Design Challenge: Make Wedge a star

By Mackaywarrior, in X-Wing Squad Lists

So I have had a bit of a problem recently, Wedge just is not cutting it. I know he is in an X-wing but that is no excuse for poor performance from the pilot with 2 Death Star kills lol.

What I am using now:

Wedge Antilles (29)
Predator (3)
BB-8 (2)
Integrated Astromech (0)

Total: 34

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He flies with Biggs but the problem is that he seems really REALLY lack luster once Biggs goes down. BB8 does not make him nearly maneuverable enough.

Thoughts?

BB8 and PTL make a great combo, and the others ships are just to keep wedge alive, works pretty well

Wedge Antilles — X-Wing 29
Push the Limit 3
BB-8 2
Integrated Astromech 0
Ship Total: 34
Biggs Darklighter — X-Wing 25
R4-D6 1
Integrated Astromech 0
Ship Total: 26
Roark Garnet — HWK-290 19
Twin Laser Turret 6
Inspiring Recruit 1
Ship Total: 26
Captain Rex — TIE Fighter 14
Ship Total: 14
Just now, JcDemented said:

BB8 and PTL make a great combo, and the others ships are just to keep wedge alive, works pretty well

Wedge Antilles — X-Wing 29
Push the Limit 3
BB-8 2
Integrated Astromech 0
Ship Total: 34
Biggs Darklighter — X-Wing 25
R4-D6 1
Integrated Astromech 0
Ship Total: 26
Roark Garnet — HWK-290 19
Twin Laser Turret 6
Inspiring Recruit 1
Ship Total: 26
Captain Rex — TIE Fighter 14
Ship Total: 14

That is VERY similar to what I run. What would be the best way to utilize Roark in this squadron?

Roark is there to fire early with Rex to get Suppressive Fire onto them ASAP.

So why PTL over Predator? It's not like I gain a barrel roll action that I can use with BB8 and there are only so many green maneuvers.

3 minutes ago, Mackaywarrior said:

So why PTL over Predator? It's not like I gain a barrel roll action that I can use with BB8 and there are only so many green maneuvers.

Because BB8 PTL gets you a focus token and rerolls of up to all your dice, whereas BB8 predator only gets you one reroll most of the time. The kley interaction is that you can Push the Limit off the free barrel roll *action* that BB8 gives, then do your green and clear the stress from PTL.

Predator is better if stress control is in the meta you expect to see, though.

5 minutes ago, Mackaywarrior said:

So why PTL over Predator? It's not like I gain a barrel roll action that I can use with BB8 and there are only so many green maneuvers.

because i prefer to have TL instead of predator reroll a maximun of 4 instead of 1 or 2

The alpha strike list that took an SC recently looks super-fun and pretty viable as a Dengar-counter:

Wedge Antilles (29)
Adaptability (0)
Proton Torpedoes (4)
R2-D2 (4)
Guidance Chips (0)

Horton Salm (25)
Twin Laser Turret (6)
Plasma Torpedoes (3)
Extra Munitions (2)
R2-D6 (1)
Veteran Instincts (1)
Guidance Chips (0)

Airen Cracken (19)
Veteran Instincts (1)
Homing Missiles (5)
Guidance Chips (0)

Total: 100

View in Yet Another Squad Builder

This is the version that won. Possible tweaks would be swapping the torps from Horton and Wedge to squeeze out some more expected hits, however this comes at a hefty price when it comes to order of attack flexibility. The original variant has Horton attacking first, very likely benefitting from PlasmaTorps, modifying them with just his rerolls and GCs. Then Cracken attacks the same target with Homing Missiles, after which he passes out his action to Wedge who can then finish of the target or, if it already is dead, start beating down the next opponent.

Swapping the torps makes Hortons attack stronger by giving him mixed half mods, while not weakening Wedges attack. It locks the order into "Cracken, Wedge, Horton", though, which isn't ideal for target flexibility and the Plasma Torp ability. My gut feeling right now is that you shouldn't do it.

