Stress Support Group

By MarekMandalore, in X-Wing Squad Lists

Kylo Ren (47)- Fire Control System, Rebel Captive, Weapons Engineer, Targeting Synchronizer, plus Title.

Omega Leader (26)- Juke and Comm Relay.

Backdraft (29)- Special Ops Training.

The idea is that with FCS, the Engineer and Synchronizer, Kylo is generating two action free target locks per turn, which he or his squad mates can later make use of. Depending on conditions at a given time, he can also support attacks with Coordinate for Omega Leader or Backdraft, offering them focus or helping with repositioning, or he can save his action to benefit his own ship, especially if some unfortunate soul winds up at close range in his arc.

With Backdraft's ability, he should be able to capitalize on Kylo's Dark Side power.

The Rebel Captive and Title, the enemy should be able to be pinned down to some extent with stress limitation on their dials. The Captive and Kylo's Dark Side should discourage some attacks against Kylo, too.

3 hours ago, MarekMandalore said:

Kylo Ren (47)- Fire Control System, Rebel Captive, Weapons Engineer, Targeting Synchronizer, plus Title.

Omega Leader (26)- Juke and Comm Relay.

Backdraft (29)- Special Ops Training.

The idea is that with FCS, the Engineer and Synchronizer, Kylo is generating two action free target locks per turn, which he or his squad mates can later make use of. Depending on conditions at a given time, he can also support attacks with Coordinate for Omega Leader or Backdraft, offering them focus or helping with repositioning, or he can save his action to benefit his own ship, especially if some unfortunate soul winds up at close range in his arc.

With Backdraft's ability, he should be able to capitalize on Kylo's Dark Side power.

The Rebel Captive and Title, the enemy should be able to be pinned down to some extent with stress limitation on their dials. The Captive and Kylo's Dark Side should discourage some attacks against Kylo, too.

Faced an Upsilon build last night with two bombers, each with two cruise missiles and EM. Pretty brutal.

TS allowed the bombers to use the locks from the Ups. Decent health all around.

Nice; admittedly, its one of my failings, but I really want to make a list work for the Upsilon building with First Order only ships, though. I suppose missile /sf would be an option, except for that nasty detail that I only have one /sf so far....

I like the list, SF are one of my favourite ships to theory craft of, although I rarely use them.... don't tell anyone... and I really like the Upsilon's intimidating look... I just see one thing I don’t like in your list... It's that I honestly don't think weapons engineer is worth 3 points... sure it's good to have 2 target locks, but the ship with it and his friends want to attack the same ship so you don't split damage, meaning you're wasting 3 points, where you could add LWF and VI to Backdraft. The only situation I see weapons engineer being useful is when a ship is killed you already have a target lock on the next target.... but is that worth 3 points?

Edited by DanteStorm

Definitely a good point about Weapons Engineer; as I see it, its a matter of flexibility and investment. Free target lock gets slapped on, and unless they have Expert Handling or Black One (or some other shenanigans I'm forgetting), that ship is locked until spent, even if I'm focus firing on one of his buddies. Beyond that, if my main target slips out of a good firing solution, maybe I can bring enough guns to bear on one of his wing mates to cripple them? (With Kylo's Dark Side showing, as long as one of the three ships can land a crit, I should be able to do something to inhibit a secondary target on a turn that the primary eludes me.)

Anyway, if I'm being honest, I'm not so good with maneuvers as to expect that I'll get all three ships pointed at the same victim on a regular basis, so I might as well try to make the best of it. I'm pretty confident that I can get two arcs on whatever I'm actively hunting, and I'd like to make the third ship useful even when it can't pile damage on to the same victim as everyone else. (Here is where I freely admit that I don't pretend at anything close to being a top tier player, and I use flexibility to make up for other shortcomings.)

2 hours ago, MarekMandalore said:

Definitely a good point about Weapons Engineer; as I see it, its a matter of flexibility and investment. Free target lock gets slapped on, and unless they have Expert Handling or Black One (or some other shenanigans I'm forgetting), that ship is locked until spent, even if I'm focus firing on one of his buddies. Beyond that, if my main target slips out of a good firing solution, maybe I can bring enough guns to bear on one of his wing mates to cripple them? (With Kylo's Dark Side showing, as long as one of the three ships can land a crit, I should be able to do something to inhibit a secondary target on a turn that the primary eludes me.)

Anyway, if I'm being honest, I'm not so good with maneuvers as to expect that I'll get all three ships pointed at the same victim on a regular basis, so I might as well try to make the best of it. I'm pretty confident that I can get two arcs on whatever I'm actively hunting, and I'd like to make the third ship useful even when it can't pile damage on to the same victim as everyone else. (Here is where I freely admit that I don't pretend at anything close to being a top tier player, and I use flexibility to make up for other shortcomings.)

Regarding maneuvers, it takes practice and a lot of it. Also, if you play the same people a lot, make a mental note of their play style. People are creatures of habit and will fall into what I call "lazy play". Patterned behavior would be a better description. It can be something as simple as always doing a green maneuver after getting a stress or the direction they turn when breaking off an attack. If you can spot this type of play then you have an advantage. Just make sure that you don't have a similar habit.