2.0 Trench Run Heroes (For Fun)

By Stryker359, in X-Wing Squad Lists

Was fiddling around in YASB 2.0 and came up with this. Probably hideously noncompetitive, but gives me many nostalgia feelings from my first tournament way back in wave 1.

Wedge Antilles
Swarm Tactics
Adv. Proton Torpedoes
R2 Astromech
Servomotor S-Foils
Ship Total: 67

Luke Skywalker
Instinctive Aim
Adv. Proton Torpedoes
R2-D2
Servomotor S-Foils
Ship Total: 78

Biggs Darklighter
R5-D8
Servomotor S-Foils
Ship Total: 55

Actually, this one might have more of a punch than you'd expect. Not much room to wiggle with in here - personally I'd consider switching the R2 units to R5 models, allowing for repairs in crucial endgame moments without giving up shooting and freeing up a couple of points for a bid.

50 minutes ago, ryfterek said:

personally I'd consider switching the R2 units to R5 models, allowing for repairs in crucial endgame moments without giving up shooting and freeing up a couple of points for a bid.

If you're giving up your action to regen just so that you can still take a shot, and therefore giving up dice mods, you may as well just give up the shot, IMO. R5 needs co-ordinate or other action support to be worth it.

R2 works much more nicely with s-foils than R5 does, I'm thinking. Save R2 for turns when you need to break off, close the s-foils, regen, shoot off with a four straight and you've still got your action to boost or barrel roll for extra distance or better positioning. The reduction down to 2 dice primary doesn't bother you, because you're not shooting anyway.

R2 can also still be used on a k-turn, so if you need to turn around to set up the next attack and you know from board state there won't be any engagement that turn, you can regen. You can't do that with R5.

1 hour ago, Stryker359 said:

Was fiddling around in YASB 2.0 and came up with this. Probably hideously noncompetitive, but gives me many nostalgia feelings from my first tournament way back in wave 1.

I like it. I said in another thread that Wedge, Luke and Biggs will probably be my first physical 2e list.

I know it's super thematic, but I'm really not sure about Instinctive Aim on Luke. Ideally, with any shot you want access to full mods - re-rolls for blanks and focus for eyes. Luke has an in-built, action independent to modify eye results but has no ability to get re-rolls outside of a target lock. Couple that with his ability meaning you don't have to worry too much about saving Force or focus tokens for defence, and Luke basically gets the best attacking economy by target locking every round. Instinctive Aim just gets screwed over a bit by the fact you have to spend the Force token and no longer need to spend the target lock just to fire.

Yes, IA means you don't need to telegraph your attack and you can be flexible when Luke's turn to engage actually happens (what if you TL a ship, but Wedge destroys it first etc), but I just don't see a huge benefit for an IN 5 pilot with access to passive focus style mods.

Heightened Perception is only a point more, and means Luke can shoot before Wedge with basically full mods. That means he's likely to force token spending which means he can set Wedge up, who likely only has access to either a target lock or a focus with better chances of making his shot count. YMMV on that, the cost of triggering HP might just be a bit too high vs the benefit. I'd probably consider it as an option if you didn't have to spend a previous target lock and are free to focus that round.

I also think Proton Torpedoes are way better on the X-Wing than Adv torps. I know they're more expensive, but X-Wings already hit pretty hard at range 1 anyway and with only 2 agility they really want to be engaging at range 3 if they can. If you can do that with a weapon that denies your target the range 3 bonus, so much the better.

You can find the points for that by dropping down to a 1 point talent on Wedge (all of which have their strengths and weakness, I personally quite like the sound of Trick Shot on him - especially with torps), dropping Wedge's astro down to R3 (to help him get target lock and focus for his second torp shot, and to help him telegraph his target a little less) and dropping R5-D8 down to R5 on Biggs.