2e Triple E-Wings

By FriendofYoda, in X-Wing Squad Lists

It's time for Rogue Squadron!

E-Wing

Rogue Sq Escort: Crackshot, R4 Astromech. x3

(198)

All at init 4 and seems pretty fun, picking up locks early thanks to the ship ability and then converging to tear 1 target apart before whoever is wounded bails out with a 5 straight boost and then comes back later with a new lock. Being that init is nice, although might really, really hate sup reflexes Luke/Vader.

Could also swap 1 of them out for Arvel in the A-Wing with Intimidation and Ion Pulse Missiles as a blocker/flanker (43 pts). This allows you to run 2x Rogue Sq Escorts with Elusive, R3 Astro, Proton Torps. (198 total). Probably hits a little harder and while the A-Wing has 2 less hp and 1 less init, his ability is nice defensively and he lowers a bumped ship's agility for his wingmates too which helps make up for his lower primary value. The ion is there as more of a punishment for ignoring him than anything else, also allows my E-Wings to arc dodge a little easier if they go off.

Edited by FriendofYoda

Wild. I love that this can happen in 2.0

Whilst I like the idea of pure E-wings...

On ‎7‎/‎30‎/‎2018 at 9:35 PM, FriendofYoda said:

Rogue Sq Escort: Crackshot, R4 Astromech. x3

Might not be the best way of employing them.

  • E-wings Experimental Scanners rules means they are one of the only ships which can easily enter combat range with focus and target lock. Most ships achieving this need predator, crack shot, or similar and a bullseye arc on their target. The fact that the E-wing doesn't is one of its strengths and putting crack shot on undermines this a little.
  • Also, whilst the E-wing can reposition, it's only linked action is a linked lock, which doesn't support it hunting for bullseye arcs terribly well.
  • The E-wing's green dice-heavy defence means it ideally wants to fight at long range (which also supports its experimental scanners advantage). Maybe Elusive?

1 hour ago, Magnus Grendel said:

Whilst I like the idea of pure E-wings...

Might not be the best way of employing them.

  • E-wings Experimental Scanners rules means they are one of the only ships which can easily enter combat range with focus and target lock. Most ships achieving this need predator, crack shot, or similar and a bullseye arc on their target. The fact that the E-wing doesn't is one of its strengths and putting crack shot on undermines this a little.
  • Also, whilst the E-wing can reposition, it's only linked action is a linked lock, which doesn't support it hunting for bullseye arcs terribly well.
  • The E-wing's green dice-heavy defence means it ideally wants to fight at long range (which also supports its experimental scanners advantage). Maybe Elusive?

Getting 2 with elusive, r3 astro, and protons might be the way to go then. That leaves room for the intimidation Arvel I really like - could be fun

1 hour ago, FriendofYoda said:

Getting 2 with elusive, r3 astro, and protons might be the way to go then. That leaves room for the intimidation Arvel I really like - could be fun

Experimental Scanners supports lower initiative pilots with torpedoes well, and torpedoes in turn supports engaging at long range, where you get a bonus defence die against most attacks and your opponent doesn't. R3 giving you a 'spare lock' gives you tactical flexibility, too. Could work well....