Now I am going to get those pesky arc-dodgers

By Minimono, in X-Wing Squad Lists

(43) Norra Wexley
(6) Ion Cannon Turret
(5) Proton Bombs
(2) Skilled Bombardier
Points 56

(62) Luke Skywalker
(9) Proton Torpedoes
(6) Sense
Points 77

(48) Thane Kyrell
(9) Proton Torpedoes
(1) Crack Shot
Points 58

Total points: 191

* All pilots at I5

* Norra going closest to enemies.

*Luke sense will help Norra place the bombs better and turret in the right direction. (And of course himself Thane too)

* Thane fire off torpedoer last so his ability comes into play early.

(option: put proton torpedoes on Norra aswell, since those torps are soo good)

Alternative 2 is this:

Luke sense & 2 Y-wings

(62) Luke Skywalker
(6) Sense
(9) Proton Torpedoes
(8) R2-D2
(6) Stealth Device
Points 91

(34) Gold Squadron Veteran
(9) Proton Torpedoes
(2) R4 Astromech
(8) Afterburners
(1) Crack Shot
Points 54

(34) Gold Squadron Veteran
(9) Proton Torpedoes
(2) R4 Astromech
(8) Afterburners
(1) Crack Shot
Points 54

Total points: 199

* Again is lukes sense the key: giving Intel to the Y-wings so that they better can respond to enemy dial choice. Both Y-wings have afterburners to respond to info from sense to be able to get front arc in the right direction , or block, or know when time the reload better & boost to return in the fight faster

I like the second list more. It feels like it has more consistency. That being said, I like some MOAR consistency:

2x GSVs

Ion Cannon Turret

VetTurGun

Proton Bombs

R4 Astro

Predator

Luke

Sense

R5-D8

S-Foils

You want to kill arc dodgers? Prevent them from dodging in the first place! 5 shots around is hard enough to dodge, and, because the tail end of the shots are Ion, the odds are decent of getting those little guys locked down. Predator can provide rerolls on the primary and turret shot if you can line it up, Luke helps with placement, and R5 lets him heal without giving up shots.

41 minutes ago, Greebwahn said:

I like the second list more. It feels like it has more consistency. That being said, I like some MOAR consistency:

2x GSVs

Ion Cannon Turret

VetTurGun

Proton Bombs

R4 Astro

Predator

Luke

Sense

R5-D8

S-Foils

You want to kill arc dodgers? Prevent them from dodging in the first place! 5 shots around is hard enough to dodge, and, because the tail end of the shots are Ion, the odds are decent of getting those little guys locked down. Predator can provide rerolls on the primary and turret shot if you can line it up, Luke helps with placement, and R5 lets him heal without giving up shots.

Predator is primary attack only

Afterburners on Y-wings! Hilarious! That could be clutch, even though they're pretty expensive. Are they there primarily for escape? Because most of the time Y-wings aren't doing 3-5 speed maneuvers. Oh wait, the white 3-bank. Interesting...and the K-turn...

Edited by Parakitor

Forgot to mention this: I am one of the new guys on the block: just got 2nd edition ships. 4 X-wings and 2 Y-wings.

How about this:

(62) Luke Skywalker
(7) R5-D8
(0) Servomotor S-foils
(6) Sense
Points 75

(43) Norra Wexley
(5) Proton Bombs
(2) R4 Astromech
(8) Afterburners
(6) Adv. Proton Torpedoes
(2) Skilled Bombardier
(3) Intimidation
Points 69

(48) Thane Kyrell
(0) Servomotor S-foils
(1) Marksmanship
Points 49

Total points: 193

All at I5:

* Luke sense

* Decide if Norra wants to drop bombs.

* Norra try to get in the face of a I6-ship, by knowing the dial and use afterburners if needed. If failed block, she will shoot at R1

* Luke blasts away

* Norra blast away. Hopefully by then all shields are used by enemy and torp is critting with 5 dice attack.

* Thane shoot last and use his ability to turn damage cards face up.

