The "Have you tried?" thread.

By tsuruki, in X-Wing

This started out as a thread to parade my funny Y-Wing idea but then I realized that it would be lots of fun if we were to share our ship fitting ideas in general.

The idea is less "Find the next big thing!" more "Hey have you seen/tried this yet?" so please share Old ideas as well as new. Competitive and casual ideas ideas are equally good. I'll start:

"Soontir-Y-Wing".

Kavil (24).

Veteran Instincts (1).

Autoblaster (2).

Vectored thrusters (2).

Unhinged Astromech (1).

30 Points.

Have you ever been arcdodged by a Y-Wing? Have you!?

I present the "Soontir Y-Wing"! This crazy sucker flies head to head with the best pilots in the game, nobody can get away from this 3 speed flying-barrel rolling into range 1-out of arc firing with 3 dice-evasion ignoring monster!

I love this guy so much and he´s getting copied by folks at my local store. The idea is that you make a strong initiative bid (97 points, 98 points) and make life hell for enemy aces. Fly him alongside Dengar, Fenn Rau or to lead a TLT squad to spell doom for 3 agi ships everywhere. Just make sure your list has other stuff to deal with tough low-agi ships.

Barrel roll to ensure there are targets within range 1 and focus to ensure the regular hits (never target lock unless there is literally no reason for you to focus or barrel roll). Fly at speed 3 the whole match and arc dodge when possible, watch your enemy cry as you fly a **** Y-wing up their Soontir Fel's hineyhole.

Extra: Slot a bomb to ramp up the headache!

"Ultra-Wedge".

Wedge Antilles (29).

Push the limit (3).

BB-8 (2).

Integrated astromech (0).

34 points.

Do you remember when Wedge was all the rage? Pepperridge farm remembers. I'm surprised that Wedge didn't make a comeback with integrated astro, perhaps he will now that Jumpmasters are gone.

The comboing here is pretty obvious, reveal a green bank or straight, barrel roll, focus or TL, do the green and remove the stress, get the other modifying token and still have no stress token. You net a fully modified attack after making a slow but unpredictable move

The reason I name this combination of BB+PTL specifically is that Wedge is famously squishy but deadly, the pre-maneuvre barrel roll on a PS 9 pilot is especially good for squirming out of arc into a choice opponent's rear arc, which is where Wedge can focus on doing what he does best, damage.

Extra: Equip Ion missiles and wipe the smile from your opponent´s face as you layer the hate on his best pilots.

"No escape Nera"

Nera Dantels (26).

Deadeye (1).

Extra munitions (2).

Flechette torpedoes (2).

Munitions failsafe (1).

5 PS pilots have generally been worse than bad, but I can count how many useful ones exist on one hand. Nera is one of those really bad pilots that with the right upgrades breaks out of her "badness" and becomes somewhat useful.

Move up behind your squad and focus, any ace´s your opponent is flying must dive into her 1-range or suffer automatic stress. Attacks that hit did real damage to your enemy, a savy enemy might even take 1 or 2 points of damage on purpose to try and pull off her torpedo, misses refund your torpedo but still cause stress.

The idea is simple, with this on the table your opponent basically discards PTL and never gets to K-turn again, it's super hard against Soontir Fel and pretty mean against aces in general. On the flip side she is less useful then a raw B-wing against most large ships and some small ships.

Extra: Swap Failsafe for Guidance chips and flechette for Proton torps to get an inescapable but token-light ordenance boat, combo with Shara Bey.

Extra Extra: Firing control computer and Advanced sensors can be useful on this build, especially if you do the aforementionedProton torp swap.

I´ll add some more builds later, hopefully there will be some amazing ideas added in the meantime.

Maybe is just because I don't run rebels, but if I have to do, I actually have to try more PTL+R2 combo. PTL works great only on 2 hard green, and rebels have a droid that can bring theme to any droid-ship.

Wedge w/PTL, Vectored Thrusters, R2

Ran Yavil many times with a similar config, just Engine Upgrade rather than Vectored Thrusters.

That Kavil...sounds fun. I have to try it, anyway

HORTON!

Give him EPT Droid, Marksmanship, TLT, Title and get three fully modified attacks a round! And cost as much as Soontir!

Or EPT-Bot, VI, Vectored thrusters and TLT and be a rebel Kavil, as in a previous post!

