Troll list - Suppressive Fire

By Sir13scott, in X-Wing Squad Lists

Suppressive fire (100)

Kanan Jarrus (53) - VCX-100
Fire Control System (2), Twin Laser Turret (6), Jan Ors (2), Recon Specialist (3), Anti-Pursuit Lasers (2)

Captain Rex (18) - TIE Fighter
Sabine's Masterpiece (1), Tactician (2), Black Market Slicer Tools (1)

Biggs Darklighter (29) - X-Wing
R2-D2 (4), Integrated Astromech (0)

Haven't had a chance to fly it but I am excited to. Thoughts?

3 hours ago, Sir13scott said:

Suppressive fire (100)

Kanan Jarrus (53) - VCX-100
Fire Control System (2), Twin Laser Turret (6), Jan Ors (2), Recon Specialist (3), Anti-Pursuit Lasers (2)

Captain Rex (18) - TIE Fighter
Sabine's Masterpiece (1), Tactician (2), Black Market Slicer Tools (1)

Biggs Darklighter (29) - X-Wing
R2-D2 (4), Integrated Astromech (0)

Haven't had a chance to fly it but I am excited to. Thoughts?

My younger brother flew against this at the Naboo Open. From what he said it is utterly annoying but lacks firepower outside of the ghost. This is balanced out with the fact that it will take a long time to down Biggs and get to Kanan so you will have the firepower for a while.

Not sure how much mileage you will get out of Tactician and BMST but it is worth a try.

Tactician just makes Rex more annoying but BMST is defense against things like Corran and Inquisitor

You villain. You absolute villain.

That is all.

JK, that isn't all. It should be a decent list, especially to ruin people's emotional stability. And a frustrated player is a bad player.

If you swap tactician on Rex with Jyn Erso, you could feed multiple focus + evade to Biggs in a turn. Also dropping APL for Tactical Jammer makes Biggs even more annoying to drop. With Jyn, you can even TL with Biggs instead, giving him a bit more firepower. Unfortunately, a lone TIE fighter isn't going to add much firepower anyway. I'd suggest that if you are changing down to a Tac Jammer, you use AutoBlaster Turret and put Plasma Torpedoes and Extra Munitions on Kanan. That way he gets his rear arc to deal some pain with as well. It looks something like this:

Kanan Jarrus — VCX-100 38
Fire-Control System 2
Autoblaster Turret 2
Plasma Torpedoes 3
Extra Munitions 2
Recon Specialist 3
Jan Ors 2
Tactical Jammer 1
Ship Total: 53
Captain Rex — TIE Fighter 14
Jyn Erso 2
Sabine's Masterpiece 1
Ship Total: 17
Biggs Darklighter — X-Wing 25
R2-D2 4
Integrated Astromech 0

Ship Total: 29

This actually brings you in a 99 points. So you could up to Protorps, add BMST back, up to Dorsal Turret, etc. You have quite a few options to go with if you want to. Annoyingly effective at making Biggs last way too long.

I'm wanting to make a squad with Rex, but I'm having an issue with how it looks on paper. His ability is to reduce their firepower AFTER he shoots. At ps4, lots of other ships will be shooting first and I'm wondering if it would be worth throwing in the pilot skill boosting hwk pilot or ept to maximize his ability. Or should I just rely on Biggs tanking for one round and Rex setting up suppressive fire for next round?

6 hours ago, Beard said:

I'm wanting to make a squad with Rex, but I'm having an issue with how it looks on paper. His ability is to reduce their firepower AFTER he shoots. At ps4, lots of other ships will be shooting first and I'm wondering if it would be worth throwing in the pilot skill boosting hwk pilot or ept to maximize his ability. Or should I just rely on Biggs tanking for one round and Rex setting up suppressive fire for next round?

Exactly as you said. Tank biggs gor one round and set up rex for the next. As long as he shoots each round the condition stays.

14 hours ago, Raven19528 said:

If you swap tactician on Rex with Jyn Erso, you could feed multiple focus + evade to Biggs in a turn. Also dropping APL for Tactical Jammer makes Biggs even more annoying to drop. With Jyn, you can even TL with Biggs instead, giving him a bit more firepower. Unfortunately, a lone TIE fighter isn't going to add much firepower anyway. I'd suggest that if you are changing down to a Tac Jammer, you use AutoBlaster Turret and put Plasma Torpedoes and Extra Munitions on Kanan. That way he gets his rear arc to deal some pain with as well. It looks something like this:

Kanan Jarrus — VCX-100 38
Fire-Control System 2
Autoblaster Turret 2
Plasma Torpedoes 3
Extra Munitions 2
Recon Specialist 3
Jan Ors 2
Tactical Jammer 1
Ship Total: 53
Captain Rex — TIE Fighter 14
Jyn Erso 2
Sabine's Masterpiece 1
Ship Total: 17
Biggs Darklighter — X-Wing 25
R2-D2 4
Integrated Astromech 0

Ship Total: 29

This actually brings you in a 99 points. So you could up to Protorps, add BMST back, up to Dorsal Turret, etc. You have quite a few options to go with if you want to. Annoyingly effective at making Biggs last way too long.

I like those suggestions, I don't think I'd trade TLT for torpedoes though. I like the idea of Jyn instead of tactician though, I'll have to try that one out. Tactical Jammer is a nice option too. Thanks

I wouldn't be in a hurry to ditch Tactician. With plenty of Attanni and /x7s in the meta, having something to dish out Stress is going to be handy.

2 hours ago, Karhedron said:

I wouldn't be in a hurry to ditch Tactician. With plenty of Attanni and /x7s in the meta, having something to dish out Stress is going to be handy.

Good point. A buddy of mine was trying to convince me to take anti pursuit instead of tactical jammer too since a good strategy is to bump the ghost so you don't have to take 5 dice. Just another deterent

I flew against something similar, it was a frustrating fight for sure.

He had r5-p9 on biggs instead of r2, which was plenty for his regen and saved a point.

Jyn erso with Rex.

Kanan had Rey and Finn, to help the focus TL attack.

Helping the juggernaut be more offensive helps tremendously, especially between Kanan's ability and longevity due to Biggs.

For those reading this, what are you flying against this type of squad?

I'm liking the chances of baby blues against what the current meta looks like.

Baby Blues is good but 4 zeta specialists (tie/sf) with LWF, Tittle, and Colision Detector is better

I like idea of the zeta swarm, but I've been torn on the upgrades. I completely understand LWF, and that of course makes sense.

I've been looking at putting: Title, Collision detector, Primed Thrusters, and twin ion.

Because of the multiple rear shots the barrel could be huge, especially since it pairs with collision detector.

Will need to test it to see if that is enough to offset the LWF.

Trouble with Barrel Rolls on the Zeta specialists is that at PS3, you are likely to be moving before most opponents which makes catching optimal fire arcs harder.

2 hours ago, Karhedron said:

Trouble with Barrel Rolls on the Zeta specialists is that at PS3, you are likely to be moving before most opponents which makes catching optimal fire arcs harder.

Yeah that's a fair point. I am used to higher pilot skill ships.

So maybe just collision detector on them, so that one can block if need be, and possibly LWF on the rest.

I was thinking of one other build, where one takes thread tracers and guidance chips and the others take FCS. Sounds fun, but I wouldn't run that one.