to win a game, even if you draw a bad matchup.

Thank you!