I used to run that Nera run and it was great. Got me thinking what else could you do with Nera and go this:

"Rock Hooper"

B-Wing: · Nera Dantels (26)

Push The Limit (3)

Extra Munitions (2)

Torpedo of choice

Collision Detector (0)

B-Wing/E2 (1)

· Dash Rendar (2)

Edited by All Shields Forward

I've tried...palp,echo,wampa and scourge.

It's... interesting.but...choosing what to "palp" is something of a puzzle

It don't have regen, but always focus evade and 1-straight to victory.

Etahn A'baht / PTL / R2 Astromech / Advanced Sensors (39 points)

This is the perfect thread for a classic of mine, 'Railgun Zuckuss'.

Zuckuss - Expose, Advanced Sensors, Experimental Interface, K4 Security Droid, Misthunter Title, Tractor Beam (barrel rolls are nice to have).

Rock out with 5 attack dice range 2-3, 6 range 1.

Advanced sensors -> focus, experimental interface -> expose, green to clear stress, K4 gets a target lock, blast dice into things and then die gloriously with 0 agility.

"Ultra-Wedge".

Wedge Antilles (29).

Push the limit (3).

BB-8 (2).

Integrated astromech (0).

34 points.

I have flown a Wedge similar to this, but with Engine Upgrade instead of Integrated Astromech. It's a bit more expensive but that added maneuverability can be great!

"Ultra-Wedge".

Wedge Antilles (29).

Push the limit (3).

BB-8 (2).

Integrated astromech (0).

34 points.

I have flown a Wedge similar to this, but with Engine Upgrade instead of Integrated Astromech. It's a bit more expensive but that added maneuverability can be great!

I believe some over zealous poster dubbed that build as 'Bat-Wedge'.

Lately I've been experimenting with a squad using Etahn A'baht, "Dutch" Vander, and Garven Dreis.

Etahn A'baht - 32 points

  • Sensor Jammer - 4 points
  • R7 Astromech - 2 points
  • Juke - 2 points

Total=40

"Dutch" Vander - 23 points

  • Proton Torpedoes - 4 points
  • Extra Munitions - 2 points
  • Targeting Astromech - 2 points

Total=31

Garven Dreis - 26 points

  • R2-D6 - 1 point
  • Swarm Tactics - 2 points
  • Integrated Astromech - 0 points

Total=29 points

The idea is for "Dutch" to pass Etahn a target lock, and Garven to pass him a focus while he takes an evade. If they try to attack Etahn, he'll be ridiculously tough to crack. Between three-four dice, evade, focus, Sensor Jammer, and R7, he's stupidly survivable. Meanwhile, focusing on him would open them up to the torpedoes from "Dutch," as well as the ever-reliable three-dice-with-a-focus from Garven. If they focus on one of the support ships instead, Etahn would be able to open up with his primary using Juke, a target lock, and a focus. Not to mention Etahn is going to be modifying a hit to a crit with every single attack you throw out if the squad is flown in proper formation. In theory, pretty brutal. And of course, even if Etahn dies, Garven and "Dutch" can pass actions to one another.

I'm also thinking of swapping out the Proton Torpedo for a Plasma Torpedo, and bumping the Swarm Tactics up to Predator, to make Garven more of a threat. Also thinking of maybe just ditching the torpedoes altogether and replacing them with Ion Cannon Turret and BTL-A4, but I want to get a few more games in with each set-up before I decide which list I prefer.

Edited by Underachiever599

I like that token juggle list, cheap pilots with strong abilities are stealing some limelight these days (Countess Ryad anyone?) I bet Jess Pava is gonna hit competitive tables because her re-roll ability is hugely powerful for the low price of just a single point over a generic. As the cheapest ship in a 3 man squad she gets near fully modified attacks to start out as well as re-rolling evade dice, her pilot ability may cause your enemy to target her squad mates though. Kill the rest of the squad = kill her efficiency, this means that if you fly her with powerful allies, killing those allies will kill her ability. This means you can play around her ability, as well as play with it. Perhaps through Jess Pava 4-5 ship rebel lists will return.

Another entry for "Have you tried?", Points Budget edition

"Basic Braylen".

Braylen Stramm (25).

Targeting Astromech (2).

"Chopper" (0).

