Victoria’s Angels

By 18ecos, in X-Wing Squad Lists

I thought it was a funny list name. It’s a bit low on squad points but I couldn’t fit another angel in. The second list gets you more ships but no astromechs. Let me know what I can do to improve the lists.

Victoria’s Angels (87)

Cavern Angels Zealot (21) - X-Wing (T-65)
Trick Shot (0), Flight-Assist Astromech (1), Renegade Refit (-2), Integrated Astromech (0), Servomotor S-foils (0)

Cavern Angels Zealot (21) - X-Wing (T-65)
Trick Shot (0), Flight-Assist Astromech (1), Renegade Refit (-2), Integrated Astromech (0), Servomotor S-foils (0)

Cavern Angels Zealot (22) - X-Wing (T-65)
Expert Handling (1), R2 Astromech (1), Renegade Refit (-2), Integrated Astromech (0), Servomotor S-foils (0)

Cavern Angels Zealot (23) - X-Wing (T-65)
Expert Handling (1), R7 Astromech (2), Renegade Refit (-2), Servomotor S-foils (0), Integrated Astromech (0)

Victoria’s Angels 5 (100)

Cavern Angels Zealot (20) - X-Wing (T-65)
Trick Shot (0), Renegade Refit (-2), Servomotor S-foils (0)

Cavern Angels Zealot (20) - X-Wing (T-65)
Trick Shot (0), Renegade Refit (-2), Servomotor S-foils (0)

Cavern Angels Zealot (20) - X-Wing (T-65)
Renegade Refit (-2), Servomotor S-foils (0)

Cavern Angels Zealot (20) - X-Wing (T-65)
Renegade Refit (-2), Servomotor S-foils (0)

Cavern Angels Zealot (20) - X-Wing (T-65)
Renegade Refit (-2), Servomotor S-foils (0)

Playtested both lists on Fly Casual and it works but I don’t think I’m used to flying a list of low ps.

On ‎8‎/‎7‎/‎2018 at 3:17 AM, 18ecos said:

Victoria’s Angels (87)

Cavern Angels Zealot (21) - X-Wing (T-65)
Trick Shot (0), Flight-Assist Astromech (1), Renegade Refit (-2), Integrated Astromech (0), Servomotor S-foils (0)

Cavern Angels Zealot (21) - X-Wing (T-65)
Trick Shot (0), Flight-Assist Astromech (1), Renegade Refit (-2), Integrated Astromech (0), Servomotor S-foils (0)

Cavern Angels Zealot (22) - X-Wing (T-65)
Expert Handling (1), R2 Astromech (1), Renegade Refit (-2), Integrated Astromech (0), Servomotor S-foils (0)

Cavern Angels Zealot (23) - X-Wing (T-65)
Expert Handling (1), R7 Astromech (2), Renegade Refit (-2), Servomotor S-foils (0), Integrated Astromech (0)

If you really want to field this squad, then bulk out with some better EPTs and astromechs. Expert Handling in particular isn't great since you already have Servomotor S-foils to give you barrel roll, and spending an action to break a lock that your opponent can spend an action after you to put back (since they'll almost inevitably be PS2+) seems like a waste.

Flight Assist Astromech is nice, but Targeting Astromech (which lets you acquire a target lock when executing a talon roll or koiogran turn) is worth the extra point. That leaves you 3 points per ship for the elite pilot talent, which would get you expertise. That's a somewhat contradictory upgrade pairing, but essentially it means that you get a 'free' attack modifier at all times - not stressed, you get offensive focus-to-hit modification - do a red move and get stressed, you lose expertise but get a free target lock.

If you want to pair up a few unique astromechs you can do a touch better.

  • Angel 1 - R3-A2, Predator - gives you the ability to stress anyone you shoot at, and even if you can't shed that stress you get a 1-die reroll when you shoot. 24 points
  • Angel 2 - M9-G8, Expertise - lock a friend (especially Angel 3) and give them a reroll to hit, and gets free focus-to-hit modifiers when not stressed. 26 points
  • Angel 3 - R2 Astromech, Opportunist - If a target has no focus or evade tokens, you can stress yourself to whomp them with a 4-dice attack, then burn the stress off (even with a hard turn). 24 points
  • Angel 4 - R2-D2, Draw Their Fire- Can pull criticals off a friend within range 1 and then regenerate the damage, more or less forcing your opponent to target this ship first.

