Double Arc List

By KnightAspen26, in X-Wing Squad Lists

I play casually at a local store and plan on doing tournaments when the start up near me . I started flying double arcs a couple weeks ago and the list has evolved a bit since then. However, I am looking for ways to improve it and most importantly beat it. So I have come to you pilots for some help (and to join the forum community instead of lurking in the Outer Rim).

  • Arc170-Norra Wexley (29)
    • R2-D2 (4)
    • Expertise (4)
    • Alliance Overhaul (0)
      • Total: 37
  • Arc170-Shara Bey (28
    • Weapons Engineer (3)
    • Alliance Overhaul (0)
      • Total: 31
  • HWK290-Jan Ors (25)
    • Kanan Jarrus (3)
    • Synced Turret (4)
      • Total: 32

Grand Total of 100.

For flying I try and keep Ors and Bey within range of Wexley for their abilities, 1-3 and 1-2 respectively. My priority for actions is TL then focus for all three ships (only two actions for the ships). The rest, to quote my buddy is "point and shoot"

Any improvements you guys can see?

A couple others and I were discussing this list at the store last night trying to figure out if the list is broken because of the constant 4-6 red dice (from Norra). What do you guys think? So finding a list to beat it became a challenge for me (list building is one of my favorite things about X-Wing) in a way to justify the double Arc list and to show it is possible to beat.

So far I am playing around with the ideas of a High PS Alpha with Wedge (adv. pro. torps, guidance chips, expertise) and Rey (cluster missile, expertise, guidance chips) or something with the Tie Punisher(ordnance) and new Alpha Class Star Wing(flechette Cannan, Linked Battery). Possibly maybe something that could arc dodge. What do you think could beat it?

Thanks for the help in advance and I look forward to seeing what comes about.

I wouldn't call it OP, It's within the games rules, and as you've already sort of figured out, It hates high Ps alpha strikes. Another thing I see that could be crippling is stress. It shuts out your expertise. I know you have Kanan but with Palps making a comeback I suspect before long scum players might remember Boba fett crew exists in this game, and he's actually pretty good for 1 point.

It has one trick - a single, high damage attack each round. It requires formation flying and is very predictable.

Where's the OPness?

The funny thing about this here build of yours is that Shara is actually redundant. Norra does not "need" her target lock, though being able to spend one for rerolls and one for adding the eye is certainly cool.

I think the main issue is that Target Priority is not hard - Norra is the only real threat. Once she is gone (and as a regular Norra pilot, trust me, she can be gone fast), the other 2 are not particularly potent.

I would rather see one of the accessory ships downgraded to something cheaper, so that you can make the others a little more potent, ie Crew on Norra, a TLT and Predator/Expertise on Jan, etc etc