Another point for tweaking would be Wedges astromech, as, while in most games that honour will go to Horton, he can draw quite a bit of hate which would make him the first target and consequently R2-D2 a waste of points. BB-8 and R3-A2 would be the alternatives that come to my mind. Not quite sure what you would do with the free points, though.

Edited by Admiral Deathrain
PLASMA, I mean plasma...

I've been trying to come up with a Rebel alpha strike list, and that list above inspired me. This basically swaps out Horton for Nym and uses him as more of a brawler than Horton can be. I'm getting excited about this.

  • The usual order for the alpha would probably be
    • Nym (to strip focus with HSCP)
    • Airen HM, give TL or focus action to Wedge
    • Wedge Proton Torp
  • ...unless the target doesn't have a focus token, in which case it'd be Airen, Nym, Wedge
  • LRS on Nym ensures a TL/focus first shot
  • The Bomblet Generator should make the following turn problematic for the opponent
  • Dorsal Turret ensures aces don't get to fly into Nym's blind spots without danger

Captain Nym (Rebel) (30)
Veteran Instincts (1)
Dorsal Turret (3)
Hotshot Co-pilot (4)
Bomblet Generator (3)
Long-Range Scanners (0)

Wedge Antilles (29)
Adaptability (0)
Proton Torpedoes (4)
R4-D6 (1)
Guidance Chips (0)

Airen Cracken (19)
Veteran Instincts (1)
Homing Missiles (5)
Guidance Chips (0)

Total: 100

View in Yet Another Squad Builder

Glad to see it's getting some use! That was something a friend cooked up for a local game night - its nice to see it emerging (and winning) independently.

Taking Wedge as a torpedo platform is risky, but the result is very scary indeed; losing a PS9 large ship before it ever gets a shot off isn't supposed to happen .

I like the idea of Expertise on Wedge

Na-na-na-na-na-na-na-na, na-na-na-na-na-na-na-na ... Bat-Wedge, Bat Wedge, Bat-Wedge!

Wedge Antilles — X-Wing 29
Push the Limit 3
BB-8 2
Engine Upgrade 4
Ship Total: 38

This is how I'm running him this weekend for a store champ tournament

Wedge Antilles — X-Wing 29
Expertise 4
R5-P9 3
Integrated Astromech 0
Ship Total: 36

Biggs Darklighter — X-Wing 25
R2-F2 3
Integrated Astromech 0
Ship Total: 28

Luke Skywalker — X-Wing 28
Expertise 4
R2-D2 4
Integrated Astromech 0
Ship Total: 36

Give Biggs R3-A2 so he can turn off Expertise. Or any other mech that isn't R2-F2, really.

I tweaked the list I posted for a bit more Dengar-hate:

Wedge Antilles (29)
Adaptability (0)
Proton Torpedoes (4)
R3-A2 (2)
Guidance Chips (0)

Horton Salm (25)
Twin Laser Turret (6)
Proton Torpedoes (4)
Extra Munitions (2)
R2-D6 (1)
Veteran Instincts (1)
Guidance Chips (0)

Airen Cracken (19)
Veteran Instincts (1)
Homing Missiles (5)
Guidance Chips (0)

Total: 99

View in Yet Another Squad Builder

Now shooting order is entirely free an Wedge can turn off Dengars Expertise before getting revenge-shot at.

I'm also using a Trench Runner list, and my load-out is currently:

Biggs : R5-P9/Integrated Astromech/Flechette Torpedoes

Wedge : BB-8/Integrated Astromech/A Score To Settle/Plasma Torpedoes

Luke : R2-D2/Integrated Astromech/Draw Their Fire/Plasma Torpedoes

Built for survivability and concentrated fire.

On 7/5/2017 at 10:14 PM, Admiral Deathrain said:

Give Biggs R3-A2 so he can turn off Expertise. Or any other mech that isn't R2-F2, really.

