Silly Rebel PS8 Squad

By Underachiever599, in X-Wing Squad Lists

I've had a lot of goofy builds for various Rebel ships that aren't necessarily competitive. I've developed a real knack for making 33 point pilots, and finally found a build using three such 33 point pilots that actually work rather well together.

Ten Numb - PS8 - 31 points

- Tractor Beam - 1 point

- Calculation - 1 point

- Collision Detector - 0 points

- Total=33 points

Wes Janson - PS8 - 29 points

- R3 Astromech - 2 points

- Juke - 2 points

- Integrated Astromech - 0 points

- Total=33 points

Horton Salm - 25 points

- Proton Torpedoes - 4 points

- Extra Munitions - 2 points

- R2-D6 - 1 point

- Deadeye - 1 point

- Guidance Chips - 0 points

- Total=33 points

The plan here is simple. Ten Numb fires first, and has a very solid chance of landing a Tractor Beam token. Since he's not really doing any damage, hopefully the enemy will leave him alone for the most part. Then Wes Janson fires, typically gets an evade token to power Juke. Couple Juke with the Tractor Beam, and even two hits can punch through enough to tag an enemy that typically has decent defense. Then Wes strips a token, just in time for Horton to deliver a Proton Torpedo with rerolls, a focus to a crit, and a dice result to a hit. Pretty brutal. Competitive? Probably not. Horton would probably go down right after delivering his first shot. But if he sticks around long enough to deliver both shots, I can see this squad doing some serious work.

Edited by Underachiever599

The big hole in your plan is Wes. You sacrifice a focus result (which you might not roll) to get an Evade token, enabling Juke. If the other ship has a focus, they're going to spend it rather than let Jansen strip it after the attack. You're hurting your own potential damage just to play odds with a crummy astromech and an EPT with no business on a ship lacking a natural source of Evade tokens. If you have to use Integrated Astro, then Juke is really a waste for the rest of Jansen's short life.

the above is correct about wes.

Strip him back to basics and you'll have 5 points to play with on ept/astromech for Wes (assuming you don't want an init bid (which you probably should))

I'd probably keep it simple: Crack shot gives Wes the damage potential in a much more friendly way than the juke/r3 thing, then I'd probably play either m9-g8 or r5-p9 as the astromech... Depending on whether I wanted Wes to be more tanky or more supportive.

Edited by namdoolb

Agreed, Wes's setup is a little too unreliable here. I also agree with Crack Shot on Wes, but may I suggest BB-8? Extra repositioning is always good, especially in this case, as the T-65 X-Wing is sorely lacking in that department (even though its greens are admittedly limited).

Yeah, I know, I'm a maneuverability freak. I even slap Ailerons, PtL and EU on Duchess or Sabacc sometimes just to fantasize about driving a space taxi.

Edited by despotic