Alliance overhaul (0).

27 points.

Fully modified attacks are sweet, but normally out of the reach of cheap pilots. Braylen here, the cheapest pilot of his ship type, can net you fully modified die rolls without any major hoops to jump through, no team requirements, no major setup.

Do a red maneuver (of which he has 3-4 usually useful choices (3 hards are my favorite)) to get a free target lock, then just take the focus action, simple really. Chopper guarantees the action when you decide you absolutely need it.

This costs 2 more points then a T-70 with R2+integrated and nets you the same amount of attack dice, an extra arc to fire out off and fully modified attacks, a very good deal if you ask me.

Extra: If you got the 2 points lying around, vectored thrusters are a straightforward addition. After than, Flechette torpedoes.

"Sandtrap Mercenary"

Mandalorian Mercenary (35).

Fearlessness (1).

Slave I (0).

Long range scanners (0).

Rigged cargo chute (1).

37 points.

It's super simple really. Round 1 take your pick of a target lock. Then spend the rest of the game Flying in the face of danger. This guy is tough enough to duke it out with the big guys and with two very wide arcs to work with you can pretty easily land some 5 hit attacks since you're going to have both a target lock and a focus token. The debris dump can go a long way to help you delete an ace (If you hit someone directly with the debris they immediately suffer it's effects, and then again when they move in their own turn, double stressed ace = dead ace). At 37 points you get a very versatile dogfighting large ship.

Extra: The crew slot is still empty, if you have points left over you could take folks like Dengar, 4-lom, Tail gunner, tactician.

"Ultra-Wedge".

Wedge Antilles (29).

Push the limit (3).

BB-8 (2).

Integrated astromech (0).

34 points.

Wedge Antilles (29).

Push the limit (3).

R7-T1 (3).

Vectored Thrusters (2).

37 points.

Parked this with 1 hull at range 1 of Kath with Fearlessness the other day. Saw the absolute glee in his eyes turn to utter, speechless shock as I took an X-Wing and quickly boosted and barrel rolled it out of her arc! Muahahaha :D

I really that that Kavil, is cheap and pretty effective.

I made a quick list, no idea if it's any good

97 points

PILOTS

Zuckuss (33)
G-1A Starfighter (28), Veteran Instincts (1), Dengar (3), Collision Detector (0), Mist Hunter (0), Tractor beam (1)

Kavil (30)
Y-Wing (24), Autoblaster Turret (2), Unhinged Astromech (1), Veteran Instincts (1), Vectored Thrusters (2)

Fenn Rau (34)
Protectorate Starfighter (28), Push the Limit (3), Concord Dawn Protector (1), Autothrusters (2)

I really that that Kavil, is cheap and pretty effective.

I made a quick list, no idea if it's any good

97 points

PILOTS

Zuckuss (33)

G-1A Starfighter (28), Veteran Instincts (1), Dengar (3), Collision Detector (0), Mist Hunter (0), Tractor beam (1)

Kavil (30)

Y-Wing (24), Autoblaster Turret (2), Unhinged Astromech (1), Veteran Instincts (1), Vectored Thrusters (2)

Fenn Rau (34)

Protectorate Starfighter (28), Push the Limit (3), Concord Dawn Protector (1), Autothrusters (2)

Looks really nice. I like the 3x ps 9 thing you've got goin. But still thinking a partybus (slaver; Dengar, Zuckus, 4lom) might be better over Zuckuss?

I really that that Kavil, is cheap and pretty effective.

I made a quick list, no idea if it's any good

97 points

PILOTS

Zuckuss (33)

G-1A Starfighter (28), Veteran Instincts (1), Dengar (3), Collision Detector (0), Mist Hunter (0), Tractor beam (1)

Kavil (30)

Y-Wing (24), Autoblaster Turret (2), Unhinged Astromech (1), Veteran Instincts (1), Vectored Thrusters (2)

Fenn Rau (34)

Protectorate Starfighter (28), Push the Limit (3), Concord Dawn Protector (1), Autothrusters (2)

Looks really nice. I like the 3x ps 9 thing you've got goin. But still thinking a partybus (slaver; Dengar, Zuckus, 4lom) might be better over Zuckuss?

Zuckuss has been in my head lately, I made a thread comparing the G-1A to the ARC, so you are probably right lol.

