I write up some articles on theory craft for my group. There is an other guy in the group that does it too. We are going to have a little demo...
To continue with Paul’s discussion in Squad Building in X-wing Miniatures Part 3 of 4 I’m going to build an aggressor for Paul’s demo squadron, and we can have a little exhibition game. You recall from part 2 of his series Paul categorized the ships of X-Wing by their role in battle (Fighter, Escorts, Bombers, Command, and Generalist). He also talked little about the major features of each faction in part 1 . I would like to delve in to the Rebel faction and its capabilities.
I fully admit to being biased toward the “good guys”. What can I say. I love a heroic theme! As we have heard, the Rebels consist of two sub-factions, the Rebel Alliance and the Resistance. Many of the ships in these factions are much better together then apart. The Rebels very much rely on teamwork (another value I prize personally), and I would like to explore that. I am also going a bit into how some different upgrades can cause a ships to take on a different role.
For my squad I am going to go with two bombers and their escort. My list so far:
1 B/SF-17 Bomber, Crimson Squadron Pilot (not to be confused with the B-17 Flying Fortress, but you KNOW that’s what they were thinking!!) - 25 points, PS 1
1 Y-Wing, Dutch Vander “Gold Leader” - 23 points, PS 6
1 T-70, Red Squadron Veteran - 26 points, PS 4
Total: 74 points
So you will notice immediately, unlike Paul, I didn’t start thinking in terms of the type of ship I want to fly and then treat having a higher pilot skill for that ship as an upgrade. This is a great way of thinking about the game and I think it leads to some very strong squads. It is particularly good thinking when using the Imperial factions, who have many individually powerful ships. However, for playing Rebels, I find sometimes it pays to think of the mission you want to accomplish and then how to get do that. So that said, it is time to discuss the GREAT TRAP: Doing Too Much! Paul said it and I’ll say again: Don’t Try To Do Too Much! We’ll see how I do...
I call this squadron Targeting Help because my central theme to this squadron is I don’t want to spend all my actions on target locks all the time, and I want to cause a lot of damage! I think that’s simple enough, let see how I can do (and for those of you who clicked the link, let see how I got there).
So first I am going to say, I lied! I did start out thinking about one ship in particular I would like to play (two ships actually), first a B/SF Bomber has some great upgrade slots, its power to pack on the bombs is undeniable (I did not really didn’t get into bombers that much in this game until this ship). However, with its system and tech upgrade slots this bomber can take on a more generalist role of the spotter ship.
B/SF-17 Bomber, Crimson Squadron Pilot - 25
Accuracy Corrector - 3
Targeting Synchronizer - 3
Total: 31
With this build, I get a ship that doesn't care about its own firing solution because it can change all its attack dice to hits. So for 3 more points I take along a tech that lets me share out my target lock with other ships at range 1-2. So there’s 2 damage I am practically guaranteed to “roll” every turn this ship is alive. With 12 total hit points, that could be several turns!
The next ship I wanted to fly was an idea featured in the FFG preview article for the Phantom II , The “Chopp” Shop Y-Wing. This Y-Wing uses the Chopp Bot himself, Chopper, to create a regenerating Y-Wing that can increase the hits it can take by over 50%! More over it very thematically starts to fall apart as you shoot it, but somehow just won't die, very Y-Wingish, very Chopperish! The only thing about this Y-Wing is paired with the B/SF-17 Spotter I have above, there is not much synergy. Lot’s of HP, but two slow ships and one of them (the BTL-A4 Y-Wing) with has to turn to hit you. Y-Wings ain’t good at that turnin’ stuff! A smart opponent will shoot up the B/SF first while staying away from the Y-Wing. Thus not giving the Rebel pilot a chance to remove the BTL title, and use that turret! Thus, I tweaked it a bit:
Y-Wing, Dutch Vander - 23
Chopper - 1
Extra Munitions - 2
Bomb Loadout - 0
Twin Laser Turret (TLT) - 6
Guidance Chips - 0
Ion Bombs - 2
Total: 34
It a bit more than the 28 point FFG Chopp Shop Y-Wing, but for this build I get lots more synergy. First, it deprives me of a regen point, but I opted to leave off the BTL-A4 title. This way, I get to fly Dutch the way I want and use that TLT range to my best avantage. Also, I get to give my B/SF Spotter buddy a free target lock when I get mine. Now I have two target locks I can use on both my TLT attacks. Together with the 2 guaranteed hits the B/SF is giving me, here is 4 very likely hits per turn.
Now I have 35 points left in my 100 point build. Dutch is kind of the lynch pin in this squad. He is vulnerable to stress, but with the TLT and regen he still has a lot of fear factor. However I would like a slightly scary and somewhat reliable damage dealer to round out my squad and maybe present enough of a target to take the heat off Dutch. Enter Red Squadron Veteran:
T-70, Red Squadron Veteran - 26
R2 Astromech - 1
Pattern Analyzer (PA) - 2
Push the Limit (PTL) - 3
Integrated Astromech - 0
Total: 32
I considered several options including some higher level aces and some A-Wings. Ultimately I settled on the Red Vet and his/her T-70 because the ship has lots of power with 3 red dice, good life with effectively 7 hp using Integrated Astromech, and decent agility at 2 green dice. However, I think the real power in this build is the combo of R2 Astromech (R2-A), PTL, and PA. With this combo I should never miss an action for a red maneuver with PA. Also using PA and R2-A, I should be able to get some stress free uses of PTL. If a start stress free, I should end stress free if I execute a green maneuver and use PA to move my check stress step (see the discussion on the Wiki for more detail). R2-A gets me plenty of green maneuvers to choose from. Finally, by only using 32 of my remaining 35 points I get a “bonus” upgrade! I’ll pick Crossfire Formation (2 points) for my B/SF. As long as the B/SF is getting a free target lock from Dutch, he/she can take a focus action and make use of the focus result Crossfire Formation adds to his defensive roll as long as Red Vet is within range 1-2 of the shooter. Cool! More Cheap Synergy!!!
He is the final squad:
B/SF-17 Bomber, Crimson Squadron Pilot - 25
Accuracy Corrector - 3
Targeting Synchronizer - 3
Crossfire Formation - 2
Total: 33
Y-Wing, Dutch Vander - 23
Chopper - 1
Extra Munitions - 2
Bomb Loadout - 0
Twin Laser Turret (TLT) - 6
Guidance Chips - 0
Ion Bombs - 2
Total: 34
T-70, Red Squadron Veteran - 26
R2 Astromech - 1
Pattern Analyzer (PA) - 2
Push the Limit (PTL) - 3
Integrated Astromech - 0
Total: 32
Squad Total: 99
So there is a lot to digest here. I got synergy between Y-Wing and B/SF, also between the B/SF and the T-70. In pinch the Y-Wing can help out the T-70 too. I have a lynch pin in the Y-Wing, but first you have to get through his regen and in the meantime the T-70 and the B/SF are not to be ignored. Finally, you need a minimum of 27 hits to cut through my flight (and probably more than that). Is it too much? Not enough? Way out in left field picking daisies? We shall see.