Phoenix squadron

By asters89, in X-Wing Squad Lists

Like many of you, I'm a big fan of the Rebels TV show. Ideally I'd like to make a list based on Pheonix squadron that is thematic but also competetively viable(ish).

So I'm thinking:

Kanan Jarrus (38)
Fire-Control System (2)
Twin Laser Turret (6)
Recon Specialist (3)
Rey (2)

Green Squadron Pilot (19)
Juke (2)
Chardaan Refit (-2)
Snap Shot (2)
Autothrusters (2)
A-Wing Test Pilot (0)

Green Squadron Pilot (19)
Juke (2)
Chardaan Refit (-2)
Snap Shot (2)
Autothrusters (2)
A-Wing Test Pilot (0)

Total: 97

I've heard good things about snap shot and juke as a combo which seems a good fit for the 2 a-wings. Rec spec and Rey seem to me to work well on Kanan who will have 3 foci(?) per turn to mitigate incomming shots to himself and the a-wings.

I still have a few points spare so a couple of questions:

Is FCS the best system for Kanan in this build? I can see advanced sensors or sensor jammer also being useful (wish I could take multiples!)

Is TLT the best turret? Autoblaster seems like an obvious alternative.

Is there a decent mod to use on the ghost? I'm thinking either APL or Ion projector could be useful

Given that the a-wings are going to want to be at range 1 as often as possible to trigger snap shot, are autothrusters the best choice for them? Would stealth device be better given than Kanan will (hopefully) be reducing attack dice against them and they will (where possible) always be taking an evade token for Juke?

Thanks for any input you have.

Autoblaster turret is nasty, but is best paired with a Ghost set up for hard maneuvers (hera/chopperzeb and similar cards) to allow it to get into that close range where it's lethal.

If you're going with a fire control, TLTs aren't bad, and Kanan's ability goes a long way to keeping you alive long enough t play the attrition game.

I'd stick with autothrusters. No, it doesn't work at range 1, but it does work against turrets firing outside their arc - and at range 1, dancing past people's arcs of fire is quite easy.

Autoblaster turret is nasty, but is best paired with a Ghost set up for hard maneuvers (hera/chopperzeb and similar cards) to allow it to get into that close range where it's lethal.

Ye that was my initial thought. Kanan isnt the ghost build where you are going to be pulling perpetual red manuevers because he needs to make use of his focus action and rec spec.

How do you feel about ion turrent? Given that the control element could be nice for setting up a-wing snap shots and its r1-2 matches the range of kanans ability? (Plus I have about 5 copies of the card and never used them...).

I love it. The way you have it set up in your initial post is pretty good. I would not switch to Ion Cannon Turret, personally.

Here is what I would do with it:

Green Squadron Pilot #1
A-Wing
title.png A-Wing Test Pilot
missile.png Proton Rockets
talent.png Snap Shot
modification.png Autothrusters
talent.png Push the Limit

Green Squadron Pilot #2

A-Wing
title.png A-Wing Test Pilot
missile.png Proton Rockets
talent.png Snap Shot
modification.png Autothrusters
talent.png Push the Limit

Lothal Rebel

VCX-100
system.png Fire-Control System
turret.png Autoblaster Turret
crew.png Hera Syndulla
crew.png "Zeb" Orrelios
modification.png Tactical Jammer

If I were less concerned about theme, I might drop the Tactical Jammer and Zeb in order to put Han Solo on the VCX (You have Rey in there, so I guess I'd be safe to use Han — but Zeb is still pretty good.). The Proton Rockets will give the A-Wings even more punch in the early game. And all three ships are now PS 3, which can be really nice especially when you are trying to fly in formation.

Edited by stonestokes

Snap Crackle pop a wing swarm. Then imagine you are flying into mandalorian space to face off with the protectors