Are triple T70's viable?

By MonkeyInSpace, in X-Wing Squad Lists

I'm toying with two fun lists. Red Squad and Blue Squad. From what I've read Nien and Ello were both in Red Squadron. Snap and Jess were both in Blue Squadron.

My buddies and I play casually. Next time we play we will pit Red vs Blue as a fun training dogfight.

What are your thoughts on the third ship for each?

Post Nien every day man.

Wonder if anyone has any ideas about things that the T70s struggle against and how to react?

Anything that reduces agility seems critical, Tail Gunner and Tractor Beam being good examples. I've fallen for Tail Gunner a few times despite knowing how dangerous it is!

I've found that when I fly T-70's, I struggle against /D defenders with tractor beams. Loads of red dice are bad news too. But honestly, whenever I have trouble, it's usually my own flying I'm struggling against. When I fly well, the list does what it's supposed to!

I've got a tournament tomorrow and I'm trying to hammer out the last few points. I've decided I want to try Nien with Stay on Target, so here's what I've got so far:

28: Jess w/ M9-G8, integrated astromech

36: PS 8 Poe w/ Adaptability, R5-P9, integrated astromech, pattern analyzer

??: Nien Nunb w/ Stay on Target, ???, ???, integrated astromech

The choice is either BB-8/Black One or Targeting Astromech and a 1 point bid. Better maneuverability and some target lock defense, or pure offense?

What say you, trip 70 enthusiasts?

For me it's BB8/Black One. The combo Green maneuver, Barrel Roll, Stay on target combinaison is key for positioning!

Tell us how you did at the tournament! Good luck!

There are some meta calls to that list. Do you expect ordnance or Fenn Rau to play a larger part in the lists you face? Attani lists with Fenn often don't have the points to spare for an initiative bid so you get a valuable closer against them in Poe. You don't have pattern analyzer so you are relying on getting in range 1 with stay on target to have any attack modification if you take bb-8 and use stay on target. That is a pretty big risk considering Nien's PS is only 7. Targeting astromech would pair well with stay on target but that is also made better by pattern analyzer.

Nien wants pattern analyzer so he can boost into range 1 after stay on target regardless of the mech choice. M9-G8 is good but I would reduce Jess to having an R2 astromech to provide Nien with a PA. If you want a flanker away from Jess then bb-8 can let nien cross the field, but otherwise targeting astro provides the greatest opportunity for dice modification. I would take targeting astromech unless you expect jumpmaster ordnance lists.

Alternatively, Snap shot, r3-a2 Nien nunb let's you keep M9-g8 on Jess, benefits greatly from it and pairs well with the rest of your list.

Oops, yeah, Nien has Pattern Analyzer too. I think it's just too good on SoT Nien. I've used the Snap Shot/R3-A2 build before but I felt like branching out a bit.

Hmmm, interesting ...

Jess Pava (29)
T-70 X-Wing (25), M9-G8 (3), Hyperwave Comm Scanner (1), Integrated Astromech (0)

“Red Ace” (36)
T-70 X-Wing (29), R2-D2 (4), Comm Relay (3), Integrated Astromech (0)

Nien Nunb (35)
T-70 X-Wing (29), Targeting Astromech (2), Pattern Analyzer (2), Stay on Target (2), Integrated Astromech (0)

Snap Shot / R3A2 Nien fits with the same points.

46 minutes ago, Hawkstrike said:

Hmmm, interesting ...

Jess Pava (29)
T-70 X-Wing (25), M9-G8 (3), Hyperwave Comm Scanner (1), Integrated Astromech (0)

“Red Ace” (36)
T-70 X-Wing (29), R2-D2 (4), Comm Relay (3), Integrated Astromech (0)

Nien Nunb (35)
T-70 X-Wing (29), Targeting Astromech (2), Pattern Analyzer (2), Stay on Target (2), Integrated Astromech (0)

Snap Shot / R3A2 Nien fits with the same points.

I'm not too into that Red Ace build. I think for the points you can do better with Snap.

1 hour ago, Hawkstrike said:

Hmmm, interesting ...

Jess Pava (29)
T-70 X-Wing (25), M9-G8 (3), Hyperwave Comm Scanner (1), Integrated Astromech (0)

“Red Ace” (36)
T-70 X-Wing (29), R2-D2 (4), Comm Relay (3), Integrated Astromech (0)

Nien Nunb (35)
T-70 X-Wing (29), Targeting Astromech (2), Pattern Analyzer (2), Stay on Target (2), Integrated Astromech (0)

Snap Shot / R3A2 Nien fits with the same points.

Tried this version with Snap shot/R3A2 Nien. He chases Aces, Red Ace is just about impervious endgame piece...