I've tried this out a couple times and it's super fun:

Boba Fett (Scum)

Autoblaster

Fearlessness

Engine Upgrade

Glitterstim

Your Choice of Crew (I prefer IG88 and have IG88C as a wingman for more evades on Boba)

Autoblaster Fearlessness on Boba usually comes out to 3-4 unblockable hits.

P.S. This thread is great. Lots of unique and creative ideas that actually look really fun rather than simply practical.

My favorite so far has to be my tanky echo:

Echo

Lone Wolf

Recon Spec

ACD

Sensor Jammer

43 points of silliness! Paired with Carnor you just can't hit it. Nor do you have any idea where Echo will be next round. And with Lone Wolf's mini TL you're almost always doing 4 damage! If your area is 2 or 3 ships mostly you could almost slot in Kallus to save a point.

I definitely need to try that Soontir Kavil, especially since I modded a y-wing with interceptor winglets :D

I've had a friend use Nera Dantiels this way:

Nera Dantels (26)
Deadeye (1)
Extra Munitions (2)
Proton Torpedoes (4)
Guidance Chip (0)
Total: 33
There might have been more on Nera, but the rest of the list was Dutch and Horton with TLT's. They all flew together with the B-wing in the front. Dutch would give a TL to Nera, so she would get to fire Proton Torpedoes with Focus and use the TL from Dutch. It was brutal. Also, Dutch and Horton would concentrate the TLT's and you usually saw a ship die a turn. It was ugly.

Who needs and Epic ship to ram? Captain Oicunn says hello. The funniest build in my opinion is

Captain Oicunn

Daredevil

Dauntless

Engine Upgrade

That's the basic build. You basically smack into something with your maneuver, and use dauntless to daredevil. And hit the person for another damage. Of course, you don't need to use daredevil, and the double stress isn't good, but who cares!

That Kavil build is a very valid option

Another installment of "Have you tried?".

"Reythrone."

Norra Wexley (29).

Push the limit (3).

R5-P9 (3).

Vectored thrusters (2).

Rey (2).

Alliance overhaul (0).

Total: 39 points.

Drive slow, you have some precious cargo.

Bank up on focus tokens in the first 2-3 rounds of the game as you pick an approach vector. Then spend key rounds with 2 focus tokens ready to be spent, Nora´s ability makes it nearly guaranteed that you can spend 1 token, then Rey and R5 combined will scavenge the other to either refill your shields or prep for later rounds (or both if you somehow still have two). Nora is great at dealing damage but do not let that dissuade you from spending target locks for defense.

The build may seem gimmicky but it's undeniably efficient, just steer clear of pilots like Palob and Old Teroch who can shut your token machine down.

Extra: R2-D2 is not a bad swap (possibly better, pending research), and Vectored can be dropped for points. Don't bother with Torps on Nora.

"Fly-e fighter"

This one is so simple that it´s actually two separate ships, not taken together necessarily but as singular flankers, one-of ships to round out a list.

Mauler Mithel (17).

Push the limit (3) / Outmaneuver (3) / Snap shot (2) / Veteran Instincts (1) / Trick shot (0).

Total: 17-20 points.

Old as dirt, Mauler has all the tools he needs to pull his weight solo, don't look him over just cause of his age. VI will let you use him to annoy the hell out of an enemy ace and position himself where he can do the most harm from the safest spot possible. With trick shot you can possibly attain a mythical 5 die shot from a Tie fighter (A 5 die attack TIE FIGHTER!), dont chase the myth though, only take trick shot if you´re strapped for points. Mauler's ability triggers off-of snap shot (pure gravy) and push the limit is an expensive but solid choice.

Fly carefully though, this guy does not fly well in any kind of formation, he'll just get shot down as an easy first blood. Fly up slightly behind your squad preferrably a little to one side. You can force a ship like this one right under your opponent´s radar by drawing attention to your other 80 points.

"Zeta Leader" (20).

Outmaneuver (3) / Juke (2) / Veteran Instincts (1) / Trick shot (0).

Total: 20-23 points.

Seemingly near identical to Mauler above but Zeta leader cannot muster the same stability as Mauler because of his stressing mechanic, a disadvantage somewhat repaired by the improved dial and shield. Zeta cannot fly with PTL at all which means he's less able to take hits over time. Definitely the stronger of the two at long range which makes for a greater range of options when using VI and Trick shot.

