Wedge "The Destroyer of Fun" Antilles

By wurms, in X-Wing

Two friends of mine were playing a mock-up of 2.0 using a print off of the GenCon lists (I think?) which had Wedge with Outmaneuver and Dutch. -2 defence die, focus and a TL at I6. Absolute destroyer of TIE Fighters.

I’m made up about it. But maybe he will see a price increase.

6 hours ago, FTS Gecko said:

nnsns.gif

You know they say that all pilots are created equal, but you look at me and you look at Sontir Fel and you can see that statement is not true. See, normally if you go one on one with another pilot, you got a 50/50 chance of winning. But I'm a X-Wing freak and I'm not normal! So you got a 25%, AT BEST, at beat me. Then you add Than Kyrell to the mix, your chances of winning drasticly go down.

See the game at World's, you got a 33 1/3 chance of winning, because Thane Kyrell KNOWS he can't beat me and he's not going to even try! So Soontir Fel, you take your 33 1/3 chance, minus my 25% chance and you got an 8 1/3 chance or winning at World's.

But then you take my 75% chance of winning, if we was to go one on one, and then add 62 2/3 per cents, I got 141 2/3 chance of winning at World's.

See Soontir, the numbers don't lie, and they spell disaster for you at World's.

5 hours ago, Darth Meanie said:

We're going to build a 9-sided die. It's going to be beautiful. Trust me.

And we’re going to make he Imperials pay for it. BUILD THE DIE! BUILD THE DIE!

1 hour ago, Porkchop Express said:

...see Soontir, the numbers don't lie, and they spell disaster for you at World's.

Steiner is amazing. Watched a video on his "best" promos yesterday, pure insanity.

Also totally how I imagine Dengar talking.

12 hours ago, wurms said:

Messing around in 2.0 and trying to have fun, but Wedge has other plans. Dude just wants to win.

I flew this list last night, and although I won, Wedge ruined all the fun. Thane only flipped one damage card all game.

Biggs Darklighter (48)
Servomotor S-Foils (0)

Thane Kyrell (48)
Predator (2)
Servomotor S-Foils (0)

"Dutch" Vander (42)
Ion Cannon Turret (6)

Wedge Antilles (52)
Predator (2)
Servomotor S-Foils (0)

Total: 200

View in Yet Another Squad Builder

I enjoyed Lost Stars, but get that Thane Kyrell out of there. You're one ship away from an All-Yavin squad, and Garven or Jek would be fine swap-ins.

11 hours ago, Herowannabe said:

Is it even physically possible to have a 9-sided die with equal sides? I think you’d have to go up to 12-sides with 4 of each symbol or down to 6 with 2 of each.

Physically, as have been shown, there are dice which do the job. Mathematically, nope. The standard D&D dice are the only regular, convex polyhedrons.

Edited by theBitterFig
12 hours ago, Boom Owl said:

Hes like soontir. Something you dont want to ignore but if you look at him with a couple of ships he just disappears.

Good Wedge, good awings, and good bwings are the main thing i want from the rebel faction. Curious to see if people come up with anything with those that works.

X, B, and A's? First list I want to run is

Wedge, predator, foils

Ten Numb, Elusive

Arvel, Intimidation

Jake, Elusive, Prockets

and that leaves 4 points for an astromech or something on the Bwing :)

5 minutes ago, piznit said:

X, B, and A's? First list I want to run is

Wedge, predator, foils

Ten Numb, Elusive

Arvel, Intimidation

Jake, Elusive, Prockets

and that leaves 4 points for an astromech or something on the Bwing :)

Elusive instead of predator on Jake?

That looks like a fun list though for sure.

13 hours ago, wurms said:

Messing around in 2.0 and trying to have fun, but Wedge has other plans. Dude just wants to win.

Combo = Wedge damages enemy, Thane fires and flips damage cards.

Reality =

Thane is like:

tumblr_mywoenUpGY1t9qpzio7_500.gif

But Wedge is all serious like:

220px-Wedge_Antilles-Denis_Lawson-Star_W

Wedge fires first at enemy:

hqdefault.jpg

Thane is like:

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I flew this list last night, and although I won, Wedge ruined all the fun. Thane only flipped one damage card all game.