I tweaked the list I posted for a bit more Dengar-hate:

Wedge Antilles (29)
Adaptability (0)
Proton Torpedoes (4)
R3-A2 (2)
Guidance Chips (0)

Horton Salm (25)
Twin Laser Turret (6)
Proton Torpedoes (4)
Extra Munitions (2)
R2-D6 (1)
Veteran Instincts (1)
Guidance Chips (0)

Airen Cracken (19)
Veteran Instincts (1)
Homing Missiles (5)
Guidance Chips (0)

Total: 99

View in Yet Another Squad Builder

Now shooting order is entirely free an Wedge can turn off Dengars Expertise before getting revenge-shot at.

I like this, was building a Wes,Wedge,Thane alpha list before reading you reddit post. Like the 3 ships at ps10. How often did a second plasma shot come in from horton?

What are your thoughts on dropping EM on horton for bomb loadout, then put him with proximities? Anything you dont kill on the alpha, can die in activation next round possibly.

Did you face countermeasure at all? I assume taking crackens TL away really kills the alpha.

Everyone dies for Wedge!!!

Lowhhrick — Auzituck Gunship 28
Draw Their Fire 1
Jan Ors 2
Jyn Erso 2
Ship Total: 33
Biggs Darklighter — X-Wing 25
Plasma Torpedoes 3
R4-D6 1
Integrated Astromech 0
Ship Total: 29
Wedge Antilles — X-Wing 29
Adaptability 0
Plasma Torpedoes 3
R2-D2 4
Vectored Thrusters 2
Ship Total: 38

how bad(not in a good way of bad) would this be?

Edited by vonstryker
9 hours ago, wurms said:

I like this, was building a Wes,Wedge,Thane alpha list before reading you reddit post. Like the 3 ships at ps10. How often did a second plasma shot come in from horton?

What are your thoughts on dropping EM on horton for bomb loadout, then put him with proximities? Anything you dont kill on the alpha, can die in activation next round possibly.

Did you face countermeasure at all? I assume taking crackens TL away really kills the alpha.

If you're going bomb loadout, then you might as well go with Nym! Be liberal with your Bomblet dropping so anyone foolish enough to try to k-turn behind you might eat 2 Bomblets.

This list is heavily influenced by that Horton list, seeing as Wedge and Airen are the same builds. I think Nym will be an improvement over Horton because nothing prevents your opponent from going straight after Horton, whereas Nym isn't someone you want to see up close and personal. I've yet to face Countermeasures with this, which could be a pain for zeroing in on your primary target.

Captain Nym (Rebel) (30)
Veteran Instincts (1)
Autoblaster Turret (2)
Hotshot Co-pilot (4)
Bomblet Generator (3)
Long-Range Scanners (0)

Wedge Antilles (29)
Adaptability (0)
Proton Torpedoes (4)
R3-A2 (2)
Guidance Chips (0)

Airen Cracken (19)
Veteran Instincts (1)
Homing Missiles (5)
Guidance Chips (0)

Total: 100

View in Yet Another Squad Builder

8 minutes ago, gennataos said:

If you're going bomb loadout, then you might as well go with Nym! Be liberal with your Bomblet dropping so anyone foolish enough to try to k-turn behind you might eat 2 Bomblets.

This list is heavily influenced by that Horton list, seeing as Wedge and Airen are the same builds. I think Nym will be an improvement over Horton because nothing prevents your opponent from going straight after Horton, whereas Nym isn't someone you want to see up close and personal. I've yet to face Countermeasures with this, which could be a pain for zeroing in on your primary target.

Captain Nym (Rebel) (30)
Veteran Instincts (1)
Autoblaster Turret (2)
Hotshot Co-pilot (4)
Bomblet Generator (3)
Long-Range Scanners (0)

Wedge Antilles (29)
Adaptability (0)
Proton Torpedoes (4)
R3-A2 (2)
Guidance Chips (0)

Airen Cracken (19)
Veteran Instincts (1)
Homing Missiles (5)
Guidance Chips (0)

Total: 100

View in Yet Another Squad Builder

You and I actually talked a little about this in a post yesterday.

