All the X-Wings!

By Stefan, in X-Wing Squad Lists

I'm committed to flying a pure T65 in my next tournament. With Saw's Renegades no out and all cards available, I tried several lists. I'd love to get your feedback.

Quote

T260 01

Edrio Two-Tubes (24)
Crack Shot (1)
Renegade Refit (-2)
Flight-Assist Astromech (1)
Servomotor S-Foils (0)
Integrated Astromech (0)

Tarn Mison (23)
Renegade Refit (-2)
M9-G8 (3)
Integrated Astromech (0)
Servomotor S-Foils (0)

"Hobbie" Klivian (25)
Renegade Refit (-2)
Targeting Astromech (2)
Integrated Astromech (0)
Servomotor S-Foils (0)

Wedge Antilles (29)
Veteran Instincts (1)
Renegade Refit (-2)
"Chopper" (Astromech) (1)
Servomotor S-Foils (0)
Integrated Astromech (0)

Total: 100

View in Yet Another Squad Builder

The idea is to have one ace with staying power and fairly competent wingmates. I can't capitalize on Edrio, but I had the points to include him over the Cavern Zealot and didn't know what to do with them.

Quote

T260 2

Leevan Tenza (25)
Wired (1)
Renegade Refit (-2)
R7-T1 (3)
Servomotor S-Foils (0)
Integrated Astromech (0)

Tarn Mison (23)
Renegade Refit (-2)
M9-G8 (3)
Integrated Astromech (0)
Servomotor S-Foils (0)

"Hobbie" Klivian (25)
Renegade Refit (-2)
Targeting Astromech (2)
Integrated Astromech (0)
Servomotor S-Foils (0)

Kullbee Sperado (26)
Veteran Instincts (1)
Renegade Refit (-2)
"Chopper" (Astromech) (1)
Servomotor S-Foils (0)
Integrated Astromech (0)

Total: 100

View in Yet Another Squad Builder

This is a "middle of the road" build with named pilots but without outstanding aces.

Quote

T260 3

Cavern Angels Zealot (22)
Crack Shot (1)
Renegade Refit (-2)
Flight-Assist Astromech (1)
Servomotor S-Foils (0)
Integrated Astromech (0)

Cavern Angels Zealot (22)
Crack Shot (1)
Renegade Refit (-2)
Flight-Assist Astromech (1)
Integrated Astromech (0)
Servomotor S-Foils (0)

Wes Janson (29)
Veteran Instincts (1)
Renegade Refit (-2)
Flight-Assist Astromech (1)
Integrated Astromech (0)
Servomotor S-Foils (0)

Wedge Antilles (29)
Outmaneuver (3)
Renegade Refit (-2)
"Chopper" (Astromech) (1)
Servomotor S-Foils (0)
Integrated Astromech (0)

Total: 100

View in Yet Another Squad Builder

This one uses two strong aces for firepower and staying power and to soften targets up so the zealots can finish them.

Quote

T325 01

Cavern Angels Zealot (22)
Crack Shot (1)
Renegade Refit (-2)
Servomotor S-Foils (0)

Cavern Angels Zealot (22)
Crack Shot (1)
Renegade Refit (-2)
Integrated Astromech (0)

Cavern Angels Zealot (22)
Crack Shot (1)
Renegade Refit (-2)
Integrated Astromech (0)

Cavern Angels Zealot (22)
Crack Shot (1)
Renegade Refit (-2)
Integrated Astromech (0)

Cavern Angels Zealot (22)
Crack Shot (1)
Renegade Refit (-2)
Integrated Astromech (0)

Total: 100

View in Yet Another Squad Builder

I'm VERY unsure about the lack of an Astromech on them, but they can hit hard.

Quote

T325 2

Rookie Pilot (21)
Renegade Refit (-2)
Flight-Assist Astromech (1)
Servomotor S-Foils (0)
Integrated Astromech (0)

Rookie Pilot (21)
Renegade Refit (-2)
Flight-Assist Astromech (1)
Integrated Astromech (0)
Servomotor S-Foils (0)

Rookie Pilot (21)
Renegade Refit (-2)
Flight-Assist Astromech (1)
Integrated Astromech (0)
Servomotor S-Foils (0)

Rookie Pilot (21)
Renegade Refit (-2)
Flight-Assist Astromech (1)
Integrated Astromech (0)
Servomotor S-Foils (0)

Rookie Pilot (21)
Renegade Refit (-2)
Flight-Assist Astromech (1)
Integrated Astromech (0)
Servomotor S-Foils (0)

Total: 100

View in Yet Another Squad Builder

Same idea, but with mechs and less firepower.

As you can see, a lot of options. Which approach is best?