Biggs Darklighter (48)
Servomotor S-Foils (0)

Thane Kyrell (48)
Predator (2)
Servomotor S-Foils (0)

"Dutch" Vander (42)
Ion Cannon Turret (6)

Wedge Antilles (52)
Predator (2)
Servomotor S-Foils (0)

Total: 200

View in Yet Another Squad Builder

Does Thane's ability work before the opponent rolls defence dice?

26 minutes ago, Boom Owl said:

Elusive instead of predator on Jake?

That looks like a fun list though for sure.

I suppose you could run predator to get offensive mods. I don't either one is a bad choice. It would give you another point to spend elsewhere on a system/cannon or a better astro

9 hours ago, StriderZessei said:

I'm thinking Instinctive Aim Luke and Predator Wedge, each with Torps and Munitions, and Kyle with Moldy Crow and Perceptive Co-Pilot. Might be good.

Instinctive Aim is a Proton Torpedo lottery. It sounds like you can win a lot, but it's about the same as firing your primary.

Problem is you actually kind of want that lock with Luke to re-roll and your force to change focus which reliably scores 3-4 hits.

In order to use Instinctive aim, you burn a force, so even if you started with full, you can mod a single focus to hit. It's pretty weak for 1 of your 2 shots and I've seen way too many torps wasted this way.

Incidentally, I highly doubt Wedge is getting recosted. His pilot ability is just as good, if unspectacular, as it was in 1.0 and he's just a dude in an X-Wing with no special action economy, passive mods and no real defensive tech to speak of. He'll take his pound of flesh, but he's not exactly defeating whole lists on his own.

8 hours ago, Rogue3 said:

Sorry! This is the current list I have, but would love to hear suggestions on it if you have some!

Wedge Antilles — X-Wing 52
Outmaneuver 6
R4 Astromech 2
Afterburners 8
Servomotor S-Foils 0
Ship Total: 68
Corran Horn — E-Wing 74
Marksmanship 1
Fire-Control System 3
R4 Astromech 2
Ship Total: 80
Thane Kyrell — X-Wing 48
Servomotor S-Foils 0
Ship Total: 48

I fly a little differently, but this is what I would run, and will, thanks to your inspiration.

EXX-Wings

Corran Horn (74)
Marksmanship (1)
Fire-Control System (3)
R2 Astromech (6)

Thane Kyrell (48)
Marksmanship (1)
R2 Astromech (6)
Servomotor S-Foils (0)

Wedge Antilles (52)
Marksmanship (1)
R2 Astromech (6)
Servomotor S-Foils (0)

Total: 198

Although that 4 ship list is good, I can see why Thane wouldn't get much action with his ability. So we need him to be the guy shooting last in a list, not second out of 4. Therefore;

Three bullseyes for two Init 5 and one Init 6, barrel rolls after 1 straights to set up alignment. Two point bid because any list in 2.0 with two initiative 4 pilots Initiative or higher needs to.

Set-up Thane front and inside towards strong side of the board, Wedge to his outside next to him 1/2 a base away. Corran behind them both, centered.

Joust or flank together, melt something. If damaged, close s-foils next turn, and peel everyone off together with X-wings doing 4 straights followed by boost and Corran similar, regenerate shields as needed. If not terribly damaged, pull off all three ships 4 Ks together, or Tallon roll both x-wings to the same side, and have Corran do a 4k. Pursue or reestablish formation as needed. Lather, rinse, repeat.

Sort of list that just wasn't possible in 1.0. Might not win tournaments, but it surely will feel like you're playing X-wing.

Edited by Cloaker

Honestly, I think Wedge is very fairly priced as is. He's got big strengths in ability + I 6, but that Xwing burns like gas-soaked kindling and it doesn't have easy access to full mods

If I had to guess at immidiate price hikes, is be looking at action independent synergy ships that work on theselves, name howlie and Jonus

Technically Seri too, but she isn't nearly as strong (green dice...)

Edited by ficklegreendice
1 hour ago, Porkchop Express said:

Does Thane's ability work before the opponent rolls defence dice?

Yes, basically in the modify attack dice step

54 minutes ago, ficklegreendice said:

Honestly, I think Wedge is very fairly priced as is. He's got big strengths in ability + I 6, but that Xwing burns like gas-soaked kindling and it doesn't have easy access to full mods

If I had to guess at immidiate price hikes, is be looking at action independent synergy ships that work on theselves, name howlie and Jonus

Technically Seri too, but she isn't nearly as strong (green dice...)

