ABXY list?

By drail14me, in X-Wing Squad Lists

I want to take 1.0 out in Original Trilogy style. Thinking of running this list at a few upcoming events.

ABXY

(19) Green Squadron Pilot
(2) Lone Wolf
(2) Snap Shot
(-2) Chardaan Refit
(0) A-wing Test Pilot
(2) Autothrusters
Total: 23 points

(22) Blue Squadron Pilot
(5) Autoblaster
(1) B-wing/E2
(2) Rey
Total: 30 points

(18) Gold Squadron Pilot
(6) Twin Laser Turret
Total: 24 points

(22) Cavern Angel Zealot
(-2) Renegade Refit
(1) Flight-Assist Astromech
(2) Predator
(0) Servomotor S-foils (Attack)
(0) Integrated Astromech
Total: 23 points

List total: 100 points

Thinging run the B and Y in formation and flank and block with the A and X. Slow roll for as many turns as possible while stacking Rey. Then the B would have Focus/Target Lock in several engagements.

Thoughts?

I feel like that bwing is to expensive.

At range 1 you're throwing 4 dice anyway, vs the two dice from autoblaster. Maybe switch to ion cannon or linked battery and with the pts saved throw R2 on the Y wing and PTL on the A wing orrrr toss fcs on the b-wing

13 minutes ago, MyPalValen said:

I feel like that bwing is to expensive.

At range 1 you're throwing 4 dice anyway, vs the two dice from autoblaster. Maybe switch to ion cannon or linked battery and with the pts saved throw R2 on the Y wing and PTL on the A wing orrrr toss fcs on the b-wing

Autoblaster Canon is 3 dice. So yeah, throwing one away to maybe get 3 uncancellable. But that’s really only good for high agility ships.

Linked Battey is an interesting idea. With it, a target lock and a Rey focus, I’m almost guaranteed 3-4 hits.

PTL and Lone Wolf on the A would be good too.

ABXY

(19) Green Squadron Pilot
(2) Lone Wolf
(3) Push the Limit
(-2) Chardaan Refit
(0) A-wing Test Pilot
(2) Autothrusters
Total: 24 points

(22) Blue Squadron Pilot
(2) Fire-Control System
(2) Linked Battery
(1) B-wing/E2
(2) Rey
Total: 29 points

(18) Gold Squadron Pilot
(6) Twin Laser Turret
Total: 24 points

(22) Cavern Angel Zealot
(-2) Renegade Refit
(1) Flight-Assist Astromech
(2) Predator
(0) Servomotor S-foils (Attack)
(0) Integrated Astromech
Total: 23 points

List total: 100 points

i forgot autoblaster cannon was three dice. Im used to seeing the turret. It might not be bad, but b wings still melt fast. You could keep the cannon, toss fcs, lose rey and throw the extra point into the A wing.

Shoot at R3ish for the initial emgagement, get the TL and then close, with the ability to reroll crits (useless for autblstr).

Or with the build you got, you could switch LW for wired (no range restriction) and switch linked for ion cannon for an element of control.

I like the fun idea of the ABXY list

I'd built one of these sorts of lists the other day for casual play (it'd be all fairly true-to-film RotJ), but didn't run it.

Green Squadron Pilot (Snap Shot, Crack Shot, Autothrusters, title/chardaan) - 22

Blue Squadron Pilot (Advanced Sensors, Linked Batteries) - 27

Gold Squadron Pilot (Ion Cannon) - 23

Wedge Antillies (VI, FAA, RR, IA, SSF) - 28

//

Wedge is fairly nimble and hits hard. Gold is Ion for thematic reasons, so not as potent as TLT, but it'd combo well with Snap Shot. I wanted Juke on the A-Wing couldn't afford it, but mostly trying one of these snap Greens. B-Wing is kind of the I'm most proud of. Advanced Sensors is going to get me focuses on red turn, or perhaps barrel rolls to avoid a block on a 2-k (that'd really suck), and Linked does the rerolls, so you'll almost always have focus/reroll no matter the move you do. I figure I didn't need FCS with Linked, and low-PS B-Wings aren't even that great with it anyhow; they're only OK at keeping guns on the same target turn-after-turn. Rey seems like they could work for having focus tokens after red turns, but that 1-point cost for the B-Wing E/2 always irks me. Rey'd be stronger against something like Ezra with stress control, but Advanced Sensors just does neat things. Really underappreciated upgrade.

11 hours ago, theBitterFig said:

I figure I didn't need FCS with Linked, and low-PS B-Wings aren't even that great with it anyhow; they're only OK at keeping guns on the same target turn-after-turn.

Yeah. Linked Batteries/Advanced Sensors is a nice combination, and lets you exploit the (surprisingly good!) dial of the B-wing for knife fighting. Sensor Jammer might work too, but you'd probably need a stress-flinger to make the most of it.

Edited by Magnus Grendel

I like the thematic sort of build here.

I HEARTILY agree that the B should be LB/Adv. Sensors - it is a shockingly adaptable and reliably dogfighter like that.