Nym - VI, EM, concussion missiles, Rey, G-chips, bomblet generator - 42 points

Wedge antilles, adaptability, R2 astromech, plasma torpedoes, G-chips. 33 points

Airen Cracken - VI, homing missiles, g-chips - 25 points

total - 100 points

I proposed this as a Nym option for a 3 missile PS 10 alpha strike.

1 hour ago, Biggsy_boy said:

You and I actually talked a little about this in a post yesterday.

Nym - VI, EM, concussion missiles, Rey, G-chips, bomblet generator - 42 points

Wedge antilles, adaptability, R2 astromech, plasma torpedoes, G-chips. 33 points

Airen Cracken - VI, homing missiles, g-chips - 25 points

total - 100 points

I proposed this as a Nym option for a 3 missile PS 10 alpha strike.

I think there's potential in all of these and I think if we hive-mind this, we can come up with a great list! Please don't take this as a dismissal of your version, but here's why I like my version:

  • Wedge with Plasma Torps pretty much locks him in to be the first to fire to make most efficient use of it's shield-stripping. That would also lock Airen in to firing second to hand an action to Nym, who probably wouldn't need one since he'd have a focus from Rey and have gained his TL from his action that turn (unless he bumped).
    • Mine w/Proton Torps is designed to have Wedge fire last, but there is flexibility to have Wedge fire before Nym in some situations (like if Nym is bumped and Airen needs to give Nym a Barrel Roll to get off the bump)
  • Wedge with R3-A2 can turn off Expertise and makes Attanni lists suffer
  • Nym, and the list as a whole, has no protection from being flanked without a turret on Nym. I think him having a turret slot is just too good to not use.
  • The focus-stripping from Nym helps ensure weaker defense for Airen and Wedge and weaker offense on return fire (provided the target survives)

Things I like about your version:

  • Rey crew, she's awesome
  • Plasma torps on Wedge over Proton torps, I just can't see a good way for him to fire first
  • Three ordnance shots...I'm not a Math-Wing guy, but I'd guess your version has a higher chance of wiping a target on the initial encounter

Musings about both:

  • I like these pilots as a combo
  • Bomblet Generator will serve more as an area denial mechanism than an actual damage dealer. I think in 4-5 games with my list, I've done 1-2 damage with it. But, no one is going to want to K-Turn behind you!
  • Obviously, ranging that initial encounter is critical. I fly them from a corner, all three abreast, with Nym on the inside. This allows me to Barrel Roll him in front of the other two to block them for some range control if it makes sense.
  • We have to think ahead, after the initial encounter. I've found myself in some furballs which limits dropping bombs and ends with a lot of stress, bumping, missed actions, missed arcs, missed attacks. It might be better to blast through for another run than turning to continue the furball.
  • Rock placement can be very important to give yourself freedom after the initial encounter. I use all big rocks, all the time, because I have confidence I make them work to my favor. Target tractor beams early!
  • Target priority can be a challenge for your opponent. Do you take out the squishy action engine (Airen), the big hitter (Wedge) or the toolbox (Nym)?
Edited by gennataos
45 minutes ago, gennataos said:

I think there's potential in all of these and I think if we hive-mind this, we can come up with a great list! Please don't take this as a dismissal of your version, but here's why I like my version:

  • Wedge with Plasma Torps pretty much locks him in to be the first to fire to make most efficient use of it's shield-stripping. That would also lock Airen in to firing second to hand an action to Nym, who probably wouldn't need one since he'd have a focus from Rey and have gained his TL from his action that turn (unless he bumped).
    • Mine w/Proton Torps is designed to have Wedge fire last, but there is flexibility to have Wedge fire before Nym in some situations (like if Nym is bumped and Airen needs to give Nym a Barrel Roll to get off the bump)
  • Wedge with R3-A2 can turn off Expertise and makes Attanni lists suffer
  • Nym, and the list as a whole, has no protection from being flanked without a turret on Nym. I think him having a turret slot is just too good to not use.
  • The focus-stripping from Nym helps ensure weaker defense for Airen and Wedge and weaker offense on return fire (provided the target survives)

