Are triple T70's viable?

By MonkeyInSpace, in X-Wing Squad Lists

2 hours ago, Jerval said:

I flew this tri a while back to devastating effect, ran poe close to jess and started off with M9 TL on poe, then i later switched it to my opponents ace to force his rerolls. Nien i decided to sideswipe with to trigger snapshot/R3 onto the enemy, once he was double stressed he lost his dice modification, after that it was pretty straight forward. My only problem was the enemies quadjumper....put poe on a rock 3 times, and kept him out of the fight for 5 rounds... but the other 2 did just fine losing all shields and 1 damage each

REBEL

100 points

PILOTS

Jess Pava (28)
T-70 X-Wing (25), M9-G8 (3), Integrated Astromech (0)

Nien Nunb (33)
T-70 X-Wing (29), R3-A2 (2), Snap Shot (2), Integrated Astromech (0)

Poe Dameron (PS8 Version) (39)
T-70 X-Wing (31), R5-P9 (3), Pattern Analyzer (2), Veteran Instincts (1), Autothrusters (2)

Yep. This is currently my favourite 3x T-70s list.

The range in pilot skill, control, regen and buff/debuff makes it quite a broad toolset. Flown well they can really be a threat.

Used it in my Yavin Open Hangar bay for example when I saw the opponent had Parratanni. Nien Numb's stress was crucial to winning that.

There's somewhat of a meta call to be made. Black One title or not?

If you take the title you're probably dropping Poe to PS9 (Adaptability) and giving the title to Nien (Since Poe always takes a focus action).

I personally don't because locally there are a lot of PS9 pilots and not a lot of ordinance. Also I struggle keeping the ships at range 1 of Jess if one keeps boosting.

-

Weaknesses of the Triple T70s

Any thoughts on playing against these sorts of lists?

Swarms - Purely outmaneuver the bulk of the swarm?

Fat Turrets - Keep Poe out of arc for Autothrusters, focus down fast? Jess locks the turret for M9-G8?

Bombs - Nien's stress/snapshot is a deterrent but only covers range 1 in-arc. Overall stressing them helps but I still struggle to beat bombs.

If you are trying to build a T70 list solely to defeat Dash, have you considered seismic torpedoes? Eliminate 3 obstacles off the bat and probably stick a couple of damage on him.

2 hours ago, Jerval said:

I flew this tri a while back to devastating effect, ran poe close to jess and started off with M9 TL on poe, then i later switched it to my opponents ace to force his rerolls . Nien i decided to sideswipe with to trigger snapshot/R3 onto the enemy, once he was double stressed he lost his dice modification, after that it was pretty straight forward. My only problem was the enemies quadjumper....put poe on a rock 3 times, and kept him out of the fight for 5 rounds... but the other 2 did just fine losing all shields and 1 damage each

REBEL

100 points

PILOTS

Jess Pava (28)
T-70 X-Wing (25), M9-G8 (3), Integrated Astromech (0)

Nien Nunb (33)
T-70 X-Wing (29), R3-A2 (2), Snap Shot (2), Integrated Astromech (0)

Poe Dameron (PS8 Version) (39)
T-70 X-Wing (31), R5-P9 (3), Pattern Analyzer (2), Veteran Instincts (1), Autothrusters (2)

Out of curiosity, why not put Jess' TL on Nien to start? That would give him a re-roll on his Snap Shot.

21 minutes ago, Jedi1993 said:

Weaknesses of the Triple T70s

Any thoughts on playing against these sorts of lists?

Swarms - Purely outmaneuver the bulk of the swarm?

Fat Turrets - Keep Poe out of arc for Autothrusters, focus down fast? Jess locks the turret for M9-G8?

Bombs - Nien's stress/snapshot is a deterrent but only covers range 1 in-arc. Overall stressing them helps but I still struggle to beat bombs.

I've yet to run it, but I probably will a few times today. For my meta, I'm far more concerned about Scum shenanigans and defenders than any of the stuff you've listed. I think a strength of this list would to be able to pull a defender-esque move and just K-turn/T-roll after engagement, since Poe could still get his focus, Jess would get her re-rolls and Nien might be able to clear stress depending on where the enemy is.

