Part tourney review, part call for advice. More a call for advice.

By Rolotamasi, in X-Wing

Yesterday I was able to play in a fantastically run, super fun tournament. It was a store expansion opening event. 32 players, all of the great, playing for kit contents, alt-art cards, a Starkiller mat, and more. Now before my report, a caviot. I am not amazing, or experienced, or top tier; I just wish I was better.

First off here is my list:

Rey (45)
Expertise (4)
Kanan Jarrus (3)
Finn (5)
Inertial Dampeners (1)
Smuggling Compartment (0)
Millennium Falcon (TFA) (1)

Warden Squadron Pilot (23)
Extra Munitions (2)
Seismic Torpedo (2)
Sabine Wren (2)
Ion Bombs (2)
Cluster Mines (4)
Proximity Mines (3)
Advanced SLAM (2)

Total: 99

View in Yet Another Squad Builder

I think this is where it all begins, both good and bad. I loved the Rey. Tons of offense, Expertise was averaging 3-4 hits a turn. The problem was neither ship survived too long. I went a paltry 1-4. In all of my losses I lost a ship in the first few rounds of combat. Most often than not it was the bomber. I would advanced SLAM across the board and drop bombs. Not many to good effect. I rationalized the play as "lane blocking" and "herding" to get shots lined up. I think I was just too aggressive with the K-Wing and not ready for it. Not every ship is for every play-style. This must not be for me.

And that is where the rub is, as good as they were, the dice were not with me. And not the "my dice crapped out on me" (man I hate that). I mean literally weren't there. 2 greens combined base isn't enough for me, despite the hull/shields.

So that got me thinking, if the best way to kill things is to shoot things, you need something on the table to shoot. Every ship gets to shoot, unless they are destroyed. Maybe I just need more greens and win the war of attrition. Or stop making lists. As fun as it is, netlists are netlists for a reason, they win.

So now the advice call out. In this time of gameplay where red dice are king, are green dice still a commodity? Is it better to just go more red and hope not to die or actively try to stay alive? I know MajorJuggler had a "jousting efficiency" list, but IIRC that list is still in the Wave V timeframe. Is this why defenders are king ATM? 3 red AND 3 green seem good.

Thoughts?

I'm not a competitive tournament player by any means (I'm literally 50/50 in all my tournament outings) but I'm guessing in today's high red dice count attack meta, 2 ships with 1 evade each are not going to last long. Especially when one of them is at PS2. It's kinda hard to arc dodge when you're moving first.(I realize you want to move first to set up bombing runs, but your still taking shots)

Why "herd" or "lane block" if you can drop bombs directly on top of ships?

If your Sabine Wren-assisted bombs are not going off on the enemy ships, you're just leaving damage on the table.

Go read https://community.fantasyflightgames.com/topic/219116-k-wing-bomber-101/and you'll hopefully realize that Advanced SLAM + bomb drop can and should be used to great effect, not to corral ships where you want them to go, but to outright destroy them without any chance of green dice or tokens screwing it up.

At PS 2, there's no reason why you shouldn't be able to nail folks with your "Action:" bombs, and frequently for that matter. Aggression is fine, just...make sure it's yielding results, not missed opportunities.

I think the big problem here is the Warden.

You've got 6 separate bombs on it. Under the rules, you can only drop o e bomb a turn, which means that in order to make full use of them, you'll need the warden to survive probably seven turns of combat, since you can't use a bomb until you've gotten up close. That's just not likely to happen when you have a two ship list and no Biggs.

You also have Seismic torpedoes on there, which directly compete with your prox and cluster mines (not to mention focus and target lock) for your action. Finally, you don't have a turret on it, which means your offense is essentially restricted to your bombs, since a (likely unmodified, since your actions are taken up dropping bombs or firing torpedoes) two dice PWT just won't punch through a lot of meta staples (X7 Defenders and Fenn will dodge it, Biggs and most of your scum large ships will ignore it since it won't do enough damage to affect your opponents plans).

So, what can you do about it? If your problem is ships dying too early, swap the Warden out for a TLT Miranda. At 35 points, you're getting one of the most effective ships in the game. Her regen means she can hang around a long time, and the TLT means she can do damage even when bombs aren't an option. If you're willing to give up your initiative bid, you can put Sabine, seismic charge and extra munitions on her to keep her as a cheap bomber, or homing missiles, LRS and Extra munitions for an Alpha strike option. If the bid is important for Rey, put C3PO or Chewbacca on her for extra survivability.