At 20-23 points Zeta can be a little expensive which makes me prefer Mauler out of the two, but still Zeta has never actually let me down with VI. Don't bother with tech on this guy unless you´re upping him from flanker to formation ship, in which case I generally think you'dd be better served by 2 Academy pilots. (Primed thrusters untested though)

The recent Protectorate starfighter does a good job at doing what the Starviper and Khirhaxz fighter do, better. Fenn rau near invalidates Talonbane cobra but still, who doesn't love old cobra?

"S-Snake"

Talonbane cobra (28).

Push the limit (3).

Cloaking device (2).

vectored thrusters (2).

I like to think Vectored thruster's might be the saving grace of the Khiraxz, I´m probably wrong. Cobra with a cloaking device is such a delight to deliver into range 1 that I just had to mention him. The cloaking makes it possible to do those J turns that make Whisper so rewarding to play, Uncloak, hard 1, barrel roll & PTL focus for a brutally effective shot right down someone´s tailpipe.

The plan is to stay at the longest range possible and when the chance arises, punch through enemy lines and turn around quickly behind them. A tactic that may work if you land it proper on an ace, works like a charm against anything slightly jousty, but wont do squat against ships that are at once small, agile and tough (like Defenders).

Much of what you might do with Talonbane can be done better with Fenn Rau, regardless Fenn cannot possibly do illicit tricks, for nutties like me that is all the difference I need.

Extra: Engine upgrade is a reasonable swap, but Vectored thrusters go really well with cloaking and help with pacing yourself forward or backwards so that the big moment may be perfectly timed and positioned.

"No escape Nera"

Nera Dantels (26).

Deadeye (1).

Extra munitions (2).

Flechette torpedoes (2).

Munitions failsafe (1).

5 PS pilots have generally been worse than bad, but I can count how many useful ones exist on one hand. Nera is one of those really bad pilots that with the right upgrades breaks out of her "badness" and becomes somewhat useful.

Move up behind your squad and focus, any ace´s your opponent is flying must dive into her 1-range or suffer automatic stress. Attacks that hit did real damage to your enemy, a savy enemy might even take 1 or 2 points of damage on purpose to try and pull off her torpedo, misses refund your torpedo but still cause stress.

The idea is simple, with this on the table your opponent basically discards PTL and never gets to K-turn again, it's super hard against Soontir Fel and pretty mean against aces in general. On the flip side she is less useful then a raw B-wing against most large ships and some small ships.

Extra: Swap Failsafe for Guidance chips and flechette for Proton torps to get an inescapable but token-light ordenance boat, combo with Shara Bey.

Extra Extra: Firing control computer and Advanced sensors can be useful on this build, especially if you do the aforementionedProton torp swap.

I´ll add some more builds later, hopefully there will be some amazing ideas added in the meantime.

I play Nora this way every now and then along with Eaden Vrill. Actually this combo lead me to find an exotic combo, that I just did a thread about.

Replace the extra munitions with an Accuracy Corrector for a point more. With Accuracy Corrector, you can just cancel your dice without adding the two hits. This gives you unlimited Flechettes for a stressors, while leaving your other torpedo slot open for what ever points you can afford to put in it.

Edited by Jadotch

This is the perfect thread for a classic of mine, 'Railgun Zuckuss'.

Zuckuss - Expose, Advanced Sensors, Experimental Interface, K4 Security Droid, Misthunter Title, Tractor Beam (barrel rolls are nice to have).

Rock out with 5 attack dice range 2-3, 6 range 1.

Advanced sensors -> focus, experimental interface -> expose, green to clear stress, K4 gets a target lock, blast dice into things and then die gloriously with 0 agility.

Yes! This is one of my pet squads, too! I pair it with Latts Razzi + K4 Security Droid and Serissu + Tractor Beam. Serissu fires first, reducing agility. Then Zuckuss shoots and Latts removes another defense die as Zuckuss lights up the enemy.

My first time flying that squad, Latts and Serissu got wiped out so it was Zuckuss vs. R5-P9 Poe in the end game. Poe ran away to regenerate shields and Zuckuss went ahead and destroyed Poe in 1 shot even with full shields and hull. Priceless!