T260 3

I would make the caverns be able to keep wes and wedge alive by giving them DTF and Selflessness instead of crackshot. If you lose Wes and Wedge, you game is over.

Cavern Angels Zealot (22)
Draw Their Fire (1)
Renegade Refit (-2)
"Chopper" (Astromech) (1)
Servomotor S-Foils (0)
Integrated Astromech (0)

Cavern Angels Zealot (22)
Selflessness (1)
Renegade Refit (-2)
M9-G8 (3)
Integrated Astromech (0)
Servomotor S-Foils (0)

Wes Janson (29)
Veteran Instincts (1)
Renegade Refit (-2)
Flight-Assist Astromech (1)
Integrated Astromech (0)
Servomotor S-Foils (0)

Wedge Antilles (29)
Veteran Instincts (1)
Renegade Refit (-2)
Flight-Assist Astromech (1)
Servomotor S-Foils (0)
Integrated Astromech (0)

Total: 100

View in Yet Another Squad Builder

DTF ship can chopper if he needs more shields to DTF. Selflessness ship makes wedge/wes hit harder with rerolls. They will force spread fire if opponent goes for Wes or Wedge first. Think that is more important than 2 damage from crackshot

Good idea, will edit accordingly. Can Chopper discard the Renegade Retrofit?

41 minutes ago, Stefan said:

Good idea, will edit accordingly. Can Chopper discard the Renegade Retrofit?

Yes

18 hours ago, wurms said:

T260 3

I would make the caverns be able to keep wes and wedge alive by giving them DTF and Selflessness instead of crackshot. If you lose Wes and Wedge, you game is over.

Cavern Angels Zealot (22)
Draw Their Fire (1)
Renegade Refit (-2)
"Chopper" (Astromech) (1)
Servomotor S-Foils (0)
Integrated Astromech (0)

Cavern Angels Zealot (22)
Selflessness (1)
Renegade Refit (-2)
M9-G8 (3)
Integrated Astromech (0)
Servomotor S-Foils (0)

Wes Janson (29)
Veteran Instincts (1)
Renegade Refit (-2)
Flight-Assist Astromech (1)
Integrated Astromech (0)
Servomotor S-Foils (0)

Wedge Antilles (29)
Veteran Instincts (1)
Renegade Refit (-2)
Flight-Assist Astromech (1)
Servomotor S-Foils (0)
Integrated Astromech (0)

Total: 100

View in Yet Another Squad Builder

DTF ship can chopper if he needs more shields to DTF. Selflessness ship makes wedge/wes hit harder with rerolls. They will force spread fire if opponent goes for Wes or Wedge first. Think that is more important than 2 damage from crackshot

I can agree on DTF/Selflessness. That's pretty cool and I might need to steal that.

I'm not sure on VI for wedge, though. Wes really likes to shoot first. Crack Shot Wedge, or Adrenaline Rush might be interesting alternatives. I'd say Adaptability, but 0-point Elites on ships with Renegade Refit seems wrong. Getting behind someone on a white move is really nice on Wedge, and Crack Shot gains more strength due to Wedge's Pilot Skill (unless you run out of results to delete). For example, against a 3 green dice ship with a focus, Crack Shot adds 0.73 hits to the expected outcome (not 1, since either you or your opponent could wiff the roll, and it wouldn't provide a benefit on this attack). However, Crack Shot adds 0.79 to an attack against a 2 green ship with a focus. That's not a lot, but it is better. Adding or subtracting dice is a more-than-linear change in expected damage.

Thanks! I agree on Wes' PS, and will try both Wedges.

Care to comment on the other lists?

This is my next list to try:

Wedge Antilles (29)
Push the Limit (3)
Renegade Refit (-2)
BB-8 (2)
Integrated Astromech (0)
Servomotor S-Foils (0)

Cavern Angels Zealot (22)
Push the Limit (3)
Renegade Refit (-2)
Flight-Assist Astromech (1)
Integrated Astromech (0)
Servomotor S-Foils (0)

Cavern Angels Zealot (22)
Push the Limit (3)
Renegade Refit (-2)
Flight-Assist Astromech (1)
Integrated Astromech (0)
Servomotor S-Foils (0)

Cavern Angels Zealot (22)
Push the Limit (3)
Renegade Refit (-2)
Flight-Assist Astromech (1)
Integrated Astromech (0)
Servomotor S-Foils (0)

Total: 100

View in Yet Another Squad Builder

Three* actions a turn for everyone!

20 hours ago, Stefan said:

Thanks! I agree on Wes' PS, and will try both Wedges.

Care to comment on the other lists?