If you don't want to fly Miranda, and you're set on a Warden, you have to accept that it's going to die quickly without Biggs to escort it. Keep it cheap, and always optimize your load out with the expectation that you're probably only going to get a few turns. LRS, Homing Missiles, Extra Munitions, Auto blaster turret. You get your range three homing missile shot, close to range one for an autoblaster shot then, if you survive, slam the hell out of there and try to set up another homing missile shot a few turns later. If they chase you, great, Rey is smashing them from behind. If not, also great, you get a late game focus TL Homing missile shot. It's not a very efficient build points wise though, as you'll have a hunch left over and bot too many places to put them.

Another option for 40 points would be a lothal rebel with Autoblater turret, FCS and Hera, or two Autoblaster Y Wings. Both are 16 hotpoints that just take an age to kill with large range one danger zones for ages, and the rebel has the advantage of a 4 dice primary to smash into rhe large base scum ships that are so common right now.

You have a lot of options. That Rey build is great, and there are good wingmen out there for it. You just chose a weak one this time.

I think the big problem here is the Warden.

--editing break--

You have a lot of options. That Rey build is great, and there are good wingmen out there for it. You just chose a weak one this time.

I do love the Rey build. I miss the PS from VI but Expertise works great as a damage buff. It leaves little choices for actions, usually I would still focus as TL wasn't super necessary due to Rey's ability and the Expertise. At least with a focus token I could help on defense, and Finn works there as well so it was somewhat useful. Now if I can only fit in that EU. I was toying with a tanking Poe to go with Rey, how does this look, too much defense not enough offense?

Poe Dameron (PS 8) - 31

Elusiveness - 2

R2-D2 - 4

Sensor Cluster - 2

Autothrusters - 2

Comes in at a perfect 41. Which means still no boosting Rey, but both are at PS 8. Should be hard to hit, and he can re-gen. I know there are other 41 point options but this is mine. For now.

R5-P9 is better for Poe (if you can grab one) and i dont think elusiveness is a great EPT (much like i keep trying to make Expose work b

Tlt Miranda is great fun as well i use her a lot with Sabine and an assortment of bombs (i don't run 2 k wings as need a second one!)

If running Poe I'd swap out Elusiveness and Sensor Cluster to get the Engine Upgrade onto Rey. Then stick Adaptability on Poe and call it a day.

Elusiveness isn't going to trigger a huge amount IMO.

R5P9 is good on Poe but R2D2 gives you the option to actually spend the focus if you need to and still get regen. It's more predictable but it is unlockable regen. Also R2D2 triggers before combat rather than after. Both are options but there is a good reason one costs more than the other.

Edited by kopmcginty

Your Rey build is very good and I think Expertise is pretty much the perfect EPT for her. I'm a big fan of Countermeasures on Rey, I'd consider that - an extra green dice for Rey to roll/reroll and losing a target lock can make a big difference on that initial engage, can easily be worth 2 or 3 damage.

I fly Rey with Norra as the wingman and it works pretty well. You need a wingman that complements Rey's upfront jousting power because this is very lopsided at present.

Yesterday I was able to play in a fantastically run, super fun tournament. It was a store expansion opening event. 32 players, all of the great, playing for kit contents, alt-art cards, a Starkiller mat, and more. Now before my report, a caviot. I am not amazing, or experienced, or top tier; I just wish I was better.

First off here is my list:

Rey (45)

Expertise (4)

Kanan Jarrus (3)

Finn (5)

Inertial Dampeners (1)

Smuggling Compartment (0)

Millennium Falcon (TFA) (1)

Warden Squadron Pilot (23)

Extra Munitions (2)

Seismic Torpedo (2)

Sabine Wren (2)

Ion Bombs (2)

Cluster Mines (4)

Proximity Mines (3)

Advanced SLAM (2)

Total: 99

View in Yet Another Squad Builder

I think this is where it all begins, both good and bad. I loved the Rey. Tons of offense, Expertise was averaging 3-4 hits a turn. The problem was neither ship survived too long. I went a paltry 1-4. In all of my losses I lost a ship in the first few rounds of combat. Most often than not it was the bomber. I would advanced SLAM across the board and drop bombs. Not many to good effect. I rationalized the play as "lane blocking" and "herding" to get shots lined up. I think I was just too aggressive with the K-Wing and not ready for it. Not every ship is for every play-style. This must not be for me.

