Lonely Wulf Rendar

By gennataos, in X-Wing Squad Lists

Seems like a fun idea for Wullffwarro. Don't think this Dash is the best wingman, but it's a first pass.

Wullffwarro (30)
Lone Wolf (2)
Finn (5)
Gunner (5)

Dash Rendar (36)
Predator (3)
Heavy Laser Cannon (7)
Rey (2)
Glitterstim (2)
Smuggling Compartment (0)
Countermeasures (3)
Outrider (5)

Total: 100

View in Yet Another Squad Builder

11 hours ago, gennataos said:

Seems like a fun idea for Wullffwarro. Don't think this Dash is the best wingman, but it's a first pass.

Wullffwarro (30)
Lone Wolf (2)
Finn (5)
Gunner (5)

Dash Rendar (36)
Predator (3)
Heavy Laser Cannon (7)
Rey (2)
Glitterstim (2)
Smuggling Compartment (0)
Countermeasures (3)
Outrider (5)

Total: 100

View in Yet Another Squad Builder

You might actually have better luck with Leebo if you were going with this build. Dash is all about being nimble and being able to use the battlefield in ways no ally could really hope to keep up with. Leebo pairs better in that he's all about taking the hits.

I'm not sold on HLC, though, if you're sticking them close to the Wookie, and I don't honestly think this list has remotely enough damage output to win games.

EDIT: Just realized you're running the higher PS wookie. I, uh, don't think he's good. At all. And he doesn't pair well with either Outrider, because he's the obvious & easy-ish first target. The other wookie at least benefits his buddy by bolstering defense.

Edited by ArbitraryNerd

Wullffwarro is supposed to be the obvious target. I have Lone Wolf on Wullffwarro...why are you even talking about having these ships close to each other? I'm not sure if you actually thought about how this list works or even read the list beyond "Dash plus Auzituck" popping in your mind.

  • Wullffwarro does a reinforce action each turn
  • Due to his 180 arc, he's likely to activate Finn on each attack roll and most defense rolls, which results in 4-die attacks (with Lone Wolf) before his ability triggers and 5-die attacks after it triggers.
  • If he misses, he gets to do it all again.
  • Finn also lends help on defense for those in arc (the full 180 degrees). His reinforce token gives him one evade, Finn plus Lone Wolf re-rolls gives him a decent chance at a second...per attack.
  • The entire time this "easy-ish first target" is being attacked, Dash has free reign to pummel opposing ships with HLC shots modded by Predator and focus, either due to action that round or saved on Rey.
  • If it makes sense, Dash can present himself as the target, popping CM and/or GS to make it through the engagement.

That said, Leebo is a consideration, possibly to give Wullffwarro VT.

Wullffwarro is supposed to be the obvious target. I have Lone Wolf on Wullffwarro...why are you even talking about having these ships close to each other? I'm not sure if you actually thought about how this list works or even read the list beyond "Dash plus Auzituck" popping in your mind.

  • Wullffwarro does a reinforce action each turn
  • Due to his 180 arc, he's likely to activate Finn on each attack roll and most defense rolls, which results in 4-die attacks (with Lone Wolf) before his ability triggers and 5-die attacks after it triggers.
  • If he misses, he gets to do it all again.
  • Finn also lends help on defense for those in arc (the full 180 degrees). His reinforce token gives him one evade, Finn plus Lone Wolf re-rolls gives him a decent chance at a second...per attack.
  • The entire time this "easy-ish first target" is being attacked, Dash has free reign to pummel opposing ships with HLC shots modded by Predator and focus, either due to action that round or saved on Rey.
  • If it makes sense, Dash can present himself as the target, popping CM and/or GS to make it through the engagement.

That said, Leebo is a consideration, possibly to give Wullffwarro VT.