Things I like about your version:

  • Rey crew, she's awesome
  • Plasma torps on Wedge over Proton torps, I just can't see a good way for him to fire first
  • Three ordnance shots...I'm not a Math-Wing guy, but I'd guess your version has a higher chance of wiping a target on the initial encounter

Musings about both:

  • I like these pilots as a combo
  • Bomblet Generator will serve more as an area denial mechanism than an actual damage dealer. I think in 4-5 games with my list, I've done 1-2 damage with it. But, no one is going to want to K-Turn behind you!
  • Obviously, ranging that initial encounter is critical. I fly them from a corner, all three abreast, with Nym on the inside. This allows me to Barrel Roll him in front of the other two to block them for some range control if it makes sense.
  • We have to think ahead, after the initial encounter. I've found myself in some furballs which limits dropping bombs and ends with a lot of stress, bumping, missed actions, missed arcs, missed attacks. It might be better to blast through for another run than turning to continue the furball.
  • Rock placement can be very important to give yourself freedom after the initial encounter. I use all big rocks, all the time, because I have confidence I make them work to my favor. Target tractor beams early!
  • Target priority can be a challenge for your opponent. Do you take out the squishy action engine (Airen), the big hitter (Wedge) or the toolbox (Nym)?

Relax my friend, I don't take offense, and I want the list critique. It's why I'm on here.

I didn't actually plan on using the plasma torps for the extra shield. My goal was for cracken to pass wedge the focus and it gives me the greatest chance of 4 hits. The way my luck runs, anytime I don't have a focus, I usually roll 2-3 focus dice. lol. My overall goal was a massive alpha strike. If you look at the numbers and all the dice mods, I should be getting 12 hits out of 12, with a couple crits included. For example, if I'm firing at a jumpmaster, Wedges ability means that on those 3 attacks, he's only rolling 5 dice. If we both roll average dice, I kill off the jump in the alpha strike. Even if I don't, a crit from wedge and a crit from Nym, plus out of 12 dice plus re-rolls, I should be rolling a 3rd crit somewhere, means I have a very good chance of double damage.

I really built this list because Dengar is the big meta ship in my area, and I want him to die............Very badly. And if he's taken off the board in 1 round of firing, I've probably won that game.

I do like the stressbot idea on Wedge. And I do like your list overall. The only question I have is hot shot co-pilot. Wouldn't you be firing with Nym first to get rid of focus? But that means that Cracken fires after Nym, negating his ability, or your opponents ship can choose to spend the focus during Crackens attack. I guess I don't see where hot shot fits in your game plan.

8 minutes ago, Biggsy_boy said:

I do like the stressbot idea on Wedge. And I do like your list overall. The only question I have is hot shot co-pilot. Wouldn't you be firing with Nym first to get rid of focus? But that means that Cracken fires after Nym, negating his ability, or your opponents ship can choose to spend the focus during Crackens attack. I guess I don't see where hot shot fits in your game plan.

Yeah, Nym fires first and strips the focus. People loathe having that focus stripped when they don't even roll a focus. I don't use it to be mean-spirited, but it does put people on tilt. It's perfect against the likes of Dengar, since the revenge shot will now usually be without a focus (unless Dengar got a second focus, such as from Manaroo). That then clears defensive mods against Airen and Wedge's shots. Airen ability isn't negated, it's just usually relegated to Wedge for a focus on his shot. It can also create target priority issues for anyone who happens to fire before my list, since they'll probably not want to fire at Nym and have their focus arbitrarily stripped if they roll great.

With this list, I've taken Dengar off the board round 1 and even taken a Scout Torp Boat off the board round 1 when he got inside my ordnance volley and I had all range 1 shots. Even if the target survives the initial volley, they're unlikely to survive the follow up attacks...more likely dead after 1-2 shots and the second and/or third gets to target someone else.

