Thinking about a new fighter build for epic (T-70)

By Mackaywarrior, in X-Wing Squad Lists

So we all know how great The Red Squadron pilot in his T-65 is in epic. At a cheap build, they are quite the 24 point force to be reckoned with. But always looking to push the boundaries I started to toy with this build for epic:

Red Squadron Veteran (26)
Adaptability (0)
Targeting Astromech (2)
Advanced Optics (2)
Integrated Astromech (0)

Total: 30

7 hits to kill. Can hit like a semi-truck in the first engagement. Plus has boost and can get a TL on a red maneuver. I'm a little worried about the cost but I think if it has some support it could be a very strong in epic.

Thoughts? I should be flying it as a replacement for my B-Wings sometime this week which means the T-70s will have T-65s and A-wings flying with them.

Below is the list I am thinking about flying and below that is my normal epic list:

New:

https://geordanr.github.io/xwing/?f=Rebel Alliance&d=v4!e!63:76,146,66,-1,-1:10:22:;2:-1,7:-1:20:;2:-1,7:-1:20:;2:-1,7:-1:20:;2:-1,7:-1:20:;177:27,-1,163,254:-1:20:;177:27,-1,163,254:-1:20:;177:27,-1,163,254:-1:20:;31:140,72:7:15:U.170;31:140,72:7:15:U.170;31:140,72:7:15:U.170&sn=Unnamed Squadron&obs=

Old:

https://geordanr.github.io/xwing/?f=Rebel Alliance&d=v4!e!63:76,-1,66,-1,-1:10:22:;2:-1,7:-1:20:;2:-1,7:-1:20:;2:-1,7:-1:20:;2:-1,7:-1:20:;43:-1,22,-1,-1:-1:-1:;43:-1,22,-1,-1:-1:-1:;43:-1,22,-1,-1:-1:-1:;31:170,72:7:-1:U.140;31:170,72:7:-1:U.140;31:170,72:7:-1:U.140;31:170,72:7:-1:U.140&sn=Unnamed Squadron&obs=

Edited by Mackaywarrior
13 hours ago, Mackaywarrior said:

Red Squadron Veteran (26)
Adaptability (0)
Targeting Astromech (2)
Advanced Optics (2)
Integrated Astromech (0)

Total: 30

7 hits to kill. Can hit like a semi-truck in the first engagement. Plus has boost and can get a TL on a red maneuver. I'm a little worried about the cost but I think if it has some support it could be a very strong in epic.

Thoughts? I should be flying it as a replacement for my B-Wings sometime this week which means the T-70s will have T-65s and A-wings flying with them.

Below is the list I am thinking about flying and below that is my normal epic list:

Good:

  • You can talon roll or koiogran turn and still` get a target lock
  • PS5 is going to get your hit in first against most generics
  • 6 hits plus Integrated Astromech means you'll take a fair punch to bring down.

Bad:

  • Advanced Optics is not so great - Advanced Optics/Comms Relay rely on a 'charge up' turn before combat that you probably won't have - with opponents deploying at up to range 2 into the board, and Lieutenant Dormitz a very reasonable buy as part of an epic squad, you can be taking fire - even range 1 fire - in the first turn.
  • By comparison, Hyperwave Comm Scanner not only offers a massive deployment advantage but overlapping comm scanners can provide a redonculous amount of free focus and evade tokens for the first turn of combat.
5 minutes ago, Magnus Grendel said:

Good:

  • You can talon roll or koiogran turn and still` get a target lock
  • PS5 is going to get your hit in first against most generics
  • 6 hits plus Integrated Astromech means you'll take a fair punch to bring down.

Bad:

  • Advanced Optics is not so great - Advanced Optics/Comms Relay rely on a 'charge up' turn before combat that you probably won't have - with opponents deploying at up to range 2 into the board, and Lieutenant Dormitz a very reasonable buy as part of an epic squad, you can be taking fire - even range 1 fire - in the first turn.
  • By comparison, Hyperwave Comm Scanner not only offers a massive deployment advantage but overlapping comm scanners can provide a redonculous amount of free focus and evade tokens for the first turn of combat.

But you still lose the tokens you get from comm scanner at the end of the first round. don’t you?

Edited by Mackaywarrior

Yes, you do.

What I mean is that in epic:

  1. There is often no "before the shooting starts round"
  2. You can often be right in the action from turn one
  3. With 300+ points of stuff on the board, ships die rapidly rather than just lose the odd hit point

As a result, spending points on increasing your punch in the first engagement rather than 'charge-up' abilities is often a better use of your resources.