Triple T-70s

By Jedi1993, in X-Wing Squad Lists

I'm trying to put together the ideal list for 3 T-70 X-Wings for when Heroes of the Resistance comes out.

I've come up with some builds for T-70s but I'm not sure what ones to use, changes to make etc.

Current builds I'm thinking of are...

Poe Dameron (PS9) — T-70 X-Wing 33
Push the Limit 3
BB-8 2
Pattern Analyzer 2
Autothrusters 2
Black One 1
Ship Total: 43
-- New Super Poe has lots of tricks. BB-8 and PTL combos well with the title and the tech lets him get double actions without having to barrel roll.
Question is: Autothrusters or Integrated Astro?
With the likes of Dengar and Rey wanting to keep enemies in arc, plus the mobile firing arc of the Shadowcaster is AT still worth it?
Poe Dameron — T-70 X-Wing 31
Veteran Instincts 1
R5-P9 3
Pattern Analyzer 2
Autothrusters 2
Ship Total: 39
-- Regen Poe, now with the new tech to make sure he always has the focus for regen. Honestly I've flown regen Poe a lot and I'm bored of it. I know it is good but the PTL/BB-8 version is so much more fun. Mostly listing it to show I haven't forgotten it but don't want to use this build.
Nien Nunb — T-70 X-Wing 29
Snap Shot 2
R3-A2 2
Integrated Astromech 0
Ship Total: 33
-- Stress Nunb can double stress any ace who flies into range1 without the downsides. Even if they don't I feel like having the threat there can still be beneficial.
Integrated because he's most likely facing the enemy and they're probably flying at him.
Jess Pava — T-70 X-Wing 25
R2-D6 1
Adaptability 0
Integrated Astromech 0
Ship Total: 26
-- Blocker Jess can go down to PS2 to potentially block the likes of Jumps, or go up to 4 to be on the same playing field as a Tie swarm.
Jess Pava — T-70 X-Wing 25
M9-G8 3
Integrated Astromech 0
Ship Total: 28
-- Support Jess costs a little more but could offer good buff/debuff effects on the field.
"Snap" Wexley — T-70 X-Wing 28
Veteran Instincts 1
Targeting Astromech 2
Primed Thrusters 1
Integrated Astromech 0
Ship Total: 32
-- Snap seems to synergise well with Primed Thrusters, Targeting Astro is here to allow for some threatening Tallon Rolls / Koiogran Turns.
Should Snap have Autothrusters? His boost may help get out of arc somewhat.
Hesitant to do PTL/Vector thrusters due to his Pilot Skill of 6.
Blue Squadron Novice — T-70 X-Wing 24
R2 Astromech 1
Integrated Astromech 0
Ship Total: 25
-- Cheapest filler ship, can be a good blocker/nuisance.
Red Squadron Veteran — T-70 X-Wing 26
Push the Limit 3
R2 Astromech 1
Pattern Analyzer 2
Integrated Astromech 0
Ship Total: 32
-- PTL RSVs have always fallen a little flat with me since they get off a good hit then can't turn around quickly due to the stress. The new Tech lets them taken actions and stress then, provided the maneuver was green, clear the stress. Allowing them to keep up the assault.
"Red Ace" — T-70 X-Wing 29
R2-D2 4
Comm Relay 3
Integrated Astromech 0
Ship Total: 36
-- Tanky Red, a tried and tested build that will all but guarantee a 1v1 win. Expensive though. Even more if they have Autothrusters.
Personaly, after trying both Blue Ace and Ello Asty, I'm not a fan of them.

Ideally I'd like to fly Poe, purely because I like him.
So, what I'm asking for help on is, who do I use?
What do I remove to make room for everyone?
Are there other builds I've not listed that work well?
Should Poe take AT?
Do I need an initiative bid?
Any constructive feedback appreciated :)

I've been tinkering with the idea of triple Red Squadron Veterans myself:

Red Squadron Veteran (33) x 3

T-70 X-Wing (26), R2 Astromech (1), Primed Thrusters (1), Push the Limit (3), Vectored Thrusters (2)

Kepora, I really like that Red Vet build!

As much as I like Jess I think she needs her good friend Biggs flying alongside with some scrubs. In a triple T-70 build I think there are better options.

I also think that >40 pts. on Poe is too much. I love flying regen Poe but try to keep his cost reasonable.

I also think that with the various abilities and tech to help mitigate stress and balance red maneuvers that Targ. Astro may find a home on some of these ships.

One trick I've thought of even though it throws my cost issues out of wack: Try and figure out which T-70 is likely to be your last man standing. (Usually Poe or R.Ace). Plan on getting that ship 1v1 against your opponents lone survivor (think OL for example). Now for the weird part. Load your hopeful lone survivor T-70 with the torp of your choice.

Instead of trying to get the alpha strike off you wait until late game and go for the omega strike. This is obviously a gamble but if you can grab a TL anywhere during the game against your presumed last opponent then when it comes down to ship-v-ship finish him off with a torp shot. It is rare that any torps survive past midgame and ideally your opponent will have either forgotten it was in your list or discounted it. Protons, plasma, or the dreaded APT could be a big surprise to a wounded, unshielded opponent.

Lots of ifs and I have no idea if it is viable but I plan on trying the omega strike strategy a few times. Instead of trying to get your torp(s) off before you die, try saving them until your opponent is ready to die. Easy to type, but very tough to do.

TL:DR. No specific builds, just general thoughts on triple 70 lists.

