Triple X Protons

By admuscat, in X-Wing Squad Lists

Trying to rack my brain create a "good" rebel list. Ran the Yt's a few times and they didnt tickle my fancy like last edition. Thinking something like this. 12 Proton Torps at Ini 7&6 seems pretty good

Thoughts?

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

Wedge Antilles (52)
Swarm Tactics (3)
Proton Torpedoes (9)
Servomotor S-Foils (0)

Thane Kyrell (48)
Trick Shot (1)
Proton Torpedoes (9)
Servomotor S-Foils (0)

Total: 196

View in Yet Another Squad Builder 2.0

Edited by admuscat
format

I like this a lot, very strong list. One idea is you can switch trick shot for crack shot if you find that you aren’t getting obstructed shots. Have you got any 5 dice protons off? That seams nasty. Or drop the ept for R5 on either Luke/Wedge. I’m not sure how strong a bid you need. Probably Luke as he doesn’t need actions for dice mods and is a points tank.

One problem with Wedge is that he is the number one target and can die fairly easily given up 64 points. That’s not bad because Thane and Luke can close out the game for you. Or if Luke gets targeted and rolls blanks than 74 points are given up (Which has happened to me before ? ). Even as strong as your alpha, bomber and scum swarms are out there. If you find these to be true then I would consider Biggs to be selfless and draw there fire ? . This would lose less mov and insure Luke and Wedge make it to the end game. Also you can use Biggs as a blocker. Although you might see your damage output go down slightly without Thane and Biggs might not get a lock on I 3+ ? .

(52) Wedge Antilles
(9) Proton Torpedoes
(0) Servomotor S-foils
(3) Swarm Tactics
Points 64

(62) Luke Skywalker
(9) Proton Torpedoes
(3) Heightened Perception
(0) Servomotor S-foils
(5) R5 Astromech
Points 79

(48) Biggs Darklighter
(9) Proton Torpedoes
(0) Servomotor S-foils
Points 57

Total points: 200

Edited by Datacrave

I agree above with Biggs. Splitting fire helps big time. Plus it's thematic. Luke, Wedge, and Biggs are making the trench run with proton torpedoes ready to go.

I like Thane, he can end a game just like that (because as we all know those crit cards are worse than ever), and Trick on him is a great idea personally (to give you that extra dice to spend on the skill); I'd be thinking about dropping the Torps on Thane, and spending those points on Luke or Wedge (Luke personally) with a repair Mech.

3 Xwing's are great at the moment, most combinations of them are good.

I can drop trick shot for selfless on thane and make him like a pseudo biggs but still have a higher PS for when/if I need to break off. Also I'm toying with always giving initiative away with this list so I can be in prot torp range t1 or t2. Thoughts on that? I generally aim to blow up a strong or support **** to get the engagement skewed from the start in my favour

If you want to give Thane torps then Ion's might fair just as well. His ability on smaller craft isn't as good but the Ion's will be more effective. On the reverse on larger ships you can spend them the Ion's on flipping cards.

Alternatively you can set him up with a elusive/chopper regen so he makes into the mid/late game okay.

Plus there is a lot to be said for Luke with SnR. Which is doable with if you take swarm tactics off of Wedge.

Trench Run 0.1

Played this at a tournament did ok. Got out bid by a old teroch one point at 192 and aced my whole squad. I’m still salty lol. Selfless worked great and r5 on luke was good when you have the force for mods. Thane was the first to die. As fun as Thanes ability is it didn’t help as much as I hoped. Wedge is probably a better bet for the points. Also adding elusiveness to Thane or Wedge helps to keep them alive.

(62) Luke Skywalker
(0) Servomotor S-foils
(9) Proton Torpedoes
(5) R5 Astromech
Points 76

(43) Norra Wexley
(3) Selfless
(9) Proton Torpedoes
Points 55

(48) Thane Kyrell
(5) R5 Astromech
(0) Servomotor S-foils
(9) Proton Torpedoes
Points 62

Total points: 193

Trench Run 0.2

(62) Luke Skywalker
(5) R5 Astromech
(0) Servomotor S-foils
(9) Proton Torpedoes
Points 76

(43) Norra Wexley
(3) Selfless
(9) Proton Torpedoes
Points 55

(52) Wedge Antilles
(9) Proton Torpedoes
(5) R5 Astromech
(0) Servomotor S-foils
(3) Elusive
Points 69

Total points: 200

Edited by Datacrave

Think OP's list is probably the best way to go for a trip x / proton alpha strike list. You might actually consider cutting the trick shot from Thane for the 5-point bid, because you really want to be moving second to grab those target locks.

