Making a list with new Chewie

By Giledhil, in X-Wing Squad Lists

It's been some time I wanted to build a list around "new" Chewie pilot, see if I could make real good use of his ability.

Here's the best I got, what do you pilots think about it ? :

YT-1300: •Chewbacca (HotR) (47)
Rage (1)
•Kanan Jarrus (3)
Inspiring Recruit (1)

Z-95 Headhunter: Tala Squadron Pilot (18)
Guidance Chips (0)
Homing Missiles (5)

Z-95 Headhunter: Tala Squadron Pilot (18)
Guidance Chips (0)
Homing Missiles (5)

Z-95 Headhunter: Tala Squadron Pilot (17)
Guidance Chips (0)
Concussion Missiles (4)

Total: 100/100

I managed to keep Chewie quite cheap, this way he can use almost all his dial and still have modified shots on any target, even high ps ones. Better still, revenge shots are also modified.

I think the list also induces an interesting priority choice for the opponent : focusing on Chewie to avoid revenge shots, but get hit by missiles, or try to kill the Zs before they fire their shots?

Any ideas for improvements on the list are welcome ! :)

Chewbacca (TFA) (42)
Rage (1)
Inspiring Recruit (1)
Jan Ors (2)

Biggs Darklighter (25)
R4-D6 (1)
Integrated Astromech (0)

Thane Kyrell (26)
Jyn Erso (2)
Alliance Overhaul (0)

Total: 100

View in Yet Another Squad Builder

Tried this one a while ago (unfortunately lost, forgot Chewie's ability, ironically), the idea is, they have to kill biggs first, while they try to, Thane gives focus that Chewie turns one to evade, once biggs is dead, Chewie attacks and they are left with a difficult choice, attack Thane so he doesn't provide focus or get free actions, and once he's dead get attacked, or attack chewie and activate thane. I really like it, my only fear is that you don't deal enough damage.

I'd been using a more loaded Chewie but I really like the rage-recruit idea to get more out of the support ships.

Likewise, the idea to use ordnance to entice the enemy into considering the missile carriers is good at it's base. The game becomes about range control against your list and getting a Z too far away from Chewy can leave it getting shot without return fire - which is how this list loses.

With that in mind, some thoughts on changes:

I think it could be worth swapping in Bandits to free up points. I don't see the reason to get them up to PS 4. PS 2 means they can be blocked by fewer pilots, which helps prevent you're maneuvering being botched That would get you 3 points to play with. From there you may want to consider an attack shuttle which can get you a greater base attack power, barrel roll - which helps a lot in blocking situations - and the option to add a crew or autoblaster turret with the remaining two points. That turret could help against aces and nicely protect the flank of your Zs. It could be a priority target for an ace list and may be of help in managing Fenn Rau.

I found raging chewie just hard to always get rage off with bumping and blocking while he stays close to biggs. Switched to Expertise and Nien Numb instead, then used Biggs, Rex, bandit. Found expertise to be a lot better.

The list using new Chewie I've liked the most looked like this:

50 Newbacca w/ Pred, Recon, Jan.
50 (2x) Rebel Op w/ TLT, Recon.

Jan lets you better protect whoever is getting focus-fired. Chewie is there to punish the enemy if they kill a TLT carrier, otherwise he tanks damage and blocks pretty well.

Edited by CRCL
10 hours ago, Ohnoeszz said:

I think it could be worth swapping in Bandits to free up points. I don't see the reason to get them up to PS 4.

PS 4 means you get to TL more easily on lower PSes. Used to be useless when the meta was all high-PS aces, but it's way more useful now. The better scenario remains that I fire my ordnance (or most of it) before the Zs get killed.
It ensures you fire before torp boats; loosing a naked Z95 hurts less than loosing one not having fired its missile.

Edited by Giledhil