Heff's Hunters 2.0

By Raithnor, in X-Wing Squad Lists

EDIT: Fleshed out the rest of the squad

So I'm getting back into X-wing when 2.0 hits, after a hiatus from standard play. I decided to play rebels because the last squad I had fun flying was a Poe/Heff/Stresshog build. It didn't quite work, but it sort of gave me a jumping off point for some ideas.

So far this is what I have for a Squad:

Wedge
Predator
Proton Torps
Servomotors

Heff (U-Wing)
Intimdation
Tactical Officer
Zeb
Pivot Wing

Evaan (Y-wing)
Proton Bombs
Ion Turret

Sabine (Attack Shuttle)

The idea here is to lead with the U-Wing as a blocker, Wedge behind the U-wing and Sabine as a flanker. The U-wing blocks, Wedge takes his shot the target is at -2 defense dice. Evaan is there to drop a proton bomb on a swarm if necessary, also the Ion turret provides a little more control. Evaan's ability helps the U-wing if the U-wing becomes the primary target. Sabine is the best ship 38 point can buy for rebels.

https://raithos.github.io/?f=Rebel Alliance&d=v4!s!28:-1,138,-1,-1,-1,69,-1:-1:-1:;33:122,-1,61,65,-1,140:-1:-1:;5:127,136,-1,-1,142:-1:-1:;66:-1,-1,-1,-1,-1:-1:-1:&sn=Heff's Hunters&obs=

Edited by Raithnor
More information

So I redid the list slightly:

Wedge
Predator
Proton Torps
Servomotors

Heff (U-Wing)
Intimdation
Tactical Officer
Zeb
Pivot Wing

Dutch
Proton Torps
Dorsal Turret
R3 Astromech

Bandit Z-95
Homing Missiles

Dutch sets up target locks for Wedge and the rest of the squad, the Bandit is sort of a finisher being able to apply 2 damage without having to roll dice.

First game:

vs Boba Fett, Guri, and Jakku Quadjumper generic with informant. 197-pt build. Initiative didn't matter until the end.

Loss, However the Quadjumper was the only model left on the board.

Notes: Guri is *really* maneuverable and "Start of engagement" powers are really powerful. Fett really wants to be in the middle of things and mix it up. The informant basically got Wedge killed by being able to block at just the right time.

Obstacles need to be 2 small rocks and a debris.

Ideas for next game: Swap out Predator for Swarm Tactics. Ideally I want Wedge to be within Range 1 of the U-Wing and if the U-Wing can shoot on Wedge's initiative.

I like the outline, but I feel like you have it loaded rather heavily

Bandit? Great.

Dutch? Ditch this setup, use ExHan, VetTurGun, and ICT - way more damage overall, a control element which is great for Heff.

Heff? Throw on FCS for some consistent mods!

Wedge? I like the idea of Swarm Tactics a lot. Ditch the torp.

Overall, this is a brutal sort of team. I wouldn't know how to crush it out quickly

Horton Salm (38)
Ion Cannon Turret (6)
Proton Bombs (5)

Heff Tobber (45)
Intimidation (3)
Tactical Officer (2)
"Zeb" Orrelios (1)
Tactical Scrambler (2)
Pivot Wing (0)

Wedge Antilles (52)
Elusive (3)
Proton Torpedoes (9)
"Chopper" (Astromech) (2)
Servomotor S-Foils (0)

Lieutenant Blount (30)
Expert Handling (*)

Total: 200

View in Yet Another Squad Builder 2.0

Here's my take on it:

Evann's ability is kinda underwhelming. It can work in some situations, but you're still spending a focus. So I swapped her out for horton, to get some double mods on attack, doing the same job as evann, but better. If you want your ships to be protected, use tactical scrambler to help them out. Yeah, it doesn't work on heff himself, but if they're shooting him, they won't shoot wedge. I swapped sabine for blout because he's way cheaper, and therefore less of a target, while keeping a 3 dice attack. Also you can give him predator instead of EH if you want.

The best strategy in my opinion is to keep heff alive as long as possible. Do your best to rule-of-11 them, and then 4 straight right into their faces. Park wedge and blout behind, and light up your target.(it may not look like it on paper, but blout hits like a truck)

Horton wants to get close to them, then ionize and drop a bomb in their face.

So I was able to play a couple of games with Swarm Tactics on Wedge and there was a difference.

First game: 4-LOM in G-1A, Fenn Rau in Fang fighter, Crymorah Y-Wing, Pioneer Escape Shuttle

Didn't really to get Heff's ability to trigger, but was able a torpedo run on 4-LOM, who went down early. The Shuttle ended up with a critical hit that caused him to be destroyed once he hit a rock. I want to say Dutch or Wedge was able to pick off Fenn. There were a couple of time where I felt the Bandit Z was getting in the way, but then 1-2 turns later he's in the right position for a 3-dice assist from Wedge.

The Y-Thug Wing has an Ion turret was able to hit, but failed to actually land ion tokens.

Second game: 2 E-Wings (Gavin and Corran), R3s, FCS, Proton Torps. It was an experimental list and the owner didn't seem to happy with it.

Good: Heff was able to block both fighters (they were in a really tight formation)

Bad: Failed to target look with Dutch, who was later blasted into space dust.

I'm still on the fence if Heff's ability is worth trying to leverage or is just a nice bonus. Since I can only co-ordinate once, more often I might get 1 extra action which would be a focus.

I'm mulling replacing the U-wing with Arvel in the A-wing and AP-5 for a better co-ordinate action.

I very much enjoyed reading about your list. Any more thoughts on tweaks to it?

19 hours ago, EvilZealot said:

I very much enjoyed reading about your list. Any more thoughts on tweaks to it?

I may turn the list into Arvel's Avengers:

Remove Heff and the Z-95.

Add Arvel with Proton Rockets and Intimidate

Add the AP-5 in the Sheathipede for a Co-ordinate action that can be used on stressed fighters.

The good news: More reliable blocking of low initiative targets, Arvel doesn't have to worry about return fire like Zeb does. Proton rockets adding a nice punch up close. Co-ordinate can be used more often. I create a situation where 4 ships are equally dangerous as part of a group.

The bad news: My blocker is a 3 initiative A-wing, even with 3 dice they're not going to hold up to focus fire. I lose a red die.