Unstoppable Wullffarroo

By wurms, in X-Wing Squad Lists

Wullffwarro (30)
Marksmanship (3)
Finn (5)
Maul (3)
Vectored Thrusters (2)

Lowhhrick (28)
Draw Their Fire (1)
Rey (2)
C-3PO (3)

Ezra Bridger (Sheathipede) (17)
Elusiveness (2)
Inspiring Recruit (1)
M9-G8 (3)

Total: 100

View in Yet Another Squad Builder

Ive had a love/hate relationship with Wullf. An ability that gives him Whisper and Ghost primary dice in 180 arc, but why the **** would your opponent attack him and not just leave him at a 3 dice primary until necessary?

So, we need to make him a reason to be attacked, but not easily killable. Enter Finn crew. Some people have dabbled here with LW/Rey/Finn. The problem is Wullf is by himself, and rey is shutdown now with HSCP and rebel Fenn.

So, I present one of the worse cards in the game that tears through rebel Fenn/Sensor Jammer/and absolutely loves ships with 10 hull - Marksmanship. Triggered by Ezra (thanks buddy). If Wullf isnt getting shot at, he can Marksmanship himself. If he is getting shot at, he reinforces and Ezra marksmanships. Easy peasy.

Wullf is firing 4/5 dice every round modded by m9 and maul (up to two dice thanks to inspiring recruit). Shooting him first slowly drains his HP and triggers his ability. Or go after Low/Ezra and continue to get pounded by Wullf.

1 game in so far and 100-0 a double gunboat,Backdraft, Omega Ace. Nothing to get too excited about, but the potential was there. They made the mistake of going after Ezra first. Ezra loss 1 shield from double Harpoons, lol. And Wullf loss a total of two shields. Imperials were exploding like every other round. Contemplating adaptability Fenn over Ezra to give Wullf a PS10 barrel roll.

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Critics: "Just take Miranda" -_-

Edited by wurms

Continue contemplating on the shuttle. Why did you go with Ezra instead of one of the others? AP-5 could also be pretty good with his ability, but low ps gives you very little info while Fenn is ridiculously cheap for the ability to give late activation actions.

Marksmanship still seems utterly redundant when you could have maul + Ezra. The added blank from Finn is imo nowhere near worth the 8 points you're pouring into the Finn marksmanship combo.

Woth Maul + Ezra, you'd even have an ept open for something like VI and you don't need actions at all so your barrelrolling becomes even more effective.

At that point, who cares if the opponent ignores Wulf when he's flinging crits in their face?

Also don't think that's the best Ezra config. I'd use the four points you save off of Finn (assuming you give Wulf VI) to either outfit him for stress (snapshot r3a2 tactician) or port m9g8 onto Ap5 or Fenn who's abilities will be more useful.

Consider weapons' engineer to buff both wookies at the same time

Edited by ficklegreendice

I've flown Maul/Ezra Wullffwarro, with VI and Engine Upgrade, but he seemed kinda too easy to ignore. He's just 3 fairly consistent red dice, and my opponent probably never shot him. I think I won in the end, but not because my opponent didn't target Wullff early.

This might make him enough of a threat that folks actually attack him. Going from 3 to 4 dice (essentially) a turn is a big step up. How much of a benefit did M9-G8 have on Wullff? With Maul and Inspiring Recruit there, I'd guess the marginal reroll isn't *that* important, considering that Lowhhrick could benefit from it greatly himself. But then that might shift priority away from Wullff.

The list looks like fun, although, as you said, just take Miranda.

@ficklegreendice My bro and I have tested maul ezra on wullf and its the problem of people not focusing him down. We tested alot. So, its a good combo but wasted on wullf, we eventually just dropped down to a Liberator with selflessness, ezra, maul and that tears **** up. My bro almost made top8 at regionals with this build. 4-1 before losing his last game and missing top8 cut.

Having Finn gives wullf 4 dice, fully modded in 180 arc. Cant ignore that. People bring in jan ors HWK for that kind of power. Not too mention better chance to hit, losing stress from maul.

@nitrobenz I brought in ezra for his survivability. Elusiveness, his ability, dtf, and low makes him hard AF to kill. Reroll a hit, and its 3/8 chance to dmg him cuz if it turns into a crit, dtf that sucker. Add on m9g8 defensively against a ship like Miranda TLT. As long as ezra lives, wullf gets marksmanship and reinforce.

More testing to be done! Worried about kylos and hard hitters luke expertise rey.

@theBitterFig in the game i played m9 was great as my red dice were crap and m9 tells you to maul or not to maul.

At range 1 I rolled eye, 3 blanks, add finn blank. Ouch. Well, I m9 one blank and it turns into a hit, so now I have a hit and crit (eyeball from marskmanship) on a 2 agility gunboat. I have 3 blanks remaining to roll. Im in position to do a green move next turn, so I reroll all three remaining blanks and get two eyeballs and a blank and the eyballs turn to hits. So i now have 3 hits and a crit from an eyeball and 4 blanks. I receive 3 stress, but I lose two (inspiring recruit) and do a green next round.

When the game was down to backdraft and a gunboat left. Ezra locked backdraft and made him reroll any hits, since low could dtf his crit.

The problem with Finn on Wulfy is that, realistically, he's gonna roll one of his own blanks that would need rerolling. Without a TL, its not worth it. Ezra is good, but he's better going full stresshog (Gunner, Snap Shot) imo. I don't think you need M9

With m9,maul,and inspiring recruit, you can reroll three dice and end with zero stress as long as you hit, 5 dice if you really need to kill something (m9 for one, inspiring recruit/maul erases two, then next round do a green and remove the last two stress).

Its just a pounding of really deadly attacks until ezra is taken off the board.

Wish I could play it more and try everything...but 2.0