7 minutes ago, gennataos said:

Out of curiosity, why not put Jess' TL on Nien to start? That would give him a re-roll on his Snap Shot.

I've yet to run it, but I probably will a few times today. For my meta, I'm far more concerned about Scum shenanigans and defenders than any of the stuff you've listed. I think a strength of this list would to be able to pull a defender-esque move and just K-turn/T-roll after engagement, since Poe could still get his focus, Jess would get her re-rolls and Nien might be able to clear stress depending on where the enemy is.

I've found that Snapshot rarely does damage even with a reroll. Handing out stress is the real benefit. Poe seems to get more use out of a reroll.

The "Super K-turn/T-roll" is very satisfying to pull off. Poe and Nien with a focus, Jess with 2 rerolls.

- It is being discussed in this thread:

Seems Nien could get a little more out of snapshot, depending on an FAQ.

What about a small tweak of removing AT on Poe and adding PA to Jess? I see this list doing a LOT of red maneuvers, so as many mods as we can get at all times, the better, right?

Nien Nunb (29)
Snap Shot (2)
R3-A2 (2)
Integrated Astromech (0)

Jess Pava (25)
M9-G8 (3)
Pattern Analyzer (2)
Integrated Astromech (0)

Poe Dameron (31)
Veteran Instincts (1)
R5-P9 (3)
Pattern Analyzer (2)
Integrated Astromech (0)

Total: 100

View in Yet Another Squad Builder

14 minutes ago, gennataos said:

What about a small tweak of removing AT on Poe and adding PA to Jess? I see this list doing a LOT of red maneuvers, so as many mods as we can get at all times, the better, right?

I'd rather have some help against turrets.

If you are going to take AT off Poe, I'd put PA on Nien. Lets him: Do red move, boost to range 1, get stress, remove stress. This is in addition to what Jess is capable of with the Tech.

I've not put him on the table yet but on Squadron Benchmark Tanky Poe had been pretty sweet:

VI on PS8 Poe, R5-P9 or R2-D2 depending on your focus stealing meta, Sensor Cluster, Auto Thrusters.

2 minutes ago, Jedi1993 said:

I'd rather have some help against turrets.

If you are going to take AT off Poe, I'd put PA on Nien. Lets him: Do red move, boost to range 1, get stress, remove stress. This is in addition to what Jess is capable of with the Tech.

Hmmm...yeah, I'm just trying to think how much I see turrets around here. With AT on Poe, though...that makes him the least appetizing target, which is fine because you want him for the end game anyway.

What about this, then...drop Poe down from VI to Adaptability, give him AT and give Nien Primed Thrusters? Nien will get his boost to help keep him him in range 1. You won't care much about Poe having the highest PS to start out, so just target any opposing high-PS ships early to give him the advantage in the late game?

Nien Nunb (29)
Snap Shot (2)
R3-A2 (2)
Primed Thrusters (1)
Integrated Astromech (0)

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

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

Total: 100

View in Yet Another Squad Builder

1 minute ago, gennataos said:

Hmmm...yeah, I'm just trying to think how much I see turrets around here. With AT on Poe, though...that makes him the least appetizing target, which is fine because you want him for the end game anyway.

What about this, then...drop Poe down from VI to Adaptability, give him AT and give Nien Primed Thrusters? Nien will get his boost to help keep him him in range 1. You won't care much about Poe having the highest PS to start out, so just target any opposing high-PS ships early to give him the advantage in the late game?

I'm not 100% on how primed thrusters and Nien's ability work together.

My understanding is: Red move, stress, boost to range 1. But you don't clear the stress. Because Nien only clears it if there's an enemy at range 1 when he receives the stress?

8 minutes ago, BlodVargarna said:

I've not put him on the table yet but on Squadron Benchmark Tanky Poe had been pretty sweet:

VI on PS8 Poe, R5-P9 or R2-D2 depending on your focus stealing meta, Sensor Cluster, Auto Thrusters.

R2-D2 for this build as Poe spends his focus for the clusters anyway, making R5-P9 irrelevant.

Unless you have means of giving him extra tokens like Kyle pilot or Jyn crew.

Nien could boost and then clear any stress he got from R3-A2, but re-reading the card I think you are right: he cannot clear stress he already had before he gets to range 1.

