Critique My Build

By Gibbilo, in X-Wing

To my knowledge this is the first time I've seen anyone put this build forward though I statistically speaking I'm sure someone somewhere has also come up with something similar to it. Not sure what to call it yet though, so right now I'm just calling it rebel dice modz.

I would appreciate thoughts to help improve it.

Thane Kyrell (32)

Weapons Engineer

M9-G8

Alliance Overhaul

Biggs (27)

R3 Astromech

Integrated Astromech

Bandit Squadron Pilot (16)

Concussion Missiles

Guidance Chips

Airen Cracken (23)

Adaptability

Concussion Missiles

Guidance Chips

98 points

The Basic Strategy of the build is Dice Mod Flexibility. Could dampen an enemy alpha strike by forcing them to attack Biggs and then reroll their attack dice hits while you get action economy with Airen and Thane and return fire with some missiles. Obviously, you could also boost your own attack with two free rerolls as well.

Thought about R4 on Biggs, that might be most ideal, but I don't own it. If we use R4 on Biggs, I also thought about changing Airen a bit with the extra 3 points left, and make him a little more late game oriented with a lone wolf or vectored thrusters or something. Anyway that's just what I was thinking about, I'm sure you guys could come up with other options too.

Just FYI, there is a whole sub forum for list critiquing.

What works for one doesn't always work for other's. It looks good, Play and have fun with it. FYI I had a guy that brought in last year's list from The Regional winner to play and I shredded it. I'm sure in the hands of the top 10% of players I would of gotten shredded. Winning is nice, but the fun comes from the passion and excitement of getting more involved and enjoying the community that we have created in our local game stores

Edited by ozmodon

Consider swapping Thane to the following:

Thane Kyrell 26 - 29 Total

R2D6 - 1

AO - 0

Squad Leader - 2

This lets you pass actions from Kyrell to the rest of your squad because of shots on Biggs.

I think your better off with R4D6 on Biggs to absorb massive alpha hits and keep his offence from suffering.

Biggs 25 - 26 Total

R4D6 - 1

IA - 0

Now you have 45 pts to build the rest of the list around:

Jake and a GSP?

2x Rookies with R1 and IA?

3 Z's?

2x tlt hwks?!?!?

Edited by Cr0aker

It's garbage, as are all lists without two defenders(at least).

I think it's reliant on that missile return volley alpha. The teeth fall away when Biggs dies. You've got no reposition, lol w p.s. and 2 fragile z-95s .

You'll have little to no answer against arc dodging aces, repositioning turrets or heavy stress control. Your alpha will need to cripple the enemy's best endgame ship. I'd recommend losing the double z's for something that hits harder and can answer some of the above threats. Not to say it won't work as is, but it looks like this has plenty of bad matchups.

Biggs being PS5 means he will almost never proc R3 until he's been shot by everything. R4-D6 is a much better choice.

The problem with a lot of lists is that people optimistically except the ideal (first) encounter, such as ideal alpha strike. Most of the time the mechanic doesn't trigger like they want