As much as I like Jess I think she needs her good friend Biggs flying alongside with some scrubs. In a triple T-70 build I think there are better options.

I also think that >40 pts. on Poe is too much. I love flying regen Poe but try to keep his cost reasonable.

I also think that with the various abilities and tech to help mitigate stress and balance red maneuvers that Targ. Astro may find a home on some of these ships.

One trick I've thought of even though it throws my cost issues out of wack: Try and figure out which T-70 is likely to be your last man standing. (Usually Poe or R.Ace). Plan on getting that ship 1v1 against your opponents lone survivor (think OL for example). Now for the weird part. Load your hopeful lone survivor T-70 with the torp of your choice.

Instead of trying to get the alpha strike off you wait until late game and go for the omega strike. This is obviously a gamble but if you can grab a TL anywhere during the game against your presumed last opponent then when it comes down to ship-v-ship finish him off with a torp shot. It is rare that any torps survive past midgame and ideally your opponent will have either forgotten it was in your list or discounted it. Protons, plasma, or the dreaded APT could be a big surprise to a wounded, unshielded opponent.

Lots of ifs and I have no idea if it is viable but I plan on trying the omega strike strategy a few times. Instead of trying to get your torp(s) off before you die, try saving them until your opponent is ready to die. Easy to type, but very tough to do.

TL:DR. No specific builds, just general thoughts on triple 70 lists.

Yeah, Super Poe's cost is definitely an issue. And you've got a good point about Jess' ability too. Maybe she's not right for a triple T-70 list.

As for the late game torp, I like it. I may try that at some point. My only worry is that it will make the tanky ship a bigger target.

Thanks for the feedback. :)

As much as I like Jess I think she needs her good friend Biggs flying alongside with some scrubs. In a triple T-70 build I think there are better options.

I also think that >40 pts. on Poe is too much. I love flying regen Poe but try to keep his cost reasonable.

I also think that with the various abilities and tech to help mitigate stress and balance red maneuvers that Targ. Astro may find a home on some of these ships.

One trick I've thought of even though it throws my cost issues out of wack: Try and figure out which T-70 is likely to be your last man standing. (Usually Poe or R.Ace). Plan on getting that ship 1v1 against your opponents lone survivor (think OL for example). Now for the weird part. Load your hopeful lone survivor T-70 with the torp of your choice.

Instead of trying to get the alpha strike off you wait until late game and go for the omega strike. This is obviously a gamble but if you can grab a TL anywhere during the game against your presumed last opponent then when it comes down to ship-v-ship finish him off with a torp shot. It is rare that any torps survive past midgame and ideally your opponent will have either forgotten it was in your list or discounted it. Protons, plasma, or the dreaded APT could be a big surprise to a wounded, unshielded opponent.

Lots of ifs and I have no idea if it is viable but I plan on trying the omega strike strategy a few times. Instead of trying to get your torp(s) off before you die, try saving them until your opponent is ready to die. Easy to type, but very tough to do.

TL:DR. No specific builds, just general thoughts on triple 70 lists.

I really like a proton torpedo for a game-ender. Good chances of at least 1 crit.

Kepora, I really like that Red Vet build!

Thank you! :D The idea behind it was to get as much action economy as possible, make them as hard to nail down as possible and give them the option to joust or arc-dodge as they wish, while at a high enough PS to beat most other swarm-y builds but tough/dodgy enough to survive against aces.

So, I've come up with this list:

Black Squadron (100)
Poe Dameron (PS9) — T-70 X-Wing 33
Push the Limit 3
BB-8 2
Pattern Analyzer 2
Autothrusters 2
Black One 1
Ship Total: 43
Nien Nunb — T-70 X-Wing 29
Veteran Instincts 1
R3-A2 2
Integrated Astromech 0
Ship Total: 32
Blue Squadron Novice — T-70 X-Wing 24
R2 Astromech 1
Integrated Astromech 0
Ship Total: 25
By removing snapshot and upping his PS to 9, Nien loses the double stress option but that seemed too situational. This reduction allows Poe to take Autothrusters. Then a Blue Novice as a blocker.

I prefer..

T-70 X-Wing: · "Snap" Wexley (28)

Push The Limit (3)

R2 Astromech (1)

Vectored Thrusters (2)

Pattern Analyzer (2)

Reason is you can do green manuever, do action, PTL action, resolve green manuever to remove stress, then boost.

I prefer..

T-70 X-Wing: · "Snap" Wexley (28)

Push The Limit (3)

R2 Astromech (1)

Vectored Thrusters (2)

Pattern Analyzer (2)

Reason is you can do green manuever, do action, PTL action, resolve green manuever to remove stress, then boost.

I like the action economy here. But at 36pts I'm gonna have to strip down the list somewhat.

Dropping Poe to PS8 and swapping out Autothrusters we get:

Black Squadron (100)
Poe Dameron — T-70 X-Wing 31
Push the Limit 3
BB-8 2
Pattern Analyzer 2
Integrated Astromech 0
Black One 1
Ship Total: 39
"Snap" Wexley — T-70 X-Wing 28
Push the Limit 3
R2 Astromech 1
Pattern Analyzer 2
Vectored Thrusters 2
Ship Total: 36
Blue Squadron Novice — T-70 X-Wing 24
R2 Astromech 1
Integrated Astromech 0
Ship Total: 25
Wexley would certainly pack more of a punch than Nunb this way, bit worried about dropping Poe's PS though. Do you think Snap would still work well without Vectored Thrusters? (Freeing 2pts to up Poe)