2 minutes ago, Jedi1993 said:

I'm not 100% on how primed thrusters and Nien's ability work together.

My understanding is: Red move, stress, boost to range 1. But you don't clear the stress. Because Nien only clears it if there's an enemy at range 1 when he receives the stress?

Correct, the boost wouldn't clear the red maneuver for Nien, but it might allow him to into range 1 so any shots with R3-A2 would hand out stress without giving Nien more stress.

Just now, gennataos said:

Correct, the boost wouldn't clear the red maneuver for Nien, but it might allow him to into range 1 so any shots with R3-A2 would hand out stress without giving Nien more stress.

Oh! I see what you mean. Keep that one stress to deal another at no cost. I like it. :)

you cant modify dice thrown by Snap shot, so Tling nien with M9 is pointless as you only get to mod his regular attack, and judicious use of the T70 Kturn and Talon rolls allow you to flank for free with Niens pilot ability, just pay attention to initiative and make sure you move in the correct order, and even if you bump them in the attempt, they are in arc when you receive the token, so it is auto discarded

I fielded two variants of Jess/Nien/Poe on friday and failed miserably on both counts. Obviously, more field testing is required, but I just feel like the X-wings struggle against so many match-ups, especially with their 2 native green dice. I really want to love the X-wings, old or new, but it just feels like an uphill battle when you can have a 3/3/3/3 Tie Defender or Special Forces (with lighweight frame) with access to evade tokens and superior action economy for fewer points.

Convince me I'm wrong, please...

Part of it is regular flying. Don't give up on them because they list once. Also adjust your tactics, if you lost then fly a different way. Try the straight up joust, the pincer and the flanker and everything in between.

Mine hit the table on Thursday. Wish them luck

On 3/4/2017 at 7:17 AM, Jerval said:

you cant modify dice thrown by Snap shot, so Tling nien with M9 is pointless as you only get to mod his regular attack

A ship can't modify it's own Snap Shot, but another ship can. An M9 TL by Jess on Nien does allow a re-roll of one die. It's specifically noted in an FAQ entry ( http://xwing-miniatures.wikia.com/wiki/Snap_Shot ).

1 hour ago, JaceDK said:

I fielded two variants of Jess/Nien/Poe on friday and failed miserably on both counts. Obviously, more field testing is required, but I just feel like the X-wings struggle against so many match-ups, especially with their 2 native green dice. I really want to love the X-wings, old or new, but it just feels like an uphill battle when you can have a 3/3/3/3 Tie Defender or Special Forces (with lighweight frame) with access to evade tokens and superior action economy for fewer points.

Convince me I'm wrong, please...

I don't think I can convince you. I've only had one game with it, which I played poorly, but still won...against a very new player with a not so great list. I'll probably end up playing it against a friend of mine who will run defenders and we'll see from there. I agree, though...defenders are going to have a decent chance of eliminating one of my ships in the initial exchange. I don't know that my group would have that same chance. I feel like the stress-inducing Snap Shot of Nien is the key. Since he moves after Ryad and Vessery, it would limit where defenders would want to move.

3 hours ago, JaceDK said:

I fielded two variants of Jess/Nien/Poe on friday and failed miserably on both counts. Obviously, more field testing is required, but I just feel like the X-wings struggle against so many match-ups, especially with their 2 native green dice. I really want to love the X-wings, old or new, but it just feels like an uphill battle when you can have a 3/3/3/3 Tie Defender or Special Forces (with lighweight frame) with access to evade tokens and superior action economy for fewer points.

Convince me I'm wrong, please...

You aren't wrong and what you experienced is a constant source of frustration for me.

I can't doubt that loads of practice will help though. Defenders are predictable. Every ship in the T-70s list has at least the T roll to try to catch them unawares.

I feel like righteousness and hope might just carry the day with a lot of practice, grit, and determination. (Or you know a fix).

More so than /7 defenders, how do you guys deal with tractor beam /D defenders?

These mofos are the current bane of my existence

Edited by BlodVargarna
1 hour ago, BlodVargarna said:

More so than /7 defenders, how do you guys deal with tractor beam /D defenders?

