Looking for Luke lists

By BlodVargarna, in X-Wing Squad Lists

I feel like I’m starting all over again.

I want to fly Luke with his pre-maneuver barrel roll force power.

Who should he fly with? Fat Han is too pricey?

maybe some other freighter or just a bunch of x wings?

The list I had was luke with Heightened Perception, Proton Torps and R3 Astro. If anything I would highly recommend R3 astro because it works really well to open up luke's action economy and barrel roll/focus to save force tokens. Luke with protons is just ridiculous because you always have focus/lock with the force tokens.

IN this case I had Wedge and Norra (y wing) as wingmen, (swapping Norra for Ten Numb for firepower reasons). In any case I would definitley take more ships than less: Luke is an absolutely fantastic end game ship (especially when you take Supernatural Reflexes instead) so keeping him alive until the endgame is a good goal to work towards with the list. Taking two other durable or heavy ships can work well (that I've seen so far) or maybe a small swarm (A Blue Squadron B wing with FCS and HLC is 49, so you could take two of those and some A wings with homing missiles, another particularly cheap and potent combo and really effective at boosting the A-Wing's power.)

Luke with Protons, R3 Astro, Supernatural Reflexes, Servomotor, and a BSP with Heavy Laser, FCS and 2 Phoenix Sq Pilots with Homing Missiles comes out to 203 points, but you can drop protons down to something cheaper (or FCS on the B wings) and run that around.

Really, anything goes (Except, I believe, a Two ship, as Luke is still and X wing and will die very easily to focused firepower, but excells more than anyone else at 1v1s and sometimes 2v1s) so I would just take something thats looking pretty solid and tweak it from there (2.0 in a nutshell: try something and see if it at least works viably well compared to everything else that performs viably well).

Best,

On 9/16/2018 at 8:37 AM, BlodVargarna said:

I feel like I’m starting all over again.

I want to fly Luke with his pre-maneuver barrel roll force power.

Who should he fly with? Fat Han is too pricey?

maybe some other freighter or just a bunch of x wings?

There's nothing sexy about this, but there's a lot of flying to be done!

Luke Skywalker (62)
Supernatural Reflexes (12)
Servomotor S-Foils (0)

Blue Squadron Escort (41)
Servomotor S-Foils (0)

Blue Squadron Escort (41)
Servomotor S-Foils (0)

Blue Squadron Escort (41)
Servomotor S-Foils (0)

Total: 197

View in Yet Another Squad Builder 2.0

T-65 X-wing - Wedge Antilles - 62
•Wedge Antilles - Red Two (52)
Crack Shot (1)
Proton Torpedoes (9)
Servomotor S-foils (Open) (0)

T-65 X-wing - Luke Skywalker - 81
•Luke Skywalker - Red Five (62)
Proton Torpedoes (9)
R2-D2 (8)
Instinctive Aim (2)
Servomotor S-foils (Open) (0)

T-65 X-wing - Thane Kyrell - 49
•Thane Kyrell - Corona Four (48)
Marksmanship (1)
Servomotor S-foils (Open) (0)

Total: 192/200

View in the X-Wing Squad Builder

I’ve had fun with this list, 3-0 so far. Depending on your flavor regarding Luke you can really turn him into a juggernaut. Pairing him with Wedge I believe is a no brainer.Thane and his ability to expose damage cards is fun, allow Luke and Wedge to push the damage. Thane then exposes it. It’s thematic and strong.

Edited by Cgriffith

Leebo (98)

-C3P0, Agile Gunner

Luke

-SR, R2 astromech

Total: 200

Leebo is a beast here, and both Luke and Leebo have almost the same ability. Makes them very tanky.

