Looking to try out a K-wing and an Arc not sure I am heading down the right path with it though...

By Rancor Bait, in X-Wing Squad Lists

KY ARC

97 points

PILOTS

Braylen Stramm (32)
ARC-170 (25), R5-P9 (3), Tail Gunner (2), Alliance Overhaul (0), Vectored Thrusters (2)

Warden Squadron Pilot (39)
K-Wing (23), Twin Laser Turret (6), Sabine Wren (2), Proximity Mines (3), Thermal Detonators (3), Advanced SLAM (2)

Gold Squadron Pilot (26)
Y-Wing (18), BTL-A4 Y-Wing (0), Targeting Astromech (2), Twin Laser Turret (6)

Still have 3 points to go and like I said in title not sure if am headed down the right path. Thanks for the input

Braylen really wants the stressbot (R3A2) preferably with gunner although tactician will work as well. On the K-Wing drop proximity mines for Connors and add extra munitions with your spare points. I personally would swap the Y-Wing for Biggs.

Hope this helps!

The Warden looks pretty good. I would drop the Thermal Detonators for more action bombs. Ships with low pilot skill do better with action bombs than release-on-reveal bombs. I'm partial to Conner Nets and Cluster Mines, but Proximity Mines are good too. You should put 2 points into Extra Munitions. Whatever you do, don't remove the Adv. SLAM. It is vital for bomb-Wardens.

I would drop the title from the Y-Wing. You will have difficulty turning him around to get him back into the fight. And with that in mind, you can drop the Targeting Astromech down to an R2. Honestly, though, for the same points you have on him now, you could drop in Biggs + R4-D6 + IA. That will help your other two ships on the approach.

Braylen is pretty good as is. I have some other ways I like to roll with him, but focus-regen is probably solid.

Edit: Another possible way to run Braylen is trade Tail Gunner for Sabine and put a Proximity Mine on him too. If you have the points, add another Extra Munitions to him as well. Keep the regen droid to try to keep Sabine on the table as long as possible.

Edited by stonestokes

If you want to put Sabine on Braylen, I'd suggest (a) spending an extra point to make him Thane (because he gets free actions you can use to drop bombs) and (b) upgrading R5-P9 to R2-D2 (because you're using your actions to drop bombs and barrel roll, not necessarily focus).

Here is what I would probably run (I have taken the liberty of subbing the Gold Y-wing out in favour of Biggs as he will help protect your low agility fighters on the first Joust).

32 Braylen Stramm (25), R3-A2, Gunner (5), Alliance Overhaul (0)

42 Miranda Doni (29), TLT (6), Homing Missile (5), EMs (2), LRS (0), Chopper (0)

26 Biggs (25), R4-D6 (1), IA (0)

Braylen now has the chance (a very good one) to dish out 2 Stress per turn. Don't use the Alliance Overhaul on the first shot, just use it to apply Stress. This increases the chance of Gunner triggering. Then add the extra Red to your second shot to add another stress and hopefully punch through some damage.

Miranda is great against any high agility Aces on the opening salvo as she can fire a 5 Dice homing missile with Target Lock and Focus. That will really put a dent in Soontir or /x7 Defenders who rely on their agility and Evade tokens. After that, she can plink away all day with her TLT while regaining shields. If she gets a second chance to fire her Missile, that is a bonus!

Biggs flies with the others and does what he does best! ;)

Edited by Karhedron

I've been using this combination I find quite effective.

Shara Bey (28)

Predator (3), Tail Gunner (2), Alliance Overhaul (0)

Esege Tuketu (28)

Extra Munitions (2), Plasma Torpedos (3), Cluster Missiles (4), C3PO(3), Guidance Chips(0)

Gemma Sojan (27)

Adaptability (0), Proton Rockets (3) , A wing Test Pilot (0), AutoThrusters (2)

Move in slow and let the enemy come to you. With Shara and Esege sharing their abilities munitions shots always tend to do some damage, uses Gemma or Shara's attacks to try and strip tokens first or when the times right unleashed a Salvo of Prockets which are always a pain.