All you have to do is kill the aces. ;)

So the tournament just finished. We had 9 people and played 4 rounds. Here's the list one more time:

Poe Dameron (31)
Adaptability (0)
R5-P9 (3)
Pattern Analyzer (2)
Integrated Astromech (0)

Nien Nunb (29)
Stay On Target (2)
BB-8 (2)
Pattern Analyzer (2)
Integrated Astromech (0)
Black One (1)

Jess Pava (25)
M9-G8 (3)
Integrated Astromech (0)

Total: 100

View in Yet Another Squad Builder

My setup was pretty much always the same. I take 3 big debris (debris is worse for mindlink and pattern analyzers don't care). I usually place the largest obstacle available around range 3 from my opponent's edge and about range 2.5 from the side edge. These placements tend to create awkward angles when ships try to cut toward the center of the table. Typically they have to decide to cut a turn earlier or a turn later than they'd like. I deploy my ships in formation towards the center, but slightly closer to one side. If people deploy on the side I'm closest to, I can pin them against the edge turn 2 by opening very aggressively with boosts. If they deploy on the far side, I can usually haul *** to the midfield with 4 straight/boosts for 2 turns, and then hard rights to flank a formation hooking around the other big obstacle.

Game 1 was against Old Fennaroo with a bumpmaster/painbot manaroo. He gave me initiative which isn't great because we both have PS 7 and 9.

He ran manaroo up the gut but slightly offset from my formation, with Fenn and Old T on the far flank. Manaroo was frankly deployed poorly because there was an asteroid in the center of the table and she was on the opposite side from my formation so she never did much bumping. Nien Nunb and Manaroo basically killed each other over the course of the game.

My opponent didn't anticipate my 4 straight/boosts first turn and Old T landed on a rock desperately trying to cut in a turn before he was prepared to. He died pretty quickly and I knew it was over. Poe costs more points than Fenn so even if he killed Jess, I'd still win. As it turned out, he wasn't able to and I dragged him down after some time. Win 100-36.

Game 2 was against X7 Vessery, Expertise Quickdraw, and standard Omega Leader. He gave me initiative, which wasn't huge even though Poe and Quickdraw were 9.

He deployed Vessery on the near flank and the other two on the far. I raced towards vessery and caught him turn 2, before the others could help. I took a shield that turn and killed him the next. Black One and M9-G8 make Omega Leader useless so I poured fire on Quickdraw and dragged him down and then OL shortly after. Poe was badly hurt but the others weren't bad. 100-0

Game 3 was against my buddy who plays Expertise Fenn, Fearlessness Teroch, and Predator Talonbane. This was the list I least wanted to face because of the 2 PS 9s and that burst damage is scary for Poe. Luckily I won the roll and gave him initiative. Great for Nien vs Old T.

The game started well. Poe and Jess killed Talonbane at range 3 in the opening engagement. My friend TL'd to set up the glittercrack next turn,and his green dice shat the bed. Poe lost all his shields but was able to return to full. Next turn T was made PS 0 and he died soon after. Everyone vs Fenn!

All I had to do was keep either Nien or Poe alive and I'd win (they're 36, Fenn was 35). But I got greedy and Fenn got absolutely wrathful! He rolled max hits on almost every attack for the rest of the game, and he also had at least one crit in every roll. It was hilarious. Once Poe and Nien went down, I got desperate with Jess and tried for the hail Mary on the last turn. I probably should have ran her off to preserve MoV but Fenn deserved the satisfaction and got it. Loss 65-100.

Game 4 was against Dengar/Asajj. I won and gave him initiative. It allowed him to block Poe, but not arc dodge, so I felt that was more important. When placing asteroids against jumpmasters, I overload the (my) left side of the board with debris, making it very hard to cut in with their beloved greens.

He foolishly still put Dengar on my left side, probably out of habit. Asajj deployed on the opposite side of my formation with her arc pointing towards the center of the table. Again I opened aggressively, wanting to get Nien after Asajj ASAP. It worked like a charm. Barrel rolling and 3 turning and discarding the stress worked great, and he's immune to her ability so he was able to just pound her to bits. She still stressed Jess twice and Poe twice before she died.

Dengar put himself on a debris in the opening engagement and clipped it again next turn (sucka)! Then I had a sweet T-roll with Poe just barely out of Dengar's arc and onto the same debris. Pattern Analyzer FTW! Dengar killed Jess but Nien and Poe were too much for him. Painbot rolled 2 crits which helped Dengar finish Nien, but also accelerated his demise because he was stressed and turning the wrong way with Poe behind him. Win 100-64

With a 3-1 record and edging out my friend I played in round 3 by 9 points of MoV, I won the whole thing!

Such a fun list!

Edited by Sekac

Gonna have to give it a shot. Looks like all the things I love most about flying Imps paired with all the things I like most about Rebs.

5 hours ago, Sekac said:

With a 3-1 record and edging out my friend I played in round 3 by 9 points of MoV, I won the whole thing!

Hell yeah!

Great stuff, inspired for my next few games now :D

I read on this thread that the T-70's biggest weakness is it's two green die. To that end I wanted to build a list that maximized their arc dodge capibilities. That means maximizing pilot skill.

Here is what I've put together.

Poe PS 8 31

Adaptability 0

BB-8 2

Pattern Analyzer 2

Black One 1

integrated Astro 0

Ello Asty 30

Veteran Instinct 1

R5-X3 1

integrated Astro 0

Nien Nunb 29

Veteran Instinct 1

Targeting Astromech 2

Integrated Astro 0

What do you think, can this be competitive?

