The Old School in the new School

By Wiredin, in X-Wing Squad Lists

Lowhhrick (28)
Trick Shot (0)
C-3PO (3)
Tactician (2)

Wedge Antilles (29)
Predator (3)
Flight-Assist Astromech (1)
Integrated Astromech (0)

Jan Ors (25)
Trick Shot (0)
Twin Laser Turret (6)
Nien Nunb (1)
Vectored Thrusters (2)

Total: 100

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I'm really curious how this could work out... Jan Ors/Wedge can hit like a sack of bricks when combined, and with everyones hated wookie flying along side for interference could these two old school pilots see some B-Series competition with shock and awe?

Would you consider dropping Lowhhrick to Fenn Rau? He also makes killing your ships very difficult, and would leave more room for upgrades on the others:

Fenn Rau

Wired

M9-G8

Weapons Engineer

Wedge

Expertise

FAA

IA

Jan

Wingman

TLT

Moldy Crow

Kanan Jarrus

The M9 lock on Wedge allows him to have a rerolled expert shot and still be free to focus for defense, and Wingman on Jan can reactivate his Expertise after performing a red. However, you could instead put VI on Jan to allow her to token strip for Wedge.

The M9 lock on Jan coupled with her Focus stack from the title provides rerolled and focused TLT shots every time, making her surprisingly offensive, while Kanan lets her ditch stress way easier.

Fenn does Fenn things, things which are very comparable to Lowhhrick, while supporting his wingmates more on the offensive side.

I do like the Fenn Rau idea; the only caveat I'm going to add is that a Sheathipede melts a lot faster than a Auzituck does. If the other two get focused down or alpha-striked Rau isn't much of a threat; a 3P0 Auzituck, on the other hand, has respectable offense and is not an easy ship to kill. I guess it's a question of early-game offense (aka M9-G8) versus late-game defense.

I like Lowhhrick, but perhaps not tactician. I love triple Auzitucks and multiple stress, but a single stress sometimes handed out at PS 5 doesn't do it for me. Not when you could toss Selflessness or Draw Their Fire on Lowhh, and Wired on Jan Ors.

I'd also consider Pulsed Ray Shield on Jan if Nien is there. Barrel Roll is great with TLT, however. Just something to think about.

Seems like a lot of options for sure. Fenn is a more aggressive option, but Low would help bring Wedge and Jan into the mid game. Some tooling to do for sure, but I think fun could be had!

@Greebwahn thank you, that alteration on the list was very very good.

So last night I had time for 2 games before heading into TLJ. I played my Gunboat aces first, and I need to learn to fly it still, but it did okay. Then I went up against one of the best players in our community with this list and he had a pretty dangerous scum list he has been doing well with. He only killed Jan...but trading Jan for his two aces was a pretty good trade in my opinion. Wedge and Fenn vs a shield down bump master went as you expected...

Wingman was pretty important in the list and really helped keep things working... but I'm wondering if VI wouldn't be better to be honest... it's very possible.

I'm worried about bombs and harpoons....but I will be flying this a lot more. There is a lot of jank and interactions I forgot about (like Fenn's pilot ability!) so once I learn to fly it I think it will go a lot better.

Another guy showed up who forgot all his stuff at home, as I only brought the two lists as I played my gunboats he flew this...and well, he got tabled VERY quickly because he didn't understand the combos.

Edited by Wiredin

Ezra Bridger (Sheathipede) (17)
Elusiveness (2)
Weapons Engineer (3)
M9-G8 (3)
Vectored Thrusters (2)
Phantom II (0)

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

Jan Ors (25)
Wingman (2)
Twin Laser Turret (6)
Kanan Jarrus (3)
Moldy Crow (3)

Total: 100

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I'm going to try this variant. I've played the version @Greebwahn made a few times and I really like it! So much so that it is a contender for my regionals list. It puts out a deceptive amount of damage and it's really fun to fly.

1) Wedge hasn't lived very long in subsequent games after my first two trial runs. But he usually does enough before he dies that the big threat is either limping or dead.

2) Jan and Fenn have proven to be more dangerous than they should when still alive. Even after Wedge is long gone those two are still putting up enough damage that I don't feel like I've auto lost when Wedge is dead.

3) No re positioning on Fenn is a problem

4) The combos are not working. Either I don't understand how Fenn is supposed to work (I think I've only used his ability 3-4 times total), or I'm not setting it up correctly. Wingman has been great to make sure Wedge can still use Expertise. But aside from PS I feel Fenn is being wasted? M9G8 W/E is a beautiful combo tho, I love that.

5) Swapping Fenn to Ezra and putting on elusiveness keeps Ezra alive longer... in theory, still get coordinate, and frees enough points for VT when needed later on.

6) I almost feel like trying to swap out the Shuttle for an ARC would be something I would like to explore... but I feel it may neuter the list a bit too much?

Norra Wexley (29)
Push the Limit (3)
Weapons Engineer (3)
M9-G8 (3)
Alliance Overhaul (0)

Wedge Antilles (29)
Trick Shot (0)
Flight-Assist Astromech (1)
Integrated Astromech (0)

Jan Ors (25)
Trick Shot (0)
Twin Laser Turret (6)
Nien Nunb (1)

Total: 100

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Could that be dangerous enough? I feel Expertise on Wedge was so amazing I don't want to loose it....

Edited by Wiredin

I prefer your Ezra version to your Norra version, as you lose a lot on Wedge and Jan otherwise. However, I still think Fenn is particularly potent, not necessarily for PS, but rather for his ability. The potential to totally scramble an opponent's attack is very useful when you have a squad a 2 agility ships. Nonetheless, I see the value of Ezra, who is more survivable on his own and can roll.

I still really like this list type, and wish I had more time to practice it before regionals because I feel it is a very strong list, not meta redefining, but one that can keep up if flown well.

That being said, I'm thinking of another variant. The PS drops, but we add a fourth ship that also has mods on offense and defense. We still have the double locking M9G8 mechanic in there, but Jess/Wedge/Rebel Op all there to help with more damage output. The problem will be keeping them all together. FA is there strictly to break formation when it needs to happen.

Jess Pava (25)
Flight-Assist Astromech (1)
Integrated Astromech (0)

Wedge Antilles (29)
Trick Shot (0)
Flight-Assist Astromech (1)
Integrated Astromech (0)

Rebel Operative (16)
Twin Laser Turret (6)
Hera Syndulla (1)

AP-5 (15)
Weapons Engineer (3)
M9-G8 (3)

Total: 100

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