Top Gun

By Green Doo, in X-Wing Squad Lists

So, I've always wanted to use wingman ept as I think it is thematically cool but never found a good place to put it on.

I've also been a bit annoyed that playing Fenn Rau with ptl seriously hamper Protectorate's amazing dial.

So I came up with this Maverick & Goose duo. What to you think, can it perform?

To add more glass in this cannon I also included Zuckuss with the "Gonk" and A Score to Settle. With fcs I can ideally take always evade action when in firefight, let score to settle be my minifokus and gonk a shield back when repositioning. I haven't tried yet but on paper it looks okay for me.

I read from some thread that some Polish? guy have done pretty well with similar build after practising alot (obviously) so I believe this list is not totally lost cause.

Please critize and share your thoughts.

Protectorate Starfighter: · Fenn Rau (28)
Push The Limit (3)
Autothrusters (2)
Concord Dawn Protector (1)

Protectorate Starfighter: · Old Teroch (26)
Wingman (2)
Autothrusters (2)
Concord Dawn Protector (1)

G-1A Starfighter: · Zuckuss (28)
· A score to settle (0)
Fire Control System (2)
· "Gonk" (2)
· Mist Hunter (0)
Tractor Beam (1)

TOTAL : 98/100p.

Oh man. Looks like a highway to the danger zone. Things I'd change:

wingman on Old Terry to Veteran Instincts. PS 9 is so great on him to make sure you can get in just the right position to strip tokens. You'll enjoy hitting first too.

fenn is perfect as is.

zuckuss with a tractor beam really appreciates attacking first, which is why I like veteran instincts on him too. If you land a tractor beam and fling them out of arc or onto a rock, you don't need to worry about them at all. It also allows you to attack with zuckuss first in your squad, tractoring them to perhaps be put in range one for Fenn to hit them with one less agility. It's pretty devastating.

As far as crew goes, I'm fond of 4-LOM to ignore tokens, or Ketsu Onyo to leave tractor beam tokens for the next round, which can really bring a ship down fast. As far as defense goes, I also like cloaking device on Zuckuss. You could also go with BMST or even a hill upgrade. Here's the list:

The Danger Zone (99)

Fenn Rau (34) - Protectorate Starfighter
Push The Limit (3), Concord Dawn Protector (1), Autothrusters (2)

Old Teroch (30) - Protectorate Starfighter
Veteran Instincts (1), Concord Dawn Protector (1), Autothrusters (2)

Zuckuss (35) - G-1A Starfighter
Veteran Instincts (1), Fire Control System (2), 4-LOM (1), Cloaking Device (2), Mist Hunter (0), Tractor Beam (1)

Pushing ps to 9 for the whole squad is something to think about. As you mentioned, Zuckuss' tractor beam would be put in better use.

I'm sure ps 9 Teroch have it's benefits but I start to experimenting Wingman to see can I make it to work. But I keep the ps9 (or with adaptability ps8 and better iniative bid) option open as its clearly a solid option.

I've mostly played mid ps pilots so I'm not sure about "right" iniative bid. 98pts looks good to me, 99pts is more of a gamble?

After doing some test games this is my final go to. I'll modify my Zuckuss build with some ideas FangedChicken suggested.

Protectorate Starfighter: · Fenn Rau (28)
Push The Limit (3)
Autothrusters (2)
Concord Dawn Protector (1)

Protectorate Starfighter: · Old Teroch (26)
Wingman (2)
Autothrusters (2)
Concord Dawn Protector (1)

G-1A Starfighter: · Zuckuss (28)
· A score to settle (0)
Electronic Baffle (1)
· 4-LOM (1)
· Mist Hunter (0)
· Cloaking Device (2)
Tractor Beam (1)

TOTAL: 98/100p.

Gonk was useless and so was fcs. I'll go with cloack to better close distance and maybe to help run away if fight gets too hot around Zuckuss. 4-Lom is there to make shots count. Baffle is there to make barrel rolls possible when it helps to dodge arcs.

There is 12 player tournament coming this weekend. Let's see if my ships will be something else than just flaming fireballs :D