14 hours ago, Blue-4 said:

I read on this thread that the T-70's biggest weakness is it's two green die. To that end I wanted to build a list that maximized their arc dodge capibilities. That means maximizing pilot skill.

Here is what I've put together.

Poe PS 8 31

Adaptability 0

BB-8 2

Pattern Analyzer 2

Black One 1

integrated Astro 0

Ello Asty 30

Veteran Instinct 1

R5-X3 1

integrated Astro 0

Nien Nunb 29

Veteran Instinct 1

Targeting Astromech 2

Integrated Astro 0

What do you think, can this be competitive?

I feel like a triple T-70 list needs Jess (great value for the points) and needs to start off with a joust. That said, I say fly it and see how it does. Too often we poo-poo our own lists ideas before we even fly them. Give it a chance and see how it does!

A potential problem I see with the list is a lack of dice mods.

Dropping Ello in favor of M9-G8 Jess will free up 2 points to give Nein a pattern analyzer.

I think that would be a much stronger list.

Putting all your pilots at PS9 is interesting, but in the end pretty pointless. Most of the time, winning the PS war really only needs one ace.

If you're running an X-wing, usually you're running a pilot for their particular ability, so your builds should be focused around that: keeping nien at range one with stay on target or stressing opponents for free, Jess doesn't need target locks so she can get great use out of M9-G8 etc.

All Ps9 is fine until you get matched up against that 98 point Old Man Fenn list and you're screwed against Fenn~

Currently testing:

Nien Numb (Rage, Pattern Analyzer, R5-P9, Experimental Interface)

Is godlike when he gets into a knife-fight, and being able to focus and then Rage helps power R5-P9.

Snap Wexley (Predator, Pattern Analyzer, R2 Astromech, Integrated Astromech)

Is sorted for offensive mods with predator and M9G8.

Jess Pava (M9G8, Integrated Astromech)

Is Jess Pava, innit.

The general engagement plan is to try and not directly joust, but try and pull the enemy squadron through a cluster of roids and try and fight them there. I bring three of the largest debris clouds, as Pattern Analyzer can still give me an action crossing them, Nien can ignore the stress if he triggers his ability, and opponents are unlikely to expect you to dive straight through them.

On 5/6/2017 at 4:57 PM, Eruletho said:

Nien with R3A2 Snapshot Integrated BlackOne PatternAnalyzer

Jess with M9G8 Integrated

Ello with Predator R2astro Integrated WeaponsGuidance, going full aggro.

I have played 6 more games with this list, and am now 7-2 overall. Ill post more details later, but i beat 4x Blue B's with tractor and fcs twice, then lost to classic parratanni. After having not used weapons guidance once in 6 games, i swapped it out for pattern analyzer on Jess and played 3 more games. I beat 2 adv protos (inq and the ps6 unique) and vader with prockets, won a rematch against the blue rookiex2 banditx3 list from the tournament, and then slaughtered a corran ahsoka biggs list in 3 rounds total.

Black 1 seems to be my least used upgrade, but i see how it would be necessary to beat torpboats, which i havent fought yet, so im keeping it for now. The 1 point init bid for 2 ps 7s doesnt seem important

11 hours ago, Vandenberg said:

Currently testing:

Nien Numb (Rage, Pattern Analyzer, R5-P9, Experimental Interface)

Is godlike when he gets into a knife-fight, and being able to focus and then Rage helps power R5-P9.

Snap Wexley (Predator, Pattern Analyzer, R2 Astromech, Integrated Astromech)

Is sorted for offensive mods with predator and M9G8.

Jess Pava (M9G8, Integrated Astromech)

Is Jess Pava, innit.

The general engagement plan is to try and not directly joust, but try and pull the enemy squadron through a cluster of roids and try and fight them there. I bring three of the largest debris clouds, as Pattern Analyzer can still give me an action crossing them, Nien can ignore the stress if he triggers his ability, and opponents are unlikely to expect you to dive straight through them.

This is similar to my next lineup, but I'm not sure you need m9 as your friendlies already have all the dice mods they need... you could give her the EPT droid, coolhand and primed Thrusters for a nice t-roll, or give Nien black one or other things instead. It's probably just a matter of preference.

7 minutes ago, Estarriol said:

This is similar to my next lineup, but I'm not sure you need m9 as your friendlies already have all the dice mods they need... you could give her the EPT droid, coolhand and primed Thrusters for a nice t-roll, or give Nien black one or other things instead. It's probably just a matter of preference.

Funny you should mention Black One, that's exactly what I was debating last night. Nien boosts enough that it's worth it but I couldn't decide on what to drop. I was thinking R3-A2 on Jess just to mess with mindlink/expertise.

Black One is always a tough choice. It either does nothing at all, or is huge. I think it's worth it if BB-8 is around, but I'm not sure if you're relying on boosts.

1 hour ago, Sekac said:

Black One is always a tough choice. It either does nothing at all, or is huge. I think it's worth it if BB-8 is around, but I'm not sure if you're relying on boosts.

I've found I really like having it locally. Your mileage may vary.