E-Wing (Corran) with Chopper (Astromech)

By ScottishHULK, in X-Wing Squad Lists

Hey guys, I have been playing x wing for about 6 months now with a couple of my friends. I was theorizing builds today and thought about the E-Wing with the astromech version of Chopper.

Corran Horn 35pt

- Chopper (astromech) 1pt

-minefield mapper 0pt

-adaptability 0pt

-guidance chip 0pt

= 36 pts

Which essentially gives you a small base fighter with 3 attack, 3 evade, 2 hull and in theory 6 shields (8hp) which can evade and barrel roll. All this for 28-36 pts depending on your pilot choice. Does this make the expensive cost E wing more usable?

Thoughts? Ideas?

I dont think its a bad idea. You can run him with a phantom to coordinate and still give Corran an action as well. Id even deck him out a lil more and add vi, fcs, and whichever mod you prefer. That way you still have a decked out Corran until you need to burn cards.

I like that thought. My initial squad build for what I'm calling "The Chop Shop" was as follows:

Corran Horn

-guidance chips 0pts

-adaptability 0pts

-minefield mapper 0pts

-chopper (astromech) 1pt

Lowhhrick

-adaptability 0pts

-wookie commandos 1pt

A Wing Prototype Pilot

-vectored thrusters 2pts

-chardaan refit -2pts

A Wing Prototype Pilot

-vectored thrusters 2pts

-chardaan refit -2pts

I thought that the A wings would act as both annoying nats and cannon fodder while Lowhhrick and Corran could work together and mess some stuff up. But after your coordinate suggestion I thought of the following list, which seems to have more synergy and bite.

Corran Horn

-guidance chips 0pts

-veteran instincts 1pt

-fire control system 2pts

-plasma torpedoes 3pts

-chopper (astromech) 1pt

Lowhhrick

-vectored thruster 2pts

-veteran instincts 1pt

-wookie commandos 1pt

Fenn Rau

-pulsed Ray shield 2pts

-recon specialist 3pts

-r2 astromech 1pt

I figured Fenn can coordinate Corran which will help him and Fenns ability can also help Corrans attacks be even more devastating. Lowhhrick is helpful to both pilots keeping them alive. The R2 astromech will help with Fenns ability making him more agile and harder to predict when he puts his ability to use. I fell that running the "Chop Shop" is gonna fun.

Any and all in put would be very much appreciated.

If all of your actions are tied up in recovering shields, how are you going to benefit from his offensive potential? I think FCS is worth two points on top of what you have to at least give yourself one way to modify your dice.

Since chopper requires actions to recover shields you are going to need some way to maintain action economy, otherwise chopper becomes no better than taking the evade action every turn.

PTL or experimental interface can help keep up the action economy, but that limits you to green maneuvers... at which point you are probably better off taking r2d2 and reaping the benefits of two actions a turn.

Might be viable if you can work ashoka or a phantom II into the list to grant the extra actions... otherwise the extra hp will be largely meaningless as you'll pay too much for it in terms of action economy.