2.0 Rebels - Luke / Wedge / Dutch XXY

By knute, in X-Wing Squad Lists

Wedge Antilles (52)
Trick Shot (1)
Proton Torpedoes (9)
R3 Astromech (3)
Servomotor S-Foils (0)

Luke Skywalker (62)
Instinctive Aim (2)
Proton Torpedoes (9)
R4 Astromech (2)
Servomotor S-Foils (0)

"Dutch" Vander (42)
Expert Handling (2)
Proton Torpedoes (9)
R3 Astromech (3)
Shield Upgrade (4)

Total: 200

View in Yet Another Squad Builder 2.0

After playing at a local tournament last week I was convinced of the power of triple proton torpedo lists (principally by losing against them, but beating double proton torpedo lists). As such, I developed the above list for this week.

The idea here is to run Dutch up the middle with Luke and Wedge flanking way out on the sides at Range 2.5 to 3-ish of Dutch so Dutch can lock enemy ships and pass one off to his buddies (Luke first since he doesn't have an R3 unit). Then, around turn two or three and on the same turn as the locks, the pilots open up with torpedoes against either the biggest, baddest target or against three different targets (if running up against swarms). The party k-turns or talon rolls around and re-engages. Wash, rinse, repeat until targets are a satisfactory consistency of "dead."

Thoughts?

Looks good! I'd swap the shield upgrade/trick shot to get swarm tactics on Wedge. In some games you'll be able to just joust and ps kill something 4 or less before it shoots. Init 5 or less if you do heightened perception on Luke

I've been trying to get Luke/Norra +1 to work.

Biggs is a little boring but does his job. It does restrict you to a formation for a while, so predictability is there. Thane is decent but only towards the end and Wedge is always decent. I try to run Luke with SR/R2-D2 and Protons, Norra with Proton Bombs, R4 and Ion Cannon. Leaves enough for a naked Wedge/Thane or Biggs. Just not sure which of the 3 is best. Probably Wedge for the IN6.

You don't really need to pass off Dutch's ability to Luke first either. Having instinctive aim negates the need. Far better to get Wedge his two locks so you have optional targets in the following rounds.

I know it's super thematic, but I really don't like Instinctive Aim on Luke.

He's I5, and so shouldn't really struggle that much to get target locks, especially if you're carrying a bid. Once he's got the lock, all ordnance can be fired and allow you to spend the lock to get re-rolls, and Luke's two Force tokens basically count as a focus token. It's incredibly easy for him to get almost full mods on a torp shot.

Meanwhile, Instinctive Aim costs you one of those Force tokens. Obviously if you're using IA, you won't have a target lock so you're basically stuck for mods.

The only time I can see it being viable is if you want to close s-foils, boost to get a shot and take the linked focus to use instead of the Force token for attacking mods. I guess for only two points it's not too costly just to have as an option for that specific scenario, but I kinda feel like you're better off just leaving it as a bid to ensure you move last and can get those target locks.

I'd seriously consider trying to find the points to give him Supernatural, or at the very least Heightened Perception over IA. Otherwise, like I said, I think I prefer a bid.

10 hours ago, FriendofYoda said:

Looks good! I'd swap the shield upgrade/trick shot to get swarm tactics on Wedge. In some games you'll be able to just joust and ps kill something 4 or less before it shoots. Init 5 or less if you do heightened perception on Luke

Problem with Swarm Tactics is the Range 1 limit. I don't know that I want to run Luke or Dutch that close to Wedge. But it's definitely an option. I'd have to play it to see how I like it.

2 hours ago, Tyhar7 said:

You don't really need to pass off Dutch's ability to Luke first either. Having instinctive aim negates the need. Far better to get Wedge his two locks so you have optional targets in the following rounds.

You're right, but I would still want Luke to have a Lock (particularly with my dice rolls; I once rolled 5 blanks on a Range 1 attack from Lothal Rebel. no joke).

46 minutes ago, GuacCousteau said:

The only time I can see it being viable is if you want to close s-foils, boost to get a shot and take the linked focus to use instead of the Force token for attacking mods. I guess for only two points it's not too costly just to have as an option for that specific scenario, but I kinda feel like you're better off just leaving it as a bid to ensure you move last and can get those target locks.