I'm testing this at the moment, don't have enough data to say whether it is good, but it hits hard:

RZ-1 A-wing - Phoenix Squadron Pilot - 30
Phoenix Squadron Pilot - (30)

T-65 X-wing - Luke Skywalker - 77
•Luke Skywalker - Red Five (62)
Proton Torpedoes (9)
R2 Astromech (6)
Servomotor S-foils (Open) (0)

BTL-A4 Y-wing - “Dutch” Vander - 51
•“Dutch” Vander - Gold Leader (42)
Proton Torpedoes (9)

BTL-A4 Y-wing - Gray Squadron Bomber - 41
Gray Squadron Bomber - (32)
Proton Torpedoes (9)

Total: 199/200

Luke (X-Wing): S-Foils, Supernatural Reflexes, Stealth Device, R2-D2, Proton Torpedoes (97)

Sabine (Attack Shuttle): Juke (42)

With either:

1) Kyle: Moldy Crow, Engine Upgrade, Trick Shot, Jyn Erso (56)

2) Thane: S-Foils, Predator, R2 Astromech (56)

3) Wedge: S-Foils, Outmaneuver (58)

??

Came up with this earlier.

  • Luke Skywalker: Heightened Perception, SSF (65)
  • Arvel Crynyd: Intimidation (39)
  • Blade Squadron Veteran: Heavy Laser Cannon (48)
  • Blade Squadron Veteran: Heavy Laser Cannon (48)

Seemed like a squad with decent enough potential. If you can ever set up an Arvel block into double HLC, that'd be brutal to a large base ship. Heightened might have been better as R3 Astromech, but but the option to leapfrog Initiative some rounds doesn't seem too bad.

For switching to a Supernatural Reflexes Luke, I'd go either with:

  • 2x Blade Veteran (Predator or Crack Shot) (45-46); Sabine Wren (Predator or Crack Shot) (29-30); 4-7 wiggle points (R3 Astromech? R5-D8?)
  • 2x Red Squadron Veteran (only SSF) (43); Arvel Crynyd (Intimidation) (39); 1 wiggle point.

BTL-A4 Y-wing - Gold Squadron Veteran - 44
Gold Squadron Veteran - (34)
Intimidation (3)
Proton Bombs (5)
Skilled Bombardier (2)

T-65 X-wing - Wedge Antilles - 70
•Wedge Antilles - Red Two (52)
Outmaneuver (6)
Proton Torpedoes (9)
R3 Astromech (3)
Servomotor S-foils (Open) (0)

T-65 X-wing - Luke Skywalker - 86
•Luke Skywalker - Red Five (62)
Proton Torpedoes (9)
R3 Astromech (3)
Supernatural Reflexes (12)
Servomotor S-foils (Open) (0)

Total: 200/200

I'm gonna try and play this out at the weekend. Get the the Gold Squadron pilots to proton bomb and block, with intimidation gives Wedge a chance at a 4 dice attack and mostly uncontested. Keeps Luke in for the late game while the opponent is trying to deal with that combo.

Alternatively I could swap the gold squadron pilot for Arvel Crynyd with Intimidation and Cluster Missiles. Having an Arc dodger close to get the intimidation working might be more effective, plus having the cluster missiles for swarms is probably more effective than the bombs.

Edited by Tyhar7
Added thoughts

I've only played this Luke build so far:

- Luke Skywalker (Heightened Perception, R2 Astromech, Servomotor S-Foils)
- Rogue Squadron Escort (Predator, Fire-Control System, R4 Astromech)
- Blade Squadron Veteran (Predator Advanced Sensors, Heavy Laser Cannon)
199 points

Fun list and solid. Thanks all for some really cool ideas in this thread.

Edited by admat

Played a couple matches with Luke and Norra from the Quick Start and had fun. So I decided to try a more stripped down version of both.

Norra Y-wing Ion Turret, Vet Turret Gunner (57)

Luke R5 Instinctive Aim (69)

Arvel Indimidation Cluster Missles (44)

Blount (30)

Yes, it's all about the up close with this list. Since I haven't played much and never was a great pilot, I want to get in and roll some dice.

If I were going to move things around, I might be talked out of the Cluster Missles, or the Vet Turret Gunner, a two die attack is not exactly worth 8 points is it? Perhaps a way to have the ion attack stick better?

5 hours ago, Chivenger said:

Played a couple matches with Luke and Norra from the Quick Start and had fun. So I decided to try a more stripped down version of both.

Norra Y-wing Ion Turret, Vet Turret Gunner (57)

Luke R5 Instinctive Aim (69)

Arvel Indimidation Cluster Missles (44)

Blount (30)

Yes, it's all about the up close with this list. Since I haven't played much and never was a great pilot, I want to get in and roll some dice.