On ‎8‎/‎7‎/‎2018 at 3:17 AM, 18ecos said:

Victoria’s Angels 5 (100)

Cavern Angels Zealot (20) - X-Wing (T-65)
Trick Shot (0), Renegade Refit (-2), Servomotor S-foils (0)

Cavern Angels Zealot (20) - X-Wing (T-65)
Trick Shot (0), Renegade Refit (-2), Servomotor S-foils (0)

Cavern Angels Zealot (20) - X-Wing (T-65)
Renegade Refit (-2), Servomotor S-foils (0)

Cavern Angels Zealot (20) - X-Wing (T-65)
Renegade Refit (-2), Servomotor S-foils (0)

Cavern Angels Zealot (20) - X-Wing (T-65)
Renegade Refit (-2), Servomotor S-foils (0)

Losing Flight Assist Astromech and Integrated Astromech is a big blow compared to a similar squad of Rookie X-wings. If I had to pick something to improve the squad with, I'd give all 5 ships Crack Shot to push through extra damage in the first salvo.

Yeah I agree. I had a slightly better version of the list but posted my old one instead. I post the new one later after I recheck some things.

13 hours ago, Magnus Grendel said:

If you want to pair up a few unique astromechs you can do a touch better.

  • Angel 1 - R3-A2, Predator - gives you the ability to stress anyone you shoot at, and even if you can't shed that stress you get a 1-die reroll when you shoot. 24 points 
  • Angel 2 - M9-G8, Expertise - lock a friend (especially Angel 3) and give them a reroll to hit, and gets free focus-to-hit modifiers when not stressed. 26 points 
  • Angel 3 - R2 Astromech, Opportunist - If a target has no focus or evade tokens, you can stress yourself to whomp them with a 4-dice attack, then burn the stress off (even with a hard turn). 24 points
  • Angel 4 - R2-D2, Draw Their Fire- Can pull criticals off a friend within range 1 and then regenerate the damage, more or less forcing your opponent to target this ship first. 

I'm a sucker for all-generic squads with unique upgrades on them. I think I recall Dee Yun doing one for Rebel TLT Y-Wings with

  • Chopper, to regen at least two shields with Bomb Loadout and Guidance Chips, maybe also the BTL-A4 title, but that one's really tougher choice
  • R5-X1, the one you can discard to ignore obstacles for a round
  • R4-D6, to tank extra damage
  • and a plain R5 astromech, to deal better with some ship crits. Not R2, since you'd be better off just running 4x Scum with Unhinged if you want green moves.

Alternately, I love the idea of 4x Scurrg with Long Range Scanners and 1-point Bounty Hunters: Boba Fett, Zuckuss, 4-LOM, and Greedo each sit in one, to try to use their various tricks.

You could also go with pretty cheap Angels (say, 21 point angels with Refit, S-Foils, Crack Shot, Integrated, and Flight-Assist), then back them up with AP-5 + Inspiring Recruit. He grants the squad some unique double-action economy (like barrel rolling before moving) and key stress removal (the ability to eat a ship's stress from a previous round before it activates), plus he acts as a shot magnet - he's just enough of a nuisance that people may go after him rather than your Angels. Plus, with everyone at the same PS, you can pick and choose your order of activation.

  • Cavern Angel Zealot (21) - Crack Shot, Flight-Assist Astromech, Renegade Refit, Integrated Astromech, Servomotor S-Foils
  • Cavern Angel Zealot (21) - Crack Shot, Flight-Assist Astromech, Renegade Refit, Integrated Astromech, Servomotor S-Foils
  • Cavern Angel Zealot (21) - Crack Shot, Flight-Assist Astromech, Renegade Refit, Integrated Astromech, Servomotor S-Foils
  • Cavern Angel Zealot (21) - Crack Shot, Flight-Assist Astromech, Renegade Refit, Integrated Astromech, Servomotor S-Foils
  • AP-5 (16) - Inspiring Recruit