That's actually exactly what I was thinking of doing :-p. Dutch goes up the middle, Luke and Wedge flank out at range 2 to 3 of Dutch, try to stay out of range of enemy ships. Then close s-foils, boost to red focus, and shoot torps at range three (preferably). The Instinctive Aim is more for insurance I suppose.

That being said, I can certainly see the argument in favor of Heightened Perception, particularly without a bid when going against aces. How's this strike you?

Wedge Antilles (52)
Trick Shot (1)
Proton Torpedoes (9)
R4 Astromech (2)
Servomotor S-Foils (0)

Luke Skywalker (62)
Heightened Perception (3)
Proton Torpedoes (9)
R4 Astromech (2)
Servomotor S-Foils (0)

"Dutch" Vander (42)
Expert Handling (2)
Proton Torpedoes (9)
R3 Astromech (3)
Shield Upgrade (4)

Total: 200

View in Yet Another Squad Builder 2.0

I've played four games with the above list and I think I'm starting to get a handle on how it works. Some thoughts:

Dutch really wants an R4 astromech. The Y-Wing dial only has 4 blue maneuvers and the R4 single-handedly doubles that number. I had to fly Dutch over a rock early on in one engagement and it took me like 4 turns to clear stress and get him back into the fight. Having a blue 2-hard really helps with that. I really liked Shield Upgrade on Dutch (for comparison, Dash Rendar is a 6/4, and Dutch w/ shield upgrade is 6/3), but one of my opponents suggested dropping the upgrade and giving Dutch seismic charges for the turn after the initial joust. I'd appreciate some thoughts on that point.

On the other hand, I didn't get a ton of use out of R4's on my X-Wings. Having blue 2-hards is nice, but the R4 only gives you two extra blue maneuvers with the X-Wing, vs. 4 with the Y-Wing. Also, I think the X-Wings would benefit more from having the bonus target lock from the R3 unit. I also really missed having Instinctive Aim on Luke, but then I remember why I put Heightened Perception on him in the first place: it's good against aces, and even if I could shoot torpedoes without a target lock it would be too risky without the rerolls from a target lock.

My retooled list is as follows:

Wedge Antilles (52)
Trick Shot (1)
Proton Torpedoes (9)
R3 Astromech (3)
Servomotor S-Foils (0)

Luke Skywalker (62)
Heightened Perception (3)
Proton Torpedoes (9)
R3 Astromech (3)
Servomotor S-Foils (0)

"Dutch" Vander (42)
Expert Handling (2)
Proton Torpedoes (9)
R4 Astromech (2)
Seismic Charges (3)

Total: 200

View in Yet Another Squad Builder 2.0

One idea is to drop the R3s down to R4s and run a 2-point bid, which would help in my local meta against competing aces. I'm not sure how much good that will do me, because opposing ace players usually give me initiative and I've found that I almost always want to shoot first with this list.

Thoughts, comments, etc. are appreciated as always.

Edited by knute

Hi. Here’s my take on this list and want to hear your thoughts:

T-65 X-wing - •Luke Skywalker - 77
•Luke Skywalker - Red Five (62)
Proton Torpedoes (9)
R3 Astromech (3)
Heightened Perception (3)
Servomotor S-foils (Closed) (0)

T-65 X-wing - •Wedge Antilles - 67
•Wedge Antilles - Red Two (52)
Swarm Tactics (3)
Proton Torpedoes (9)
R3 Astromech (3)
Servomotor S-foils (Closed) (0)

BTL-A4 Y-wing - •“Dutch” Vander - 55
•“Dutch” Vander - Gold Leader (42)
Expert Handling (2)
Proton Torpedoes (9)
R4 Astromech (2)

Total: 199/200

View in the X-Wing Squad Builder

Proton torps squad. Luke uses Heightened Perception to fire first. Then use Swarm Tactics to fire with Wedge and Dutch next. Reposition for the next target.

I like the list, my only concern is with Swarm Tactics being limited to range 1. I'll have to play it some more to see how often Wedge actually ends up at Range 1 of Dutch.

I'm also not sure about putting more points into Wedge, because my experience has been that he is target #1.