31 minutes ago, Biggsy_boy said:

I really built this list because Dengar is the big meta ship in my area, and I want him to die............Very badly. And if he's taken off the board in 1 round of firing, I've probably won that game.

Dengar sees a lot of play in my area as well. I think either list is an effective counter to Dengar, mine is just a little more defensive and toolbox-y, making it harder for that first that first round kill.

14 minutes ago, Biggsy_boy said:

Relax my friend, I don't take offense, and I want the list critique. It's why I'm on here.

Some people get cranky, just wanted to clear that out of the way!

14 minutes ago, Biggsy_boy said:

I didn't actually plan on using the plasma torps for the extra shield. My goal was for cracken to pass wedge the focus and it gives me the greatest chance of 4 hits. The way my luck runs, anytime I don't have a focus, I usually roll 2-3 focus dice. lol.

So you're just using the Plasma because it's a point cheaper and fits?

28 minutes ago, gennataos said:

Yeah, Nym fires first and strips the focus. People loathe having that focus stripped when they don't even roll a focus. I don't use it to be mean-spirited, but it does put people on tilt. It's perfect against the likes of Dengar, since the revenge shot will now usually be without a focus (unless Dengar got a second focus, such as from Manaroo). That then clears defensive mods against Airen and Wedge's shots. Airen ability isn't negated, it's just usually relegated to Wedge for a focus on his shot. It can also create target priority issues for anyone who happens to fire before my list, since they'll probably not want to fire at Nym and have their focus arbitrarily stripped if they roll great.

With this list, I've taken Dengar off the board round 1 and even taken a Scout Torp Boat off the board round 1 when he got inside my ordnance volley and I had all range 1 shots. Even if the target survives the initial volley, they're unlikely to survive the follow up attacks...more likely dead after 1-2 shots and the second and/or third gets to target someone else.

Dengar sees a lot of play in my area as well. I think either list is an effective counter to Dengar, mine is just a little more defensive and toolbox-y, making it harder for that first that first round kill.

Some people get cranky, just wanted to clear that out of the way!

So you're just using the Plasma because it's a point cheaper and fits?

Yes, the plasma is a cheap 4 dice shot. plus, guidance still gets me the crit. You could still consider it on your list if you want to add something on Nym. G-chips gives Wedge a crit, and Cracken can't give Nym a focus if Nym attacks first, so, you'd be passing a focus to Wedge anyway. Might as well make good use of the point. Well, I don't know what you would add with the point, but it's a thought.

36 minutes ago, Biggsy_boy said:

Yes, the plasma is a cheap 4 dice shot. plus, guidance still gets me the crit. You could still consider it on your list if you want to add something on Nym. G-chips gives Wedge a crit, and Cracken can't give Nym a focus if Nym attacks first, so, you'd be passing a focus to Wedge anyway. Might as well make good use of the point. Well, I don't know what you would add with the point, but it's a thought.

I landed on the Proton Torps in kind of the same way in that there's really nothing I wanted to spend that point on and didn't think a bid would useful. Plus the Proton Torps give me another shot at a crit. He's double-critted a few times on his shot.

19 hours ago, gennataos said:

I landed on the Proton Torps in kind of the same way in that there's really nothing I wanted to spend that point on and didn't think a bid would useful. Plus the Proton Torps give me another shot at a crit. He's double-critted a few times on his shot.

Makes sense. I guess it depends on the points. The build I have doesn't have any spare points to use. Although, I've been thinking about concussion missiles on the Z, which would free up a point. It's a thought.

I tried the list last night, but switching out Nym for Ten Numb in a B wing. It is a firing squad. First game, I burned Fenn with 2 torps, than Quinn Jast, turned and range one blasted old Teroch. 2nd game was against 2 delta defenders and whisper. I torp'ed a defender. And whisper was a joke against a PS 10. Between 2 games, I only lost one ship. and realistically, Numb was Nym without bombs.