And that is where the rub is, as good as they were, the dice were not with me. And not the "my dice crapped out on me" (man I hate that). I mean literally weren't there. 2 greens combined base isn't enough for me, despite the hull/shields.

So that got me thinking, if the best way to kill things is to shoot things, you need something on the table to shoot. Every ship gets to shoot, unless they are destroyed. Maybe I just need more greens and win the war of attrition. Or stop making lists. As fun as it is, netlists are netlists for a reason, they win.

So now the advice call out. In this time of gameplay where red dice are king, are green dice still a commodity? Is it better to just go more red and hope not to die or actively try to stay alive? I know MajorJuggler had a "jousting efficiency" list, but IIRC that list is still in the Wave V timeframe. Is this why defenders are king ATM? 3 red AND 3 green seem good.

Thoughts?

Love your list. It is similar to Mine. I've had great results with Engine upgrade and VI on Rey. It makes Her less powerful but being able to move last and boost means she is not taking shots half the time. This makes her last a lot longer. Always, Always boost if it means you are taking shots and not receiving shots. Even if you aren't getting a focus or target lock.

As for the K-wing, move slow and stay out of range until someone makes a mistake and you know forsure that you can drop a bomb on someone with a big 3 speed slam. Bomber K wings are hard to use and require a lot of practice to know exactly where your bomb will end up after a slam. You can practice this by yourself.

Honestly, you have the wrong rey build.

Everyone is trying to put expertise on her, but it's too expensive and she's too fragile.

The only Rey worth flying has Finn, Kanan, new title, VI and Engine.

High PS and eu combined with flip let's he arc dodge when needed, boost to keep oppoenents in arc and close to range one of needed.

Lots of people want here with compartment and expertise, but it just doesn't work.

Then you fly her with regen Norra so your opponent can shoot rey but will never kill Norra, or shoot Norra leaving Rey free to do the damage.

I'm going to try a Rey/Miranda build as well...the Girl Power thread in the Squad Lists forum. I think VI or Expertise Rey is viable, though Expertise practically requires EU since you don't need the focus and your in-arc re-rolls make the target lock a little redundant. So, yeah, Expertise Rey is expensive. Plus, if your meta involves a lot of stress, the Expertise could get shut down, making it a big waste of points. VI Rey is a safer bet, with or without EU

I see what you were getting at with the list, you probably just need to fly it more and likely need to bump up to a TLT Miranda. Have her lead the way and go ahead and let your opponent try to burn her down initially. Rey makes them pay, Miranda runs away, hopefully dropping a bombs in her wake. You really have to commit to alpha strike (Homing missles) or bombing(Conner net) for Miranda. I don't think you can have it both ways.

Watch a 3 Hull VI EU Rey dismantle Asaj & Bossk for 30 minutes and never get shot:

Fast forward to 2:15

Watch a 3 Hull VI EU Rey dismantle Asaj & Bossk for 30 minutes and never get shot:

Fast forward to 2:15

As much as I approve of the Rey build, that's some poor flying by the scum player at the end - those arcs should allow shots on Rey.

Going at this another way, if you want to avoid green dice just bring something like 2x ghost and 1x ywing, all with autoblaster turrets and accuracy correctors on the ghosts. Or 5x ywings with autoblasters. Then the only dice you can blame are your red ones. 40 hull/shields is quite a bit to chew through. You'll most likely tear up aces that can't consistely kill a ywing a turn.

Going at this another way, if you want to avoid green dice just bring something like 2x ghost and 1x ywing, all with autoblaster turrets and accuracy correctors on the ghosts. Or 5x ywings with autoblasters. Then the only dice you can blame are your red ones. 40 hull/shields is quite a bit to chew through. You'll most likely tear up aces that can't consistely kill a ywing a turn.

I was thinking about this list and wondered why it was no longer high in the meta. Without the alpha-striking boats it should be good, with tons of hit points. Even if you don't have greens.