Wes, Wedge, Fenn...Need to fill points

By toyship, in X-Wing Squad Lists

Hey all, getting back into X-wing after a decent break, haven't played since Wave-8 or so. Normally I play Scum, but I am digging the Sheathipede, particularly Fenn Rau, my Mandalorian bro. I have a couple of T-65s kicking around so I figured I would throw together a list. Basically I am aiming to deny tokens with Fenn Rau and Wes Janson (Wes shoots first!), and have Wedge mop up. I would be willing to swap Wedge out potentially. I don't play anything near to competitively but I might be tempted to try this in a local tourney at some point. Anyway. On to the list!

PS 10 - •Fenn Rau [26 Points]

Adaptability (Increase), Weapons Engineer [3 Points], •M9-G8 [3 Points]

PS 10 - •Wes Janson [32 Points]

Veteran Instincts [1 Points], Integrated Astromech, •R3-A2 [2 Points]

PS 9 - •Wedge Antillies [31 Points]

Selections: Integrated Astromech, •BB-8 [2 Points]

That brings me to 89 points, notably Wedge is without an EPT, and Fenn Rau could use a Modification potentially. That would then leave a few points for...Torpedoes? I guess? Any suggestions would be greatly appreciated.

Why dont you VI both Fenn and Wedge, Flight assist mech goes great on Wedge, makes him pretty manoeuvrable. You could add some Plasmas for shield stripping or Protons for that extra crit punch, maybe even a combo. Pulse ray shield can go on Fenn too for some added limited regen.

25 minutes ago, Archangelspiv said:

Why dont you VI both Fenn and Wedge, Flight assist mech goes great on Wedge, makes him pretty manoeuvrable. You could add some Plasmas for shield stripping or Protons for that extra crit punch, maybe even a combo. Pulse ray shield can go on Fenn too for some added limited regen.

I don't have VI on those two as that would make them both PS 11. With Fenn Rau that's not a super big deal, his ability works if he as the ship in arc, but with Wedge, Wes needs to shoot before him to strip tokens. I looked at Flight Assist Astromech for Wedge, I could totally see that over BB-8. I totally spaced Pulse Ray Shield! Good suggestion! Basically saving deciding on torpedoes for last, I want to make sure I have the points nailed down for the "needs". I was thinking of throwing something to modify dice on Wedge...Expertise?

Looking at the cards you're choosing, I'm wondering if you're working from a limited set and trying not to proxy? If so, just ignore what I'm suggesting below. With that out of the way:

That's a cool Fenn that I've been wanting to get the chance to fly for awhile now, but there's no reason he shouldn't be PS11 other than wanting Wes to shoot first. I get the logic, but Fenn's two dice, probably unmodified aren't likely to do too much anyway, but the ability to catch high PS ships in arc with an unexpected move is valuable given his ability, and there are lots of arc dodging 10s (Nym, Poe, missile Inquisitor) and 11s (Poe, Quickdraw, Vader etc.) around right now.

Stress Wes is a meta call, but personally I'm not so fond of it. It eats into his PS advantage by making him predictable amd removes any chance of post manoeuvre reposition from Flight Assist. If you expect a lot of expertise Wookiees or Quickdraws he might be useful, but personally I'd much rather FAA in this build to make sure he can use his ability on someone just about every turn.

Wedge is where you have the chance to spend some points. If you're committed to Wedge (and not Poe, who would be good in this role) consider R2-D2, VI and Engine Upgrade or Vectored Thrusters on Wedge. You give up IA, which truly sucks, but you gain Regen and PS11 reposition. Normally that's less than ideal on a ship like Wedge because your action efficiency is so poor, but in this case you're getting offensive rerolls from M9-G8 and potentially a semi regular coordinated focus from Fenn Rau when you really need it (like a plum range one shot set up via boosting or barrel rolling).

Of course, the problem with the changes I've outlined is that it totally changes the way you're thinking about the list. Wes is no longer token stripping to make ships easier to hit, because now he's shooting last. In this configuration, Wes becomes a defensive ship, stripping focus and target locks to prevent ships firing missiles at what are some pretty fragile aces, or just removing critical tokens to drop their offence (like Omega Leader's evade token to turn off Juke).