These mofos are the current bane of my existence

I haven't run into that a lot. I guess you to try to make them burn through their attack mods.

7 hours ago, BlodVargarna said:

More so than /7 defenders, how do you guys deal with tractor beam /D defenders?

These mofos are the current bane of my existence

Yeah, when I run TIE/D's with Ion I can't suppress that evil grin when I see that my opponent has 2-agility ships. They're mean! M9-G8 is the first thing that came to mind to try to stop these guys. And Black One title. Maybe Snap Wexley with PTL+(EDIT) R2-F2+Autothrusters; he has the defensive mods and the maneuverability he needs to get shots even if he's stressed...but I feel like that may be reaching a bit too far.

TIE/D's also odd because they are easier to hit, but harder to predict where they're going, at least a little. T hey love to tag you, then K-turn behind you. I think you need to really threaten their pursuit with your other ships. You could have a trailing ship self-bump the ioned ship, blocking the K-turn, or have a wingmate come in on the flank. It is a tricky problem. Also, do you stay in the asteroids for bonus defense dice, or stay far away do you don't get ioned onto a rock? I'm leaning on far away, especially if there's a lane they can exploit to freely K-turn.

Edited by Parakitor
I typed R2-D2, but I meant R2-F2

I ran my list again today against defenders (post nerf). Yeah, still no good. 2 green dice just isn't enough to survive long enough to deal out the damage. Nien got focused down to 1 hull remaining and him having to eject R3-A2 in the first round of firing...he never even got to use it. It saw fun to fly, lots of T-rolls, but I don't think 3 T-70's can hold up. :(

Gennataos,

I'm fighting the same battle, but I'm approaching it the other way...don't try to live long enough to do damage, but do damage at an increased rate.

I'm finding that two high ps Xwings outfitted with damage pushing builds (predator, lone wolf, etc.) when paired with a lower ps support xwing (M9, torps, etc.) can be competitive. The key is to not try and fly the Xwings interchangeably...optimize them for a role and then do that. Not enough games to say definitively, but something to try.

11 hours ago, AVelie said:

Gennataos,

I'm fighting the same battle, but I'm approaching it the other way...don't try to live long enough to do damage, but do damage at an increased rate.

I'm finding that two high ps Xwings outfitted with damage pushing builds (predator, lone wolf, etc.) when paired with a lower ps support xwing (M9, torps, etc.) can be competitive. The key is to not try and fly the Xwings interchangeably...optimize them for a role and then do that. Not enough games to say definitively, but something to try.

What are you flying that does this?

Gennataos,

I started my build with this:

PS 8 Poe, R5 P9, Adaptability, AutoThrusters

Wedge, Predator, R2 Astromech, Integrated Astromech

Braylen Stramm (Arc 170) with title, M9G8, Weapons Engineer

this build is a fun one. It doesn't rely on a lot of actions to be effective. Two PS 9 aces pushing damage with abilities and rerolls is the strategy. The ARC gives 2 attack dice rerolls if you TL the Xwings on the opening move and is fairly tanky...makes everyone better (or your opponent worse if you use the TL on them -- with is great for counter "Fat" builds) for the duration. Wedge's ability plus two rerolls means he pushes damage very effectively. Poe is smooth, efficient, regens and will wreck the end game if your opponent ignores him for Wedge. Wedge just wrecks ships pretty consistently before he dies. The list can lose a ship and not have it's strategy wrecked.

Meta changing? No...but if you are an Xwing guy, it can be fun.

Now I'm playing with substituting the ARC for another Xwing. Playing Jess with M9 and torps. Played with Red Vet. Playing around with a stresshog build (Wes with R3A2, or Nien with same...but you have have to sub out the R5 to make some of that work). Tarn Mison with R7 & IA is a very efficient 25 pt. ship...allowing you to upgrade the aces with some additional toys (Black One, Primed Thrusters, R2D2, etc.).

Bottom Line...it is a work in progress but the POE/Wedge combo with rerolls has been fun and fairly successful. I've never felt like there was a game I couldn't win. If you can fly the Xwings to R1, almost anything can go away or be crippled in the opening joust.

Ship Total: 3
Edited by AVelie

Ah, I see...I like that list, looks like fun, but it's not 3 T-70's.