I would upgrade the CAZ's EPT to Expertise, just to hit a bit harder.

I think LW is not a great choice with a 4 ship squad. I would use the classic Snap/Juke GSP for some extra damage.

That leaves you room for CHopper, Bomb Loadout, GC, and the title on the Y for 3 points of regen.

1 hour ago, Greebwahn said:

I like the thematic sort of build here.

I HEARTILY agree that the B should be LB/Adv. Sensors - it is a shockingly adaptable and reliably dogfighter like that.

I would upgrade the CAZ's EPT to Expertise, just to hit a bit harder.

I think LW is not a great choice with a 4 ship squad. I would use the classic Snap/Juke GSP for some extra damage.

That leaves you room for CHopper, Bomb Loadout, GC, and the title on the Y for 3 points of regen.

I ran the list last night and lost to Luke, Wedge and Etahn. It was all on my errors though as I forgot to token stack Rey, forgot to apply the Rey token at the start of combat, forgot FCS, forgot Lone Wolf and had a bump when I should have cleared. So, POOR playing on my part my first time running.

I like your Expertese idea on the CAZ and going back to the Juke-Snap A-Wing. So now, I have this:

ABXY

(19) Green Squadron Pilot
(2) Snap Shot
(2) Juke
(-2) Chardaan Refit
(0) A-wing Test Pilot
(2) Autothrusters
Total: 23 points

(22) Blue Squadron Pilot
(2) Fire-Control System
(2) Linked Battery
(1) B-wing/E2
(2) Rey
Total: 29 points

(18) Gold Squadron Pilot
(6) Twin Laser Turret
Total: 24 points

(22) Cavern Angel Zealot
(-2) Renegade Refit
(1) Flight-Assist Astromech
(3) Expertise
(0) Servomotor S-foils (Attack)
(0) Integrated Astromech
Total: 24 points

List total: 100 points

Got a kit tournament at our store this weekend. I may run this for the fun of it.

I think FCS and LB is quite redundant on the B.

Other than that, dope. Seems like it'd be a hoot to fly.

6 minutes ago, Greebwahn said:

I think FCS and LB is quite redundant on the B.

I guess it really is. If I drop FCS and LB and go with AS, then I'm at 99 points. I'll still have a focus with Rey which will leave me open to either TL or BR for an action using AS or at normal action time. I was thinking FCS and LB would give me enough re-rolls where I'd almost be guaranteed 3-4 hits each attack. However, in last nights game, I found that I wasn't always shooting at the ship the FCS gave me a TL on the turn before anyway.

Edited by drail14me

Woah woah, don't drop both! Drop FCS - if you really want Rey then use CollDet, but LB is great

I would rather have Adv. Sensors than Rey tho...remember, with no Rey, you can afford the Y-Wing regen stuff.

Here’s a little different take. I could use my Y as a blocker.

ABXY

(19) Green Squadron Pilot
(2) Snap Shot
(2) Juke
(-2) Chardaan Refit
(0) A-wing Test Pilot
(2) Autothrusters
Total: 23 points

(22) Blue Squadron Pilot
(3) Advanced Sensors
(2) Linked Battery
(1) B-wing/E2
(2) Rey
Total: 30 points

(18) Gold Squadron Pilot
(2) Autoblaster Turret
(0) Bomb Loadout
(1) "Chopper"
(0) BTL-A4 Y-wing
(0) Guidance Chips
Total: 21 points

(22) Cavern Angel Zealot
(-2) Renegade Refit
(1) Flight-Assist Astromech
(3) Expertise
(0) Servomotor S-foils (Attack)
(0) Integrated Astromech
Total: 24 points

List total: 98 points

Oh, that could work! I mean, TLT is real good...but as a blocker, I could see this kicking some ace @$$.

Might be worth looking at the Thrust Corrector on the B-wing. It gives the B-wing something approaching the toughness of a reinforce token, within certain bounds.

4 hours ago, Magnus Grendel said:

Might be worth looking at the Thrust Corrector on the B-wing. It gives the B-wing something approaching the toughness of a reinforce token, within certain bounds.

I saw that! No pun intended. I’d have to give up Advanced Sensors but a guaranteed evade isn’t bad at all!

After looking at the list, here’s a tough decision. Changing advanced sensors to thrust corrector frees up one point. With that point, I could drop the A-Wing and add a second CAZ Expertiese X-Wing that would hit harder. Hummmm???????

Edited by drail14me
30 minutes ago, drail14me said:

After looking at the list, here’s a tough decision. Changing advanced sensors to thrust corrector frees up one point. With that point, I could drop the A-Wing and add a second CAZ Expertiese X-Wing that would hit harder. Hummmm???????

Kind of ruins the theme, though.

20 minutes ago, Magnus Grendel said:

Kind of ruins the theme, though.

Yep, that’s the hard part of the decision. The A just never has hit hard enough but with Snap, at least there is a chance to throw 4 dice each turn. I’ll probably stick with the A.

I am not impressed with Thrust Corrector, tbh. I'd rather have Adv. Sensors B for a better dogfighter