If I were going to move things around, I might be talked out of the Cluster Missles, or the Vet Turret Gunner, a two die attack is not exactly worth 8 points is it? Perhaps a way to have the ion attack stick better?

Instinctive Aim on Luke doesn't do anything unless you have Torpedos, FYI. It just waives the Lock requirement on several weapons if you spend a force point; weapons such as Proton Torpedos or Concussion Missiles (on a TIE Advanced of some kind).

Edited by theBitterFig

With Regards to Supernatural Reflexes and Servomotor S-Foils, I'm looking to see if other folks understand this the same way I do:

The flip of the S-Foils and the SR, both being "before you reveal your dial" triggers, can be resolved in either order. And so:

  • If Luke started S-Foils Open, he could open SSF, and then Boost with SR. He'd be at 2 attack dice afterwards, but there are probably times you'd rather get out of a firing arc than have a good shot, or such.
  • If Luke starts with S-Foils Closed, he could boost with SR, then close SSF, to return to 3 attack dice. Luke had to prep things with closed foils from last turn, but that's the power of thinking ahead.

I am planning to use superLuke:

Luke Skywalker, Supernatural Reflexes, Afterburners, R2-D2, S-foils, Proton Torpedoes

Jan Ors, Perceptive Copilot

Roarke Garnet, Perceptive Copilot

Luke behaves like PTL Poe with BB-8 AND regen droid. The two supports give him the edge and still offer cover fire.

I've been flying this:

Luke Skywalker (62)
Heightened Perception (3)
Proton Torpedoes (9)
R2-D2 (8)
Servomotor S-Foils (0)

Jan Ors (42)
Swarm Tactics (3)
Nien Nunb (5)
Moldy Crow (12)

Lieutenant Blount (30)
Trick Shot (1)

Tala Squadron Pilot (25)

Total: 200

View in Yet Another Squad Builder 2.0

You can swap Heightened Perception + Torps for Supernatural Reflexes. I've tried both versions and I like HP + Torps more since I've found myself taking more locks than focus with Luke so I might as well be shooting torpedoes. The Tala here wants to get into R1 to trigger Blount's ability. Jan can add a red die for either Luke or Blount as necessary and get Blount or the Tala to shoot at I5. I've found Nien Nunb is key here for Jan to clear her stress and keep up with the other ships.

I tried the following last night:

- Luke (Heightened Perception, Servomotor S-Foils)
- Arvel Crynyd (Intimidation)
- Blade Squadron Veteran (Heavy Laser Cannon) x2

200 points

Very streamlined but effective.

First of, the OP clearly stated he wants to fly Luke with Supernatural Reflexes, probably because it reminds him off BB-8 Poe, which he is really fond of. So why is everyone posting squads with Heightened Perception???

Second, what's with Wedge + Outmaneuver?! Why does everybody feel the need to double down on taking away defense dice? Green dice aren't that good. Be happy with the first one, and do something else with Wedge's talent. Like Elusive or Daredevil.

Edited by Parakitor
I hate phone typing
15 minutes ago, Parakitor said:

Second, what's with Wedge + Outmaneuver?! Why does everybody feel the need to double down on taking away defense dice? Green dice aren't that good. Be happy with the first one, and do something else with Wedge's talent. Like Elusive or Daredevil.

Green dice aren't this good anyway, you better take a talent that conditionally allows you to reroll one of 'em every now and then.

Edited by ryfterek

I was thinking of trying something like this...

(62) Luke Skywalker
(12) Supernatural Reflexes
(0) Servomotor S-foils
(6) Shield Upgrade
(6) R2 Astromech
(9) Proton Torpedoes
Points 95

(36) Arvel Crynyd
(3) Intimidation
Points 39

(52) Wedge Antilles
(0) Servomotor S-foils
(2) Predator
(6) R2 Astromech
Points 60

Total points: 194

It does mean that Luke is going to be the obvious target for your opponent, but sometimes that's good to know as you can try and fly accordingly.

The other lists here are probably better in real life, especially the 4 ship lists, but I think something like this is worth a go.

