3 Xwing Ace List

By bigunb, in X-Wing Squad Lists

3 Xwing Ace List(100)

PS9 Wedge Antilles (37) - X-Wing

Opportunist (4), R2-D2 (4), Integrated Astromech (0)

PS10Wes Janson (32) - X-Wing

Veteran Instincts (1), R3 Astromech (2), Integrated Astromech (0)

PS10Luke Skywalker (31) - X-Wing

Veteran Instincts (1), R3 Astromech (2), Integrated Astromech (0)

Thoughts on this build? Wedge at PS9 almost guarantees defender has no token after 2 attacks and Wes. Considered stressbot on Wes but, I don't like the idea of 2 pilots sitting with stress.

As a dedicated Imp player, I think this is a solid build. Too many people are crying for yet another x-wing fix, but do they fly them? This list looks like it could be fun and in the right hands, competitive.

As a BIG T-65 X-Wing fan, I think that this is a great list!

Have you flown it yet? If so, how did it perform?

Bigunb,

Would you mind explaining the thought process behind your list? Why you took AI instead of maybe VT? Or Engine? Is it just points? Why you chose the mechs you did etc.?

As a new player who loves X-wing lists it would really help me a lot.

Please don't take any of this as me being critical. Just the opposite. I like the list and am trying to learn from everyone.

Thanks again.

Edited by Eyegor

I'm going to assume you mean integrated when you say AI. That's an auto add for any xwing if you aren't using a mod. As for autothrusters, the T65 can't equip it since it doesn't have boost. R3 is the wave 9 astromech and I was trying to find a place for it. So Wes takes a token and hopefully gain an evade, Luke gains an evade and if his ability works that's 2 evades with no focus needed. Then I left wedge at 9 so opportunist can trigger. Defender loses an ability and wedge gains an attack die. R2d2 so wedge lasts since I'm guessing he will be public enemy #1. My meta seems to have a lot of attack dice so I need my rebels to have good defense.

Oh and I chose VI on Wes and Luke to give me first strike. PS8&9 seems to be pretty typical for my meta right now.

As a BIG T-65 X-Wing fan, I think that this is a great list!

Have you flown it yet? If so, how did it perform?

I have not flown it yet. I normally fly Corran Wes Biggs. I am going to give it a go though. Sounda like a fun build and it'll be nice to have a little extra defense.

As a BIG T-65 X-Wing fan, I think that this is a great list!

Have you flown it yet? If so, how did it perform?

I have not flown it yet. I normally fly Corran Wes Biggs. I am going to give it a go though. Sounda like a fun build and it'll be nice to have a little extra defense.

I took the squad list for a rip on Benchmark HERE, but I made a slight change to it.

I was not the happiest with Opportunist on Wedge, as it is my humble opinion that stress is too much of a pain to clear on a T-65 given the limited green maneuvers available.

As such, I opted for the similar additional attack die effect from EXPOSE instead... Perhaps a little more risky with it decreasing your agility, but the principles from your original build still apply in that enemy tokens have been spent, AND you can pick and choose when is the best time to engage it.

I had a good time with the slightly changed list, AND it held its own quite nicely.

Thank you for sharing it! I can't wait to hear how you like flying the squad, perhaps give my tweaked squad a go too ;)

You may also find some fun posts and ideas in THIS X-Wing list thread that I started a while back.

Edited by Red 7

I'm going to assume you mean integrated when you say AI. That's an auto add for any xwing if you aren't using a mod. As for autothrusters, the T65 can't equip it since it doesn't have boost. R3 is the wave 9 astromech and I was trying to find a place for it. So Wes takes a token and hopefully gain an evade, Luke gains an evade and if his ability works that's 2 evades with no focus needed. Then I left wedge at 9 so opportunist can trigger. Defender loses an ability and wedge gains an attack die. R2d2 so wedge lasts since I'm guessing he will be public enemy #1. My meta seems to have a lot of attack dice so I need my rebels to have good defense.

I like to see folks trying R3. We need more generic mechs that can be used effectively. I agree that X-wings need more survivability but they also need to punch as hard as possible. So finding the right balance is hard for me. For example, I think Luke has a nice buff to defense so instead of buffing it more, I like to find a way to boost his offense.

Anyway, thanks again for the list and the follow up.

I fly 3 X's very often and honestly I am not a fan of Luke in general. It might just be my dumb luck but you always think he will dodge and he dies. In all honesty you need something to change the enemies targets there. Against your list, I would go right for Wedge and then Wes. Luke isn't too tough after that. Sadly R3 is very inconsistent in my experience. When you most need that evade he never works. Besides with 3 X's you want maximum damage.

http://xwing-builder.co.uk/view/578928/3-x-rogue#view=cards

This gives Wedge a chance to dodge and gives Hobbie some rigged damage while Wes tags targets for the other 2 to bag.

Fly Wes defensive. Dodge what you can with Wedge but always keep a shot when you can. Float Hobbie around. Typically I keep Hobbie with Wes and bring Wedge in from the flank. If they go for Wedge, keep an open line for him to run and hit them with Wes and Hobbie without fear of retaliation. If they go for those two, Wedge can come in from the side and make them regret it.

Edited by BlueMusketeer28

I fly 3 X's very often and honestly I am not a fan of Luke in general. It might just be my dumb luck but you always think he will dodge and he dies. In all honesty you need something to change the enemies targets there. Against your list, I would go right for Wedge and then Wes. Luke isn't too tough after that. Sadly R3 is very inconsistent in my experience. When you most need that evade he never works. Besides with 3 X's you want maximum damage. http://xwing-builder.co.uk/view/578928/3-x-rogue#view=cards

This gives Wedge a chance to dodge and gives Hobbie some rigged damage while Wes tags targets for the other 2 to bag.

Fly Wes defensive. Dodge what you can with Wedge but always keep a shot when you can. Float Hobbie around. Typically I keep Hobbie with Wes and bring Wedge in from the flank. If they go for Wedge, keep an open line for him to run and hit them with Wes and Hobbie without fear of retaliation. If they go for those two, Wedge can come in from the side and make them regret it.