Admittedly can also die quite quick if flown wrong

Edited by Psylence Fiction

Here is what I would probably run (I have taken the liberty of subbing the Gold Y-wing out in favour of Biggs as he will help protect your low agility fighters on the first Joust).

32 Braylen Stramm (25), R3-A2, Gunner (5), Alliance Overhaul (0)

42 Miranda Doni (29), TLT (6), EMs (2), LRS (0), Chopper (0)

26 Biggs (25), R4-D6 (1), IA (0)

Braylen now has the chance (a very good one) to dish out 2 Stress per turn. Don't use the Alliance Overhaul on the first shot, just use it to apply Stress. This increases the chance of Gunner triggering. Then add the extra Red to your second shot to add another stress and hopefully punch through some damage.

Miranda is great against any high agility Aces on the opening salvo as she can fire a 5 Dice homing missile with Target Lock and Focus. That will really put a dent in Soontir or /x7 Defenders who rely on their agility and Evade tokens. After that, she can plink away all day with her TLT while regaining shields. If she gets a second chance to fire her Missile, that is a bonus!

Biggs flies with the others and does what he does best! ;)

Believe you forgot to add homing missiles to your list

Thanks for spotting that. I have fixed the OP.

Thanks for the input all :)

ARC-170: · Norra Wexley (29)

Push The Limit (3)

· R2-D2 (4)

· Nien Nunb (1)

Alliance Overhaul (0)

K-Wing: · Miranda Doni (29)

Twin Laser Turret (6)

· C-3PO (3)

Z-95 Headhunter: Bandit Squadron Pilot (12)

Z-95 Headhunter: Bandit Squadron Pilot (12)

Use the double Z as a block wall to screw with your opponents action economy. Fly miranda in a circle around the battle and have Nora do her 5 attack dice shenanigans. Only thing here is Norra is going to be flown in flyby fashion. She does have a rear arc but without tailgunner it's not as good. Don't be afraid to k turn her and use your 4 straight green thanks to Numb to bring her back into the fight. Rinse, repeat.

"Fly miranda in a circle around the battle and have Nora do her 5 attack dice shenanigans."

Not having flown the ARC-170 yet, how does she get 5 attack dice? I can see 4 (Range 1 and Alliance Overhaul) but I can't puzzle out the 5th! Thanks!

"Fly miranda in a circle around the battle and have Nora do her 5 attack dice shenanigans."

Not having flown the ARC-170 yet, how does she get 5 attack dice? I can see 4 (Range 1 and Alliance Overhaul) but I can't puzzle out the 5th! Thanks!

When attacking or defending, Norra can spend a TL to add an Eyeball result. This means that if she has TL + Focus (as she often will from PTL), she can add a guaranteed hit result. Thus she can potentially score 5 hits (and more reliably than a 5-dice attack since one of those hits is guaranteed).

Edited by Karhedron

Got it! Thanks!

About the list title: Are we not doing phrasing anymore?

This has me thinking

Shara Bey (28)

Alliance Overhaul (0)

Weapons Engineer (3)

Esege Tuketu (28)_

Recon Specialist (3)

Biggs Darklighter (25)

RD-D6 (1)

Adaptability ((0)

Integrated Astromech (0)

This is 88 pts.

Shara - When another friendly ship at range 1-2 is attacking, it may treat your blue tarket lock tokens as its own.

Esege - When another friendly ship at range 1-2 is attacking, it may treat your focus tokens as its own.

With adaptability on Biggs , All three are PS 6

Any suggestions on where to alot the other 12 pts? Shara has an EPT and Astromech slot open...

About the list title: Are we not doing phrasing anymore?

KARC? :unsure:

Any suggestions on where to alot the other 12 pts? Shara has an EPT and Astromech slot open...

Overall damage output from that list is nothing steller so ordnance might be a good place to start, either that or a TLT for Esege. M9-G8 is a rather fun astromech, particularly if you have weapons engineer as you can hamper your targets before they shoot if they are higher PS. Or put a lock on TLT Esege so he gets a reroll on both his TLT attacks.