You're also at I think 96 points, which seems like a pretty substantial bid given the Pilot skills involved. A Proton torpedo on Wedge is less than ideal given the lack of guidance chips, and the fact that it eliminates your bid. But a Plasma might be okay, since all it's really doing is giving Wedge an initial range 3 shot with four dice instead of three, and no range bonus for your target. You might be more likely to flub it and waste the card, but you presumably would have "wasted" the shot anyway, and with an M9-G8 reroll, a coordinated focus and Wedges ability... Your odds of pushing some damage through seem good. And hey, an extra few points of MoV on a regen ace are rarely a bad thing.

The list: YASB

Edited by MacchuWA
fixed link

I have a very similar build that I've been wanting to try and think it could be pretty good. Main thing is you gotta be careful not too lose wedge or wes to early

The R's and W's, 99points:

Wedge

Adaptability, FAA, IA

Wes

VI, FAA, IA

Rau

ASTS, Inspiring Recruit, R2 Astromech, Pulsed Ray Shield

Rex

I actually think the most interesting changes you could make here are on Rau. Lots of ways you could build him out, unsure yet what the best way is. Right now I think ASTS opens up his coordinate action while allowing a bit of damage modification, IR and R2 support his ability, and PRS adds back some survivability.

I was also thinking about squeaking on Swarm Tactics onto Rau which would allow Rex to shoot earlier and perhaps save a bit of damage on the initial engagement. Ultimately this build will win through opponent debuff and steady damage on your part.

To that end the best way to fly this is to probably split up and come at your opponent from 3+ different angles. Though an occasional joust may be required, and you could probably come out on top due to the damage debuffs...hopefully. In general I think coordinating Wedge for a focus token while he takes a target lock will be your bread and butter combo. Also, don't be too afraid of losing Rau (but still be a little afraid) because that means you will still have Wes and Wedge for your endgame which is what you want.

Edited by Gibbilo

I like outmaneuver and vectored thrusters on Wedge. VI on Wes. Wes fires first, stripes tokens, Fenn fires to further damage an opponent and then Wedge comes in and fires on them with reduced agility.

How about this build?

Wes Wedge Fenn (100)

Fenn Rau (Sheathipede) — Sheathipede-class Shuttle 20
Push the Limit 3
Tail Gunner 2
R5-P9 3
Ship Total: 28
Wes Janson — X-Wing 29
Veteran Instincts 1
R2-D2 4
Integrated Astromech 0
Ship Total: 34
Wedge Antilles — X-Wing 29
Outmaneuver 3
BB-8 2
Engine Upgrade 4
Ship Total: 38
3 hours ago, Gibbilo said:

I have a very similar build that I've been wanting to try and think it could be pretty good. Main thing is you gotta be careful not too lose wedge or wes to early

The R's and W's, 99points:

Wedge

Wes

Rau

Rex

I actually think the most interesting changes you could make here are on Rau. Lots of ways you could build him out, unsure yet what the best way is. Right now I think ASTS opens up his coordinate action while allowing a bit of damage modification, IR and R2 support his ability, and PRS adds back some survivability.

I was also thinking about squeaking on Swarm Tactics onto Rau which would allow Rex to shoot earlier and perhaps save a bit of damage on the initial engagement. Ultimately this build will win through opponent debuff and steady damage on your part.

To that end the best way to fly this is to probably split up and come at your opponent from 3+ different angles. Though an occasional joust may be required, and you could probably come out on top due to the damage debuffs...hopefully. In general I think coordinating Wedge for a focus token while he takes a target lock will be your bread and butter combo. Also, don't be too afraid of losing Rau (but still be a little afraid) because that means you will still have Wes and Wedge for your endgame which is what you want.

I think this makes a lot of sense to me.

Wes and Rau kind of duplicate a similar thing: they counter tokens. If you're using them against the same ship, there's some overlap, and I personally would be more inclined to fly Poe over Wes, since I think he'd hit harder personally and be a bit tougher.

