New Wedge List

By j_man_04, in X-Wing Squad Lists

Any glaring issues? Jan Ors/Fenn Rau give Wedge an evade and TL each round. Combination of Juke, Lowhhrick, and Fenn Rau should limit damage done to Wedge to keep him firing. Flight Assist helps him line up shots. It's built around defense so much that I'm not sure how viable it is for taking out ships. Z-95 is there because the points allwed it to be.

Wedge Antilles (29)
Juke (2)
Flight-Assist Astromech (1)
Integrated Astromech (0)

Lowhhrick (28)
Selflessness (1)
Jan Ors (2)
Breach Specialist (1)
Guidance Chips (0)

Fenn Rau (Sheathipede) (20)
Wired (1)
Hera Syndulla (1)
R4-D6 (1)

Bandit Squadron Pilot (12)

Total: 99

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I would agree with your comment that it doesn't seem very offensive. Certainly Wedge can hit well, but the others are more or less useless for that. Just a question: why did you put GC on Loh?

I don't think R4-D6 would make enough of an impact on Fenn. Hera is counter-intuitive to his ability, as he wants to clear his stress every turn.

Loh really needs at least some offense; otherwise, while he's good at soaking damage a few times, Wedge is the only reliable gun.

While I don't think the ship combo is poor, I think the loadouts need development. If I were to keep your basic outline, I might go with something like this:

Wedge

Expertise

Flight-Assist Astromech

IA

Lowhhrick

PTL

Kanan

VT

Rey

Fenn

Wired

M9-G8

Weapons Engineer

Low does a little less damage soaking, but a little more damage (banking focuses early, reinforcing/barrel rolling later), and can clear stress on whites.

Fenn can use his ability to protect Wedge, and his locks (on Wedge and Low) provide mini-predator.

Wedge gets his free reposition, auto focus for shooting, can focus for defense.

Must have added GC by mistake sorting through modifications.

For one point, I added Hera in case I’m stuck in a situation where I have to take a red move after using the ability. But now that I’m thinking about it, worh R4-D6, I’d be better off with Inspiring Recruit.

I still like Juke on Wedge, and would keep Jan for Rey on Loh, but I like PTL/Kanan in addition to that.

Thanks for the input. I’m going to rethink some things and see about adding Plasma’s to Wedge since he’ll have a free TL at times.

54 minutes ago, jwilliamson12 said:

Wedge Antilles (29)
Juke (2)
Flight-Assist Astromech (1)
Integrated Astromech (0)

If a build doesn’t function at all without a second ship, then you’re begging to lose. I like support builds, but your upgrade/pilot combinations need to function idnependent of eachother in the inevitbable moment your plan fails.

16 minutes ago, jmswood said:

If a build doesn’t function at all without a second ship, then you’re begging to lose. I like support builds, but your upgrade/pilot combinations need to function idnependent of eachother in the inevitbable moment your plan fails.

Fair point.

So, with your advice, I suppose @Greebwahn 's modifications to the squad are about the best you can get from it (though would you go GC on Wedge to make the most of PT's, or keep IA for the damage mitigation?):

Wedge Antilles (29)
Expertise (4)
Plasma Torpedoes (3)
Flight-Assist Astromech (1)
Integrated Astromech (0)

Lowhhrick (28)
Push the Limit (3)
Kanan Jarrus (3)
Rey (2)

Fenn Rau (Sheathipede) (20)
Wired (1)
Weapons Engineer (3)
M9-G8 (3)

Total: 100

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Edited by jwilliamson12