*Norra might K-turn/2-3 hard next turn followed up by afterburner to stay in the fight and launch more torps. Since she can drop bombs far behind, she can dictate that the enemy will avoid the bombs and predict witch direction the enemy will take.

The R4 astromech helps Norra clear stress easily (Blue 2 hard is nice), so I am not afraid to get stresses by reloads or barrelrolls and afterburners can be used while stressed.

Question: I wonder what type of bomb or mines would be best suited for Norra?

Question2: Would I be better off with a different Y-wing pilot than Norra and use advanced proton torps instead?

Question 3: if keeping Norra, would she be better off with ion turret+veteran turret gunner? With proton bombs the points would be 199.

Edited by Minimono
1 hour ago, Greebwahn said:

I like the second list more. It feels like it has more consistency. That being said, I like some MOAR consistency:

2x GSVs

Ion Cannon Turret

VetTurGun

Proton Bombs

R4 Astro

Predator

Luke

Sense

R5-D8

S-Foils

You want to kill arc dodgers? Prevent them from dodging in the first place! 5 shots around is hard enough to dodge, and, because the tail end of the shots are Ion, the odds are decent of getting those little guys locked down. Predator can provide rerolls on the primary and turret shot if you can line it up, Luke helps with placement, and R5 lets him heal without giving up shots.

I swapped Lukes astromech to R5. I only own x-wings and y-wings, so I am limited in options :(

Edited by Minimono
1 hour ago, Parakitor said:

Afterburners on Y-wings! Hilarious! That could be clutch, even though they're pretty expensive. Are they there primarily for escape? Because most of the time Y-wings aren't doing 3-5 speed maneuvers. Oh wait, the white 3-bank. Interesting...and the K-turn...

I think that with a «shotgun»-build it can be used both for:

* Disengage. My impression of the Y-wing is that it has problems with that. So a move->afterburn->reload-> move ->afterburn->target: it will get you fast into the fight again with torps.

* Get fast into close range for «shotgun»-range/block.

Edited by Minimono

Have you tried 3 X-wings? I've been flying Luke, Wedge, and Thane with some success. Wedge at initiative 6 can get anything in arc, Luke can handle generics and swarms, and Thane is nasty shooting last to flip whatever damage gets through.

It can also give you an alpha strike to wipe lower pilot skill ships off the board before they can fire.

Luke (62)

Supernatural (12)

Proton Torpedoes (9)

R3 Astro (3)

Total 86

Wedge (52)

Outmaneuver (6)

Total 58

Thane (48)

Predator (2)

Total 50

List runs at 194, so you have a nice bid against other initiative 5 and 6 ships to outmaneuver with Wedge and Supernatural Luke.

Have tried the 3 X-wing pilots togheter :) I just want to field different ships and give my mates something diverse to play against. I have run Thane, Luke and Wedge, all with proton torpedo. It is very good!

So I have been analysing and made several adjustments:

Luke, Norra, Dutch

(62) Luke Skywalker
(0) Servomotor S-foils
(6) Sense
Points 68

(43) Norra Wexley
(5) Proton Bombs
(2) R4 Astromech
(8) Afterburners
(3) Elusive
(6) Ion Cannon Turret
(10) Agile Gunner
Points 77

(42) "Dutch" Vander
(9) Proton Torpedoes
(2) R4 Astromech
Points 53

Total points: 198

Norra has lost intimidation and gained elusive. With afterburner she should get in 1 range and get 1 evade+reroll from her abilities. When she is closing in, she can now do a red manuver (4 straight, 3 hard or barrel roll) to get close enough. Dutch will give her the TL she needs to probably ionise the target.

I have run some simulations and concluded that if a target is ionised at range 1, it is very likely to run into a proton-bomb next turn. When Norra has ionised a target, she can easily move with the turret and position herself to Keep firing in R1 at the enemy with tl and drop a second proton bomb that will hit the enemy the next turn after that again. So to conclude: She should easily move into R1, be able to use ion turret to times and hit with two proton bombs. And she would be very tanky with elusive and focus.

Thane is not there, but Dutch with proton torpedos is really good aswell.

Edited by Minimono