However, Wes is cheaper, and that'd allow a potential 4th ship. To me, I think that's the way to go. But that's mostly based on what I like to fly. Even if I think Wes and Fenn Rau is a bit redundant, redundancy is another word for consistency, which is often something great to accomplish.

10 hours ago, toyship said:

PS 10 - •Fenn Rau [26 Points]

Adaptability (Increase), Weapons Engineer [3 Points], •M9-G8 [3 Points]

PS 10 - •Wes Janson [32 Points]

Veteran Instincts [1 Points], Integrated Astromech, •R3-A2 [2 Points]

PS 9 - •Wedge Antillies [31 Points]

Selections: Integrated Astromech, •BB-8 [2 Points]

Are you dead set on Wedge? VI+FCS+R2D2 Corran Horn is 42pts. Nothing Corran likes more than ships with no tokens. Ive been flying Corran/Fenn/Lowhhrick and just wrecking things.

Some really great ideas in here guys, thanks alot for the replies. I especially love the addition of Rex to the mix, more control over what the opponent gets to do is good, plus the added ship is nice. (Even if it is just a TIE Fighter). I plan on proxying all of these lists to try out here over the next week to start to get a feel for what needs changed or dropped.

21 minutes ago, wurms said:

Are you dead set on Wedge? VI+FCS+R2D2 Corran Horn is 42pts. Nothing Corran likes more than ships with no tokens. Ive been flying Corran/Fenn/Lowhhrick and just wrecking things.

I am not 100% dead set on Wedge, I just have the T-65s and no E-Wing or T-70s as this is my first foray into Rebels, I normally play Scum. I would be willing to give him a shot for sure, I will add an E-wing to my cart.

10 hours ago, MacchuWA said:

Looking at the cards you're choosing, I'm wondering if you're working from a limited set and trying not to proxy? If so, just ignore what I'm suggesting below. With that out of the way:

That's a cool Fenn that I've been wanting to get the chance to fly for awhile now, but there's no reason he shouldn't be PS11 other than wanting Wes to shoot first. I get the logic, but Fenn's two dice, probably unmodified aren't likely to do too much anyway, but the ability to catch high PS ships in arc with an unexpected move is valuable given his ability, and there are lots of arc dodging 10s (Nym, Poe, missile Inquisitor) and 11s (Poe, Quickdraw, Vader etc.) around right now.

Stress Wes is a meta call, but personally I'm not so fond of it. It eats into his PS advantage by making him predictable amd removes any chance of post manoeuvre reposition from Flight Assist. If you expect a lot of expertise Wookiees or Quickdraws he might be useful, but personally I'd much rather FAA in this build to make sure he can use his ability on someone just about every turn.

Wedge is where you have the chance to spend some points. If you're committed to Wedge (and not Poe, who would be good in this role) consider R2-D2, VI and Engine Upgrade or Vectored Thrusters on Wedge. You give up IA, which truly sucks, but you gain Regen and PS11 reposition. Normally that's less than ideal on a ship like Wedge because your action efficiency is so poor, but in this case you're getting offensive rerolls from M9-G8 and potentially a semi regular coordinated focus from Fenn Rau when you really need it (like a plum range one shot set up via boosting or barrel rolling).

Of course, the problem with the changes I've outlined is that it totally changes the way you're thinking about the list. Wes is no longer token stripping to make ships easier to hit, because now he's shooting last. In this configuration, Wes becomes a defensive ship, stripping focus and target locks to prevent ships firing missiles at what are some pretty fragile aces, or just removing critical tokens to drop their offence (like Omega Leader's evade token to turn off Juke).

You're also at I think 96 points, which seems like a pretty substantial bid given the Pilot skills involved. A Proton torpedo on Wedge is less than ideal given the lack of guidance chips, and the fact that it eliminates your bid. But a Plasma might be okay, since all it's really doing is giving Wedge an initial range 3 shot with four dice instead of three, and no range bonus for your target. You might be more likely to flub it and waste the card, but you presumably would have "wasted" the shot anyway, and with an M9-G8 reroll, a coordinated focus and Wedges ability... Your odds of pushing some damage through seem good. And hey, an extra few points of MoV on a regen ace are rarely a bad thing.