Fick, you think they're going to adjust costs upon official release?

16 minutes ago, Cloaker said:

Fick, you think they're going to adjust costs upon official release?

Yarp because of necessity

Narp because it's ffg

40 minutes ago, Cloaker said:

Fick, you think they're going to adjust costs upon official release?

I certainly hope so because it's ****** at present.

As I said before what the new meta will be (at least for the start),

Initiative 6 or Bust!

Next time use the I6 & 6 rule. (Initiative 6 finisher and 6 point underbid for topside initiative).

Meh, I 6 is great and all but it's not even remotely as powerful as ps 9+ in 1st Ed

Ffg actually did a really good job at reducing bull by removing the boost action from EU, nipping the evade action, removing action independent Regen and/or means of pulling evades out of your *** etc.

Literally all you need to check I 6, other than just playing well enough to get arcs on the target, is a single turret on the flank (Kestal is especially good for this)

Stuff like prox mines and rigged Cargo etc are also great ways to shut them down

Only time you NEED I 6 is if you're only playing arcdodgers...and that's on you for building such a wildly unbalanced list

Edited by ficklegreendice
2 hours ago, MasterShake2 said:

Instinctive Aim is a Proton Torpedo lottery. It sounds like you can win a lot, but it's about the same as firing your primary.

Problem is you actually kind of want that lock with Luke to re-roll and your force to change focus which reliably scores 3-4 hits.

In order to use Instinctive aim, you burn a force, so even if you started with full, you can mod a single focus to hit. It's pretty weak for 1 of your 2 shots and I've seen way too many torps wasted this way.

Hmmm. Maybe Perceptive Benthic with Jyn instead of Moldy Kyle, then.

Whats this? Wedge actually lore accurate? And you are COMPLAINING!?! GET OUT! GET OUT NOW! WE WANT A STRONG WEDGE! WE WANT x-wings that are effective! you wanna cry, go join the empire so we have more ties to shoot at.

2 hours ago, ficklegreendice said:

Meh, I 6 is great and all but it's not even remotely as powerful as ps 9+ in 1st Ed

Ffg actually did a really good job at reducing bull by removing the boost action from EU, nipping the evade action, removing action independent Regen and/or means of pulling evades out of your *** etc.

Literally all you need to check I 6, other than just playing well enough to get arcs on the target, is a single turret on the flank (Kestal is especially good for this)

Stuff like prox mines and rigged Cargo etc are also great ways to shut them down

Only time you NEED I 6 is if you're only playing arcdodgers...and that's on you for building such a wildly unbalanced list

The last point hits the nail on the head. Sure it may be an unbalanced list but if played correctly it is an unbeatable list by anything without turrets as proved by 1st edition. Which brings back to turrets now being the MFA from 1st edition so Initiative 6 turret is going to be way more effective than initiative 1. Initiative 1 turret might as well never use turret weapon unless it is doing some weird fly around the playing edge with arc facing inward.

Now you also bring up a good point that the other end of spectrum is interruption of actions that can hurt both turrets and arc dodgers. Where low Initiative blockers come into effect. I am still convinced the best initiatives are 1 & 6 and the best list (for the first wave) are lists that focus on this Initiative number. Now they might be a few mid screens like Int 2 or 3 pilots to path-find for the big Initiative 6 finisher. Still I would go with I6 & 6 as a foundation for building a new list.

the lowest and highest values were always favoried for stuff like ps because it only mattered if you were higher than your opponent

But that's just an interpretation of the mechanic itself removed from the rest of the game

In truth, the best value of I depends on which pilots have the right ability for your list

Especially since ffg has finally llearned to stop giving the best ability to the most skilled pilot...

2 hours ago, ficklegreendice said:

Especially since ffg has finally llearned to stop giving the best ability to the most skilled pilot...

A) That's not how balance works. Opportunity cost dictates that the more expensive pilots need better pilot abilities because they aren't competing with a single game element, but rather multiple game elements and any potential combinations thereof. In other words, if the most expensive pilots had worse abilities, you would never see them on the table becuase combinations of cheaper pilots and upgrades with better abilities would always be a better investment.

B) Darth Vader would like a word with you