Most of the all-aces squads are probably fine. I probably wouldn't work too hard into using Leevan Tenza's ability: I think it'll be hard to really capitalize on, since it requires you to drop to 2 red dice, so see them mostly as a cheap Elite upgrade X-wing.

With 5x Crack Shot CAZ, I kinda want to drop one, take either a PS 4 Tala Z-95 with XX-23 S-Thread Tracers or AP-5 with Inspiring Recruit, and give the 4 X-wings all droids. Gaining an extra HP on each zealot seems like a good idea to me (five without droids is 25 HP, four with droids is 24 HP, plus you get a 5th ship of some kind), either of the other ships can also greatly increase the offensive potential of the list. If you can light them all up with TLs, 4 CAZ with locks will probably do more damage than 5 without TLs. The average # hits against a 0-agility target is unchanged (4 * 2.8125 = 5 * 2.25), but against higher agility targets, you decrease the chances of a bad roll of fewer his sthan evades where you can't use Crack Shot on the opening engagement.

I came up with an idea (and then saw several people with the same idea ? )

Snap Shot Zealots. PS 1 with the ability to close range fast and barrel roll once they're in close. You can't fit 5 in a list but you could do 2 with Wedge and Wes. All with FAA. Wedge take Adaptability and Wes VI so they both go at PS 10.

1 hour ago, theBitterFig said:

With 5x Crack Shot CAZ, I kinda want to drop one, take either a PS 4 Tala Z-95 with XX-23 S-Thread Tracers or AP-5 with Inspiring Recruit, and give the 4 X-wings all droids. Gaining an extra HP on each zealot seems like a good idea to me (five without droids is 25 HP, four with droids is 24 HP, plus you get a 5th ship of some kind), either of the other ships can also greatly increase the offensive potential of the list. If you can light them all up with TLs, 4 CAZ with locks will probably do more damage than 5 without TLs. The average # hits against a 0-agility target is unchanged (4 * 2.8125 = 5 * 2.25), but against higher agility targets, you decrease the chances of a bad roll of fewer his sthan evades where you can't use Crack Shot on the opening engagement.

I posted this in another thread, but it is the one I am most eager to try:

Cavern Angels Zealot (22)
Selflessness (1)
Renegade Refit (-2)
R4-D6 (1)
Integrated Astromech (0)
Servomotor S-Foils (0)

Cavern Angels Zealot (22)
Crack Shot (1)
Renegade Refit (-2)
Targeting Astromech (2)
Integrated Astromech (0)
Servomotor S-Foils (0)

Cavern Angels Zealot (22)
Crack Shot (1)
Renegade Refit (-2)
Targeting Astromech (2)
Integrated Astromech (0)
Servomotor S-Foils (0)

Cavern Angels Zealot (22)
Crack Shot (1)
Renegade Refit (-2)
Targeting Astromech (2)
Integrated Astromech (0)
Servomotor S-Foils (0)

Bandit Squadron Pilot (12)
XX-23 S-Thread Tracers (1)
Guidance Chips (0)

Total: 100

View in Yet Another Squad Builder 

The first Cavern has selflessness and r4d6 droid. Keeps that Z-95 alive long enough to fire his tracer. And if the opponent tries to alpha the selflessness carrier, hopefully r4d6 can reduce the missile damage enough to keep it alive to benefit from the tracer missile.

Looks pretty cool to me. Targeting Astromech is a pretty cool alternative to FAA. Free TLs on the K-Turn or T-Roll is sweet. I really wish it was included in more expansions.

I'll just throw this out in the mix too, but I really dig Wurms' list - though changing Wedge's EPT so Wes shoots first.

Tarn Mison — X-Wing 23
Renegade Refit -2
M9-G8 3
Integrated Astromech 0
Servomotor S-Foils 0
Ship Total: 24
"Hobbie" Klivian — X-Wing 25
Renegade Refit -2
Targeting Astromech 2
Integrated Astromech 0
Servomotor S-Foils 0
Ship Total: 25
Kullbee Sperado — X-Wing 26
Veteran Instincts 1
Renegade Refit -2
BB-8 2
Integrated Astromech 0
Servomotor S-Foils 0
Ship Total: 26
Cavern Angels Zealot — X-Wing 22
Expertise 4
Renegade Refit -2
Flight-Assist Astromech 1
Integrated Astromech 0
Servomotor S-Foils 0
Ship Total: 24

I like the idea of pairing Tarn Mison + M9-G8, with a very high PS ace like Wedge or Wes with VI. Tarn locks his friendly ace to bolster their attack. If he ever gets targetted, he switches the lock to the enemy to burn their offensive dice, then hopefully uses the lock himself on the attack.

Lather, rinse, repeat.

