Wedge and Wes still got it

By GameError, in X-Wing Battle Reports

Two of my favorite ships in this game are Wedge and Wes- I got into X-wing shortly before Wes came out, and so every time a new wave comes out, one of the first things I do is see if it makes those guys any better. This wave did.

My list was- Wedge with Flight-Assist, IA and Predator

Wes with Flight-Assist, IA and VI

Captain Rex

Fenn Rau with Adaptability and R3 Astromech. (I had two points to put on him, and was arguing over Pulsed Ray Shielding- I went with R3 because it was less of a commitment in playstyle, I think it worked out.)

I had a lot of success with variants of this list before, Wes at PS10 gives aces a hard time, they have difficulty completely avoiding his arc and tokening up just gives him more options. He also makes a lot of strong ships very sad- Vader, Omega Leader, Poe, all hate Wes and his token removal. Also, Wes clearing tokens means that Wedge's attack has a lot of capability to punch damage through. Flight-Assist was a huge help- it meant I had more control over initial positioning and that I wasn't forced to K-turn as often to stay in arc, often a hard turn and a boost or barrel roll would get me lined up fine.

Fenn Rau was extremely useful, mostly because I used him to give Wes Target-Locks (usually Wes doesn't do as much damage as Wedge, but with focus+Target Lock multiple rounds in a row he was laying some hurt down) but having him cripple an opponents shot saved my bacon a few times as well. Between Wes, Rex and Fenn, my opponent had a real hard time getting a concentrated offense going and almost never got to use tokens when they wanted to.

Rex tended to be the initial target- I placed him near the edge and my opponents gunned for him early, wanting to eliminate the threat of his condition and hoping to clear out the frailest ship first, so he worked a lot like a 12 points cheaper Biggs, exactly what I wanted. My first game was against 3x7 Defenders, Glaive, Vessery and Countess with PtL. Wes made it impossible for Vessery to get his ability off (although my opponent was using plastic target lock tokens that were green, so we had an amusing argument over whether Wes removed those, as his ability specifies BLUE target lock tokens.)

Rex only performed hard one's for the first 4 rounds, clogging up the lanes where the enemy wanted to k-turn into. He died on the fourth round, receiving the crit that makes hard turns red. Very appropriate. Following that, Wedge and Wes just cleaned house, doing massive damage into the Tie Defenders and using Flight Assist to stay on them or to get away to re-position. With the exception of Rex, I lost no ships.

My next match was tough- Thweek with AT, Mk2, Dalan with VI, Adv. Sen., AT and both titles, and Contracted Scout with title, Rage and Inspiring Recruit. Thweek snagged Wes's Pilot Skill, putting him at 10. I didn't like that- not used to flying against other PS10 ships.

He spread his guys out, Thweek on his left corner, Dalan somewhat near the middle and the Scout on his right- I placed Rex opposite the Scout and the other three opposite Thweek. Again, this opponent gunned towards Rex with Dalan and the Scout, hoping to take him out early. He had given me initiative, so he was counting on that to let him reposition Thweek out of my firing arcs, but Flight-Assist and some careful spacing meant Thweek was exposed without tokens, as a barrel roll didn't pull him out far enough, and then I forced a bump the next round, leaving Wedge a range 1 shot and that cleared out Thweek.

Around that point Rex got exploded, but he did his job, essentially trading him for Thweek. Following that, I gunned for the Scout, knowing that in the long run it would prove more dangerous- I out-PS'd Dalan, meaning his movement shenanigans weren't as dangerous as they could be, but the hyper-accurate turret of the Scout was a big deal. I ended up losing Wes, but I managed to take out the Scout, leaving just Dalan vs. Fenn and Wedge.

It dragged on for a while, nearly going to time, as even with modified shots, my die rolls were terrible for many rounds in a row, but my defense was on point and I often forced Dalan to boost or barrel roll just to keep shots or avoid an arc, so he rarely had tokens. Eventually I got a range 1, target-Lock+focus shot with Wedge into Dalan and he went down.

I still think X-wings are underperforming ships- the aces aren't very durable without a regen astromech (Wes died after only 3 shots, and I rolled decent defense. If it wasn't for Integrated, he would have died in 2) but those tack on the cost and limit your options. Flight Assist is a big deal though, and some kind of upgrade, like a Limited Astromech that gives you an additional Astromech slot, might be all the X-wings need to stay relevant. This list was a lot of fun, and it was really neat having two PS10's, a 9 and still room for an extra ship.

Starvipers are also pretty solid, Thweek's ability is great for ruining opponent's plans, but it's hard to justify running not Guri or FCS on them, as they have to spend their action to boost or barrel-roll so often, as their dial is kind of mediocre, they usually have no tokens anyways.

I love using Wedge and Wes (usually with a third x-wing) so it's nice to see someone else getting the same enjoyment (not to mention some success) with them.