On 9/19/2018 at 6:16 PM, theBitterFig said:

With Regards to Supernatural Reflexes and Servomotor S-Foils, I'm looking to see if other folks understand this the same way I do:

The flip of the S-Foils and the SR, both being "before you reveal your dial" triggers, can be resolved in either order. And so:

  • If Luke started S-Foils Open, he could open SSF, and then Boost with SR. He'd be at 2 attack dice afterwards, but there are probably times you'd rather get out of a firing arc than have a good shot, or such.
  • If Luke starts with S-Foils Closed, he could boost with SR, then close SSF, to return to 3 attack dice. Luke had to prep things with closed foils from last turn, but that's the power of thinking ahead.

Yeah, you're correct. These shenanigans feel best when he has Torps, so you could do the first scenario, basically do a 6-forward, then LOCK for a LOCK/Force-modded torp shot.

I don't think this is necessarily all that great, but it's a pretty good alpha with a goal to get Luke to the end game.

Luke Skywalker (62)
Supernatural Reflexes (12)
Proton Torpedoes (9)
R2-D2 (8)
Servomotor S-Foils (0)

Wedge Antilles (52)
Proton Torpedoes (9)
Servomotor S-Foils (0)

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

Total: 200

View in Yet Another Squad Builder 2.0

1 hour ago, ryfterek said:

Green dice aren't this good anyway, you better take a talent that conditionally allows you to reroll one of 'em every now and then.

Touche. I just think he can stand to gain from a little defensive tech, and X-wings pull plenty of red maneuvers to recharge Elusive.

If I'm doubling down on Wedge's offense, I'll take Proton Torpedoes and either leave the talent blank, or put a cheap 1-point talent on.

40 minutes ago, Parakitor said:

Touche. I just think he can stand to gain from a little defensive tech, and X-wings pull plenty of red maneuvers to recharge Elusive.

If I'm doubling down on Wedge's offense, I'll take Proton Torpedoes and either leave the talent blank, or put a cheap 1-point talent on.

Oh, don't get me wrong, for I too believe outmaneuver to be inferior to some other gimmicks he can pull. Besides Luke, there's hardly any other Rebel pilot who can get more focus fire attention - and when Wedge does, the 6 points are being wasted. If anything, I could see this Talent couple better with him when carried by a different pilot, making enemy chose their targets wisely. For the ace himself, a crackshot is probably all it takes to push the most important shot through.

Edited by ryfterek

Have been using the following in my 2.0 games so far:

Wedge Antilles - Servomotor S-foils, Predator, R5 Astromech, Electronic Baffle

Luke Skywalker - Servomotor S-foils, Instinctive Aim, Proton Torpedoes, Munitions Failsafe, R2-D2

Biggs Darklighter - Servomotor S-foils, R2 Astromech

Total = 198pts

Obviously if you want to use Supernatural Reflexes there are a few things you could drop to make room for it, such as most of Luke's upgrades above.

Done quite well so far with this list. Haven't needed Munitions Failsafe or Electronic Baffle yet but I'm tempted to keep them as they could be useful against the right type of list.

I tried this yesterday. Surprisingly good.

Luke Skywalker — X-Wing 62
Supernatural Reflexes 12
Proton Torpedoes 9
Servomotor S-Foils 0
Ship Total: 83
Warden Squadron Pilot — K-Wing 40
Barrage Rockets 6
Sabine Wren 3
Proton Bombs 5
Shield Upgrade 4
Ship Total: 58
Warden Squadron Pilot — K-Wing 40
Barrage Rockets 6
Proton Bombs 5
Shield Upgrade 4
Ship Total: 55

Faves

(62) Luke Skywalker - t65 xwing
(3) R3 Astromech
(0) Servomotor S-foils
(12) Supernatural Reflexes
(9) Proton Torpedoes
Points 86

(76) Hera Syndulla - vcx ghost
(8) Saw Gerrera
(5) Chewbacca
(12) Han Solo
(3) Shield Upgrade
(2) Predator
(6) Ion Cannon Turret
Points 112

Total points: 198

This is naaaaasty

Edited by Kijaucey