I think, after a few playtests, I like the two Cavern Angels with Wes and Wedge best. Will give more detailled feedback after losing the tournament this weekend ;)

I feel I found something nice:

Cavern Angels Zealot (22)
Selflessness (1)
Renegade Refit (-2)
"Chopper" (Astromech) (1)
Servomotor S-Foils (0)
Integrated Astromech (0)

Wes Janson (29)
Veteran Instincts (1)
Renegade Refit (-2)
Flight-Assist Astromech (1)
Integrated Astromech (0)
Servomotor S-Foils (0)

Luke Skywalker (28)
Veteran Instincts (1)
Renegade Refit (-2)
Flight-Assist Astromech (1)
Servomotor S-Foils (0)
Integrated Astromech (0)

Tarn Mison (23)
Renegade Refit (-2)
M9-G8 (3)
Integrated Astromech (0)
Servomotor S-Foils (0)

Total: 100

Edited by Stefan

I know that his use is out of style...but what about Biggs? For one round he has practically the same thing as selflessness to everything other than ordinance, and he can reduce damage using R4-D6! Use him during the first initial round of fire as your jousting with the enemy. If he survives he is then another mid PS X-wing.

Wedge Antilles (28)
Adaptability +1 (0)
Renegade Refit (-2)
Flight-Assist Astromech (1)
Servomotor S-Foils (0)
Integrated Astromech (0)

Wes Janson (28)
Veteran Instincts (0)
Renegade Refit (-2)
Flight-Assist Astromech (1)
Integrated Astromech (0)
Servomotor S-Foils (0)

Biggs Darklighter (24)
Renegade Refit (-2)
R4-D6 (1)
Servomotor S-Foils (0)
Integrated Astromech (0)

AP-5 (20)
M9-G8 (3)
Inspiring Recruit (1)
Multi-Spectral Camouflage (1)

Total: 100

Edited by IceManHG

I am not a great fan of Biggs. The new meta prefers pilots with an EPT slot (since there's a good range of options for 1-point EPT, which are free). That means that if I take someone like Leevan Tenza, he has a pilot ability that may or may not be useful, but he gains a second ability - say, Selfelessness - which is essentially Biggs (sometimes even better as it spreads damage), and has the same PS and an astromech that's useful more than once. Biggs died with the Renegade Retrofit IMHO.

Yesterday, in the first day of the tournament, I flew five games with the list above.

Game 1: Ghost with TLT, Ezra, Maul, Fenn Rau with Hot-Shot Co-pilot

Lost 100-0. I killed a grand total of four shields. The build is fiendish strong, but I was very tired from the trip to the tournament site and played badly as well.

Game 2: Super Dash and Nym with bombs and Autoblaster/Accuracy Corrector

Won 100-0. I managed to fly around all the bombs, focused Dash, then Nym. The sheer number of red dice is a sight to behold.

Game 3: 3 T70s: Red Ace with R2D2 and Comm Relais, Blue Ace with Flight Assist and Nien Numb with Stay on Target and Targeting Astromech

Won 100-28. That was one weird build. But The S-Foils and the raw power of stats easily won the day.

Game 4: Nymranda

Lost 100-0. Very close game, lost to bad dice rolls, eventually. Nym had one HP left, Myranda two. Had I not rolled 1 hit with four dice and target lock thrice (!) they would have been dead easily. Flying around the bombs, even if it gets you of target, proved to be the right choice again. You can afford it with four X-Wings (whereas the 3 T70s couldn't).

Game 5: Whisper and RAC

Won 100-21. The Decimator simply has no chance against swarms with the three red dice, and a bumb by Whisper ended it conlusively.

My resumee so far: the S-Foils are just sooooo good. The fact that I can dial a 3-turn and THEN decide whether it's a turn or a Tallon Roll is incredibly strong. Play it before 2.0 kills it by putting it on the dial where it belongs ;)

Today the final three pairings:

Game 1: RAC with Kylo and Rebel Captive, Quickdraw with Accuracy Corrector

Won 100-73. Game started really bad, and in the end, a full Quickdraw and 4HP Decimator faced a 3HP Luke. Luke won. It was freaky.

Game 2: Poe with Lone Wolf, Autothrusters, Rey with Kanan and Finn

Won 100-0. Easy win. The Cavern Angel consistently blocked Rey, and neither ship had a chance against the multiple firing arcs-

Game 3: Super Dash and Nym with bombs and Autoblaster/Accuracy Corrector

Won 100-21. Rematch from Game 2 from the following day. Won more or less the same with a little mistake in the beginning that cost me the Cavern Angel.

Nice!

Thanks. S-Foils really win the day. When they were published, I was like "meh..." but it's incredible how strong they are.