Best Rebel Support Ship

By Belphegor07, in X-Wing

Got a list im thinking about but need to decide whats the best support ship to fill the list out but also help the main damage dealers out.

T/70 X-wing: Ello Asty (30 + 5)
+ Veteran Instincts (1)
+ Flight-Assist Astromech (1)
+ Primed Thrusters (1)
+ Autothrusters (2)
T/70 X-wing: Poe Dameron (33 + 8)
+ Veteran Instincts (1)
+ BB-8 (2)
+ Advanced Optics (2)
+ Black One (1)
+ Autothrusters (2)

So this leaves me with 24 points free and im not quite too sure who's best places to help the T-70s do there job. Heres my thoughts

Option 1

Sheathipede-class Shuttle: Fenn Rau (20 + 3)
+ Adaptability (0)
+ "Chopper" (1)
+ Courier Droid (0)
+ Phantom II (0)
+ Vectored Thrusters (2)

Fenn's ability will be a big help. Vectored Thrusters help keep things in arc and Chopper and all the 0 point rubbish to keep him alive a little longer

Option 2

Sheathipede-class Shuttle: AP-5 (15 + 5)
+ R2-D2 (4)
+ Inspiring Recruit (1)

With the rise once again of the Stresshog and the far nastier Ezra stress machine, this could keep T-70s free to do there job. If im right, inspiring recruit works on AP-5s ability. Plus helps remove stress he gains and R2-D2 will make those greens even more useful

Option 3

Captain Rex but dont know what would be optimal build for him

Option 4

TIE Fighter: Ahsoka Tano (17 + 6)
+ Veteran Instincts (1)
+ Sabine's Masterpiece (1)
+ Captured TIE (1)
+ Rey (2)
+ Black Market Slicer Tools (1)

Could go with feedback array but feel that i should have a bid to try and move last. Is ashoka method of giving out actions now out done by Sheathipede-class Shuttle?

These are my ponderings but open to suggestions and would love to hear some feedback

If you make Fenn do anything other than coordinate he's not really supporting. Fenn with plain R2 and Operations Specialist is amazing. He's going to miss with his 2 unmodified reds, and if he coordinated first then he's doing two support things per turn instead of one.

This probably belongs in the "squad lists" subforum, but I like option A. Though I'd probably drop Ello to Jess to give regen to Poe and better options on Fenn.

Btw, I don't know that Fenn can take Phantom II without having the Ghost in the list. It doesn't have a 0 point cost like the Ghost, it has (-) and equipping it is an instruction on the Ghost card. I could be wrong though.

Put on Flight Assist Astro on Fenn instead of Vector Thrusters. It will ensure you get arcs, give you a boost option, AND keep your action open, all for 1 less pt.

Fenn + VI, FAA, and Pulsed Ray Shield.

Coordinate at PS 11 can be very helpful to your X-wings.

Thanks for the advise, looks like Fenn is the way to go. Will replace what i had with stuff to keep my actions free to coordinate as suggested

14 hours ago, GreenLantern1138 said:

If you make Fenn do anything other than coordinate he's not really supporting. Fenn with plain R2 and Operations Specialist is amazing. He's going to miss with his 2 unmodified reds, and if he coordinated first then he's doing two support things per turn instead of one.

Three things, if you count his pilot ability.

If you have 24 free points I would definitely go with Fenn Rau.

Besides nerfing the other guy, this 24 point version can give someone a free evade every turn:

Fenn Rau (Sheathipede) 20
Wired 1
Jan Ors 2

R2 Astromech 1

5 hours ago, Incard said:

Three things, if you count his pilot ability.

You're absolutely right. I forgot all about that.

4 hours ago, Boba Rick said:

Besides nerfing the other guy, this 24 point version can give someone a free evade every turn

Great idea. I love Jan.

The other thing I've had success with is giving Fenn an R3 astromech. They're usually terrible (just bad) but on a ship that's pretty much guaranteed to do no damage anyway it's not a problem. Plus your support ship will probably get focussed down, so evade tokens help.