I appreciate the well thought out response. Which is better for Wedge, Boost or Barrel roll? If I take the Vectored thrusters I can sneak Pulsed Ray Shield onto Fenn, is it worth the tradeoff? That way both Wedge and Fenn have a bit of regeneration to help with the fact that they are only 5hp ships.

5 hours ago, Gibbilo said:

I have a very similar build that I've been wanting to try and think it could be pretty good. Main thing is you gotta be careful not too lose wedge or wes to early

The R's and W's, 99points:

Wedge

Adaptability, FAA, IA

Wes

VI, FAA, IA

Rau

ASTS, Inspiring Recruit, R2 Astromech, Pulsed Ray Shield

Rex

I actually think the most interesting changes you could make here are on Rau. Lots of ways you could build him out, unsure yet what the best way is. Right now I think ASTS opens up his coordinate action while allowing a bit of damage modification, IR and R2 support his ability, and PRS adds back some survivability.

I was also thinking about squeaking on Swarm Tactics onto Rau which would allow Rex to shoot earlier and perhaps save a bit of damage on the initial engagement. Ultimately this build will win through opponent debuff and steady damage on your part.

To that end the best way to fly this is to probably split up and come at your opponent from 3+ different angles. Though an occasional joust may be required, and you could probably come out on top due to the damage debuffs...hopefully. In general I think coordinating Wedge for a focus token while he takes a target lock will be your bread and butter combo. Also, don't be too afraid of losing Rau (but still be a little afraid) because that means you will still have Wes and Wedge for your endgame which is what you want.

This is definitely an interesting take, different yet similar from what my original idea was, definitely plan on trying this version out as well. I appreciate the tactical advice as well, as I haven't flown Rebels since I bought the core game. Ha!

2 hours ago, Pooleman said:

How about this build?

Wes Wedge Fenn (100)

Fenn Rau (Sheathipede) — Sheathipede-class Shuttle 20
Push the Limit 3
Tail Gunner 2
R5-P9 3
Ship Total: 28
Wes Janson — X-Wing 29
Veteran Instincts 1
R2-D2 4
Integrated Astromech 0
Ship Total: 34
Wedge Antilles — X-Wing 29
Outmaneuver 3
BB-8 2
Engine Upgrade 4
Ship Total: 38

Yet another fun looking build, and as has been said, Fenn Rau has so many interesting options. I will definitely give this a shot as well, I appreciate the reply!

So, these pilots have endless options. I fully agree that Wes needs to shoot before Wedge - not necessarily before Fenn, but might as well. So, Wes needs VI. IA is basically glued on T-65s, and honestly, I think their best Astro is the Flight Assist Astro. Those 2 upgrades (FAA/IA) can go on both Wes and Wedge.

As a pilot, I think Wedge loves Expertise. Between that and the M9 reroll, he has basically fully modded shots, and can focus defensively - the FAA helps him keep arc.

Besides WE/M9, I like the idea of Wingman on Fenn, as then he can reactivate Expertise is Wedge needs to pull a red. That leaves you with your choice of Torp on someone (probably Wedge).

Wedge Wes Fenn (99)

Wes Janson — X-Wing 29
Adaptability 0
R2-D2 4
Integrated Astromech 0
Ship Total: 33
Wedge Antilles — X-Wing 29
Outmaneuver 3
BB-8 2
Engine Upgrade 4
Ship Total: 38
Fenn Rau (Sheathipede) — Sheathipede-class Shuttle 20
Outmaneuver 3
Tail Gunner 2
R5-P9 3
Ship Total: 28

I ran this list tonight. All pilots at PS 9 so you have flexibility with activation. Several times I was able to use the coordinate action to boost Wedge so that his ability and outmaneuver would trigger. And with outmaneuver and tailgunner on Fenn it helped to offset his low primary skill. The only issue is the generally low hit points for all ships. I was thinking about swapping tail gunner for recon specialist to enable better use of R5-P9. And perhaps swapping outmaneuver for PTL on Fenn.