I am going to see how useful the R3's are, and if I don't get a lot of mileage out of them I'm going to drop them down to R4s for a 3 point bid. Heck, might drop astromechs entirely from Wedge and Luke for a 7 point bid.

Edited by knute

How about this instead of luke?

ARC-170 Starfighter - •Shara Bey - 75
•Shara Bey - Green Four (53)
Proton Torpedoes (9)
Perceptive Copilot (10)
R3 Astromech (3)

T-65 X-wing - •Wedge Antilles - 66
•Wedge Antilles - Red Two (52)
Elusive (3)
Proton Torpedoes (9)
•“Chopper” (2)
Servomotor S-foils (Open) (0)

BTL-A4 Y-wing - •“Dutch” Vander - 59
•“Dutch” Vander - Gold Leader (42)
Expert Handling (2)
Proton Torpedoes (9)
R2 Astromech (6)

Total: 200/200

View in the X-Wing Squad Builder

I have played a Wedge, Luke, Dutch list a couple of times against amateur competition. So I can’t comment on tournament viability but here are my lessons learned:

Dutch is there to give target locks. If he can’t do that because he’s stressed he is not very useful. So I agree with @knute that he wants an R4 astromech badly.

I like instinctive aim on Luke because it is versatile. If I have to use his action for something else I can without sacrificing the torpedo shot if it is there. I understand that target locks are amazing and you should try to have one as much as possible but IA let’s Luke get away without one.

I’m not sure about the value of swarm tactics or a shield upgrade on Dutch. Essentially he is the least dangerous but beefiest ship on the list so I don’t see him being a primary target for enemy fire. And I think swarm tactics would restrict Wedge’s flying too much if you wanted to keep him at range 1 of Dutch. Together with the torpedo I can see it being great in a joust/alpha strike scenario, but I honestly don’t see Dutch getting too many ships in his primary arc. I’d rather see an ion turret in him to try and mess up someone’s maneuvers.

Put r3 on Dutch and use this wingman to give TL to his friend.

Fire a Proton Torpedoes after a stressing T-Roll is sooo exciting!!!

These are my guys:

Wedge - Thane - Dutch

On 10/4/2018 at 5:15 PM, Comte Oseric said:

Put r3 on Dutch and use this wingman to give TL to his friend.

Fire a Proton Torpedoes after a stressing T-Roll is sooo exciting!!!

These are my guys:

Wedge - Thane - Dutch

Wedge - Thane - Dutch

would it be possible to know what you have on these beauties?

Wedge, Thane and Dutch was also going to be my suggestion. It allows all three to be beefed up a little more.

That was the list:

https://raithos.github.io/?f=Rebel Alliance&d=v5!s!5:126,136,2,165,142:;9:-1,136,-1,164,142:;27:-1,-1,136,4,-1,71,-1:&sn=Wedge&obs=

Wedge Antilles — T-65 X-Wing 52
Outmaneuver 6
Proton Torpedoes 12
R2 Astromech 4
Shield Upgrade 6
Servomotor S-foils 0
Ship Total: 80
Half Points: 40 Threshold: 4
Thane Kyrell — T-65 X-Wing 48
Proton Torpedoes 12
Hull Upgrade 5
Servomotor S-foils 0
Ship Total: 65
Half Points: 33 Threshold: 4
“Dutch” Vander — BTL-A4 Y-Wing 39
Proton Torpedoes 12
R3 Astromech 3
Seismic Charges 3
Ship Total: 57
Half Points: 29 Threshold: 4

Now with the new points, its illegal by 2.

But I thrown that list away quite a few weeks now. was cool, but not enough

I pulled the torps off Dutch and replaced them with the newly-cheaper turret.

Luke Skywalker (62)
Instinctive Aim (2)
Proton Torpedoes (12)
Servomotor S-foils (0)

Wedge Antilles (52)
Proton Torpedoes (12)
Servomotor S-foils (0)

“Dutch” Vander (39)
Expert Handling (2)
Ion Cannon Turret (4)
R4 Astromech (2)
Hull Upgrade (3)
Veteran Turret Gunner (6)

Total: 196

View in Yet Another Squad Builder 2.0

A few points left for whatever else is needed.

I played vs Luke/Wedge/Norra on Friday - no Torps but Afterburners on all. That was a really solid squad!