Original Trilogy Tournament

By Nikolishin, in X-Wing Squad Lists

I going to a Original Trilogy Tournament, where the only ships allowed are:

Rebels:
X-wing, Y-wing, B-wing, A-wing, U-wing, Millenium Falcon

Empire:
TIE Fighter, TIE Advanced, TIE Interceptor, TIE Bomber, TIE Striker, Firespray, Lambda Shuttle

Scum:
Y-wing, Firespray

I'm considering this list (below), but do not know if it's good enough?

Blue Squadron Pilot (22)
Collision Detector (0)
Tractor Beam (1)

Blue Squadron Pilot (22)
Collision Detector (0)
Tractor Beam (1)

Blue Squadron Pilot (22)
Collision Detector (0)
Tractor Beam (1)

Wedge Antilles (29)
Veteran Instincts (1)
Flight-Assist Astromech (1)
Integrated Astromech (0)

Total: 100

View in Yet Another Squad Builder

Purely in terms of jousting and maneuvreability the humble rookie x-wing is slightly better than the b-wing as long as you have an integrated Astromech. Wes Janson is far and away the best pilot imo.

That said it looks strong, just don’t be too tempted to tractor beam when you could be pumping real damage in.

12 minutes ago, Estarriol said:

That said it looks strong, just don’t be too tempted to tractor beam when you could be pumping real damage in.

I ALWAYS go for real damage! ;) But thanks

Wedge is solid, nice mobile heavy hitter. If you've got more copies of Flight Assist Astromech and the Integrated Astromechs, putting them in basic X-Wings is great. A Flight Assist X-Wing is way better than a B-Wing, I think a B-Wing is about equal to an X-Wing with Integrated and an R2 or R5 Astromech.

Another solid piece is a Rookie Pilot with R3-A2, for some mild stress control. Same 23 points as a B-Wing.

I don't like the Tractor Beams, but mostly becaues of PS 2. If you went with PS 4 ships, the ability to toss an enemy onto a rock to deny a shot and then to pick them apart with other attacks, I could see that. However, that doesn't really leave points for a Wedge.

Going for four solid ships like this is probably a great way to play. I think most folks are generally unready to deal with lots of 3-dice attacks, and Wedge should be able to do decently against any aces out there, between his pilot ability reducing agility and the PS 11/FAA helping him get shots.

//

If I was doing something else, I'd consider the named Y-Wings with Ion Cannon Turrets, and Wedge as above. That'd be some nasty ion control, with Wedge able to pick apart whoever else is there, and get TLs from Dutch for Focus/TL shots with his nasty agility-reduction. It'd be easy to toss on some Torpedos on the other ships, and take advantage of the potent Guidance Chips. Even Flechette Torpedos can be pretty reasonable on someone like Horton Salm. 3-dice + GC + blank rerolls is going to hit a lot harder than his primary attack, and can provide good fuel for Chopper perhaps.

Personally, I would drop the tractor beams in order to put Expertise on Wedge.

I'm considering this list, but I do not know if it has enough defence/hulls:

Wes Janson (29)
Veteran Instincts (1)
Flight-Assist Astromech (1)
Integrated Astromech (0)

Wedge Antilles (29)
Expertise (4)
Flight-Assist Astromech (1)
Integrated Astromech (0)

Luke Skywalker (28)
Draw Their Fire (1)
R2-D2 (4)
Integrated Astromech (0)

Total: 98

View in Yet Another Squad Builder

My concern is this:

  • Wedge and Wes are - not precisely 'arc dodgers' (because you can use Flight Assist to line up a shot, but rarely to avoid one) but 'highly manoeuvrable fighters'. Luke is not. But R2-D2 and Draw Their Fire suggests you want to put the other two in formation with him, which is not a great plan.

Comments and suggestions:

  • Veteran Instincts Wes is cool and his default elite upgrade because he wants to fire before the rest of your squad (and ideally before the enemy to strip a target lock off (say) a PS9 enemy with missiles.
    • If you desperately need an extra point, you could always drop to adaptability and risk taking a PS10 missile or torpedo.
  • Expertise Wedge.....hmm. I'd probably prefer Predator.
    • Without torpedoes, the difference between a 'full modifier' like expertise and a 'one die modifier' like predator is pretty limited.
    • Predator will keep working if you koiogran, or if you're hit with stress from R3-A2, tactiicans, or similar.
    • If you focus for your action, you can spend it on your attack for focus + rerolls or spend it defensively. If you take expertise, you either focus (to boost your defense) or target lock (to boost your offense with double modifiers); you no longer have the ability to 'hedge your bets' when not sure if you'll be taking return fire or not.
    • It also saves a point.
    • If you have some spare points, if you don't want your initiative bid, you could do worse than a plasma torpedo - a plasma torp with expertise provides a nice punch against a fat YT-1300 (especially since Wedge's ability also denies your opponent C-3PO) or Palpatine in a Lambda.
  • Draw Their Fire Luke
    • As noted, you don't want to nail the two Flight Assist Astromech, High PS aces to a range 1 bubble of the guy with no repositioning abilities.
    • Especially when he's only drawing off criticals, so it's not reliable protection
    • Especially, especially when he's not that tough at (effectively) 6 hit points.
    • I would strongly recommend experimenting with Lone Wolf. Luke with Lone Wolf is incredibly tough for his cost and apparent statline, and can operate split off from the other two ships
Edited by Magnus Grendel
5 minutes ago, Magnus Grendel said:

My concern is this:

  • Wedge and Wes are - not precisely 'arc dodgers' (because you can use Flight Assist to line up a shot, but rarely to avoid one) but 'highly manoeuvrable fighters'. Luke is not. But R2-D2 and Draw Their Fire suggests you want to put the other two in formation with him, which is not a great plan.

Comments and suggestions:

  • Veteran Instincts Wes is cool and his default elite upgrade because he wants to fire before the rest of your squad (and ideally before the enemy to strip a target lock off (say) a PS9 enemy with missiles.
    • If you desperately need an extra point, you could always drop to adaptability and risk taking a PS10 missile or torpedo.
  • Expertise Wedge.....hmm. I'd probably prefer Predator.
    • Without torpedoes, the difference between a 'full modifier' like expertise and a 'one die modifier' like predator is pretty limited.
    • Predator will keep working if you koiogran, or if you're hit with stress from R3-A2, tactiicans, or similar.
    • If you focus for your action, you can spend it on your attack for focus + rerolls or spend it defensively. If you take expertise, you either focus (to boost your defense) or target lock (to boost your offense with double modifiers); you no longer have the ability to 'hedge your bets' when not sure if you'll be taking return fire or not.
    • It also saves a point.
    • If you have some spare points, if you don't want your initiative bid, you could do worse than a plasma torpedo - a plasma torp with expertise provides a nice punch against a fat YT-1300 (especially since Wedge's ability also denies your opponent C-3PO) or Palpatine in a Lambda.
  • Draw Their Fire Luke
    • As noted, you don't want to nail the two Flight Assist Astromech, High PS aces to a range 1 bubble of the guy with no repositioning abilities.
    • Especially when he's only drawing off criticals, so it's not reliable protection
    • Especially, especially when he's not that tough at (effectively) 6 hit points.
    • I would strongly recommend experimenting with Lone Wolf. Luke with Lone Wolf is incredibly tough for his cost and apparent statline, and can operate split off from the other two ships

Thanks for the input(s) - For this tournament, I consider an X-Wing list (preferably with named pilots), or a TIE bombs list (which you also helped (and thanks)), or as really Dark Horse; Vader, Soontir & Palpshuttle list.

My idea with a old school BBBB list, is put to the grave... ;)