Need suggestions for the last two points

By thestggrwng, in X-Wing Squad Lists

Lothal Rebel

-Hera, FCS, Chopper

Jess Pava

-Integrated Astromech

Rookie X-wing

-integrated Astromech

Captain Rex

Leaves me with 2 points. 1 point each for the two X-wings and possibly a zero point EPT if I go with EPT droid on Jess. The K turn gives it the great counter to Fair ship because it can K turn and continue to blast it with it's guns. Miranda and nym builds have to be very careful because one good blast in arc leaves a ship dead. I was running targeting astro on the rookie to help it's action efficiency and it's K-turn but found Hera to be invaluable for the VCX because he will get loaded with stress and needs to desperatly turn around to keep firing. So leaves me with a point each for the droids. Recommendations?

19 minutes ago, thestggrwng said:

Lothal Rebel

-Hera, FCS, Chopper

Jess Pava

-Integrated Astromech

Rookie X-wing

-integrated Astromech

Captain Rex

Leaves me with 2 points. 1 point each for the two X-wings and possibly a zero point EPT if I go with EPT droid on Jess. The K turn gives it the great counter to Fair ship because it can K turn and continue to blast it with it's guns. Miranda and nym builds have to be very careful because one good blast in arc leaves a ship dead. I was running targeting astro on the rookie to help it's action efficiency and it's K-turn but found Hera to be invaluable for the VCX because he will get loaded with stress and needs to desperatly turn around to keep firing. So leaves me with a point each for the droids. Recommendations?

R2 Astromechs for Jess and the Rookie. You can't have Integrated Astromech without an Astromech.

1 hour ago, schmidty1701 said:

R2 Astromechs for Jess and the Rookie. You can't have Integrated Astromech without an Astromech.

I know. I'm using the last two points strictly for Astromechs and If you are running an Xwing either version, you should use integrated (or autothrusters if points allow) So two points What astromechs do I use and should I use a zero point EPT on Jess?

13 minutes ago, thestggrwng said:

I know. I'm using the last two points strictly for Astromechs and If you are running an Xwing either version, you should use integrated (or autothrusters if points allow) So two points What astromechs do I use and should I use a zero point EPT on Jess?

Since you'll have to split the points, the only Astormechs you can give each X wing are the R2 Astromechs. And always use a 0 point EPT when you can.

EDIT: nevermind me. There are several 1 point Mechs you can use. I would recommend either the R2, or R5, generic, but it's ultimately up to u

Edited by schmidty1701

I'd say do what you have to do to get a turret on the Ghost. Otherwise, it's a sitting duck. At least make it a risk to drive into close range to shoot at it.

Yeah, I'm surprised to not see any sort of turret on the Ghost. Are you running without a shuttle as well? Looks like it's mainly a big sturdy tank that will smash any ship that gets into it's arc. :)

26 minutes ago, Malabor said:

Yeah, I'm surprised to not see any sort of turret on the Ghost. Are you running without a shuttle as well? Looks like it's mainly a big sturdy tank that will smash any ship that gets into it's arc. :)

Yeah, I think flying the Ghost this way only works for Hera since she can change her maneuver. Throw on Engine Upgrade and boost right on top of a ship at Range 1.

8 hours ago, jwilliamson12 said:

Yeah, I think flying the Ghost this way only works for Hera since she can change her maneuver. Throw on Engine Upgrade and boost right on top of a ship at Range 1.

That's monstrous!! I like it.

1 hour ago, Malabor said:

That's monstrous!! I like it.

Look up Heragator lists. Put Navigator and TLT on Hera. Basically, do a 2-bank every turn and adjust your dial according to your opponent's moves.

That's just plain nasty. I'm thinking the only way to take that thing down is to T-bone it at range 1?

7 hours ago, Malabor said:

That's just plain nasty. I'm thinking the only way to take that thing down is to T-bone it at range 1?

Possibly, yeah. A Ghost is still a Ghost. Double Defenders or SF's can take it down so quickly, even when firing at Range three, and will still avoid a lot of TLT damage.

Right now I'm running double Aggressors with Vader on point with VI & Cruise. It's fun, but I'm not sure how well it'll stand up against all the heavy hammers that are out there. Might have to go back to Double-D's.

The point of this list is to try and bring as much guns to bear as possible in a block. It has more fire power than a Fair ship rebel list plus the ability to turn around. In any kind of joust it just destroys whatever is in front of it. Generally I have been running R4-D6 on the Rookie and EPT droid on Jess with Trick shot. The Rookie leads and is generally shot at first. The droid helps him tank out the initial shot if they roll big into him. The ghost does not need a turret. With Hera, chopper and FCS, it is very easy to keep on a target with a target lock focus 4 die attack. Plus with the low PS, it is easy to plan out you maneuvers to make sure you are completing actions. I had been running without Hera and instead had targeting astromech on the Rookie which was amazingly good but if the lothal got double stressed it was a nightmare getting him back in the fight. Hera is much better there. Also gives three ships around Jess for her rerolls. Lastly, Rex is the highest PS. Against Dengar or Quickdraw, they generally have to decide if they want to take their return shot on Rex or take a crippled shot on something else. This list really messes with target priorities.