Won our first tournament with the Luke,Thane ,Wedge list but I used r3 astromecs for double target locks and advanced proton torps,on all three was brutal.

1 hour ago, LarryB. said:

Won our first tournament with the Luke,Thane ,Wedge list but I used r3 astromecs for double target locks and advanced proton torps,on all three was brutal.

APTs being single use and range 1 weren't an issue?

I've been playing around with this on the fly casual simulator, I havn't actually gotten it onto a table against a real person yet but I'm looking forward to trying it out when I'm done putting Han through his paces and a 5 ship list I've been playing.

Wedge Antilles — X-Wing 52
Swarm Tactics 3
Proton Torpedoes 9
R2 Astromech 6
Shield Upgrade 6
Servomotor S-foils 0
Ship Total: 76
Red Squadron Veteran — X-Wing 43
Swarm Tactics 3
Proton Torpedoes 9
R2 Astromech 6
Shield Upgrade 6
Servomotor S-foils 0
Ship Total: 67
Blue Squadron Escort — X-Wing 41
Proton Torpedoes 9
R2 Astromech 6
Servomotor S-foils 0
Ship Total: 56

I too have tried my hand at the new Trench Runner list. I have always chosen "fluff" over efficiency and "meta" power curves, my lists are usually thematic in some way.

Luke: S-Foils, ProTorps, R2 Astro and Instinctive Aim

Wedge: S-Fouls, ProTorps and Swarm Tactics

Biggs: S-Fouls and ProTorps

Worked against Deci/Phantom but fell to Boba/Kimogila/Interceptor list. I feel like my flying was the major cause of that loss, though...

Anyway, list seems solid. Most match-ups feel like you at least have a chance, at least on the opening engagement. I like Aim so that after Wedge and Biggs fire, Luke may change targets if needed.

I still need more table time to fly more effectively. Got trapped in a corner and lost Wedge for nothing last time. He was untouched when he went into the corner. He never came back out...

Edited by SCSkunk
5 hours ago, LarryB. said:

Won our first tournament with the Luke,Thane ,Wedge list but I used r3 astromecs for double target locks and advanced proton torps,on all three was brutal.

Would love to see this list.

Lets back to topić again.

I have count many times and it should work together:

765CrackProtonR4

(62) Luke Skywalker
(0) Servomotor S-foils
(9) Proton Torpedoes
(2) R4 Astromech
(3) Heightened Perception
Points 76

(52) Wedge Antilles
(9) Proton Torpedoes
(1) Trick Shot
(0) Servomotor S-foils
(2) R4 Astromech
Points 64

(48) Thane Kyrell
(0) Servomotor S-foils
(9) Proton Torpedoes
(1) Trick Shot
(2) R4 Astromech
Points 60

Total points: 200

1. We have chain: 1st I7 shoot luke which take some shields/tokens from opponent ship 2nd shoot I6 Wedge which will give some crits And as 3rd in que is Thane which kill ship with his ability.

2. Three independent ships. No swarm tactic and other corelation. Let them be free! Which makes list more unpredictible

3. 3x torps its an obv firepower

4. Trickshots gives perfect math. Firstly in Wedge case this is just additional red dice and in thane free dice to use ability

5. 3x R4 gives best fly options with hard2 blue. After 3hardTurn we can back to the game with this 2gardBlue

// what do U think?

the only problem fot me is...how to setup.

In one corner or central and fly in 3 diffrent directions or set them far from another and try to focus power

I flew Luke (supernatural reflexes, protons), Wedge (protons) and Thane on the Dutch Nationals. Normally I fly with Biggs. The reason I decided to swap him for Thane is so I can break formation more easily, also Thane's iniative of 5 can come in handy. His pilot skill is also awesome, especially when Luke and Wedge have just launched their missiles into the target. It's not as overpowered as it seems at first glance.

It's a nice list, although it flies very different than with Biggs and astromechs. It's all about the approach, hit hard with your protons at range 3, use Thane to finish targets off. With Biggs I think I could stay enganged longer, with Thane it's better to break off and try another range 3 approach I guess.

Correct. Thane can ruin opponent strategy with crits. Inagine Double stress in important time or hard maneuver red...sometimes can crush all strategy. Or just kill ship by Double dmg etc.

main good spot is that i can fly how i want without any range restrictions like with biggs or swarm tactics.

like i said i have just problem how setup. Which Xwing is best to bait(luke i think)

Biggs is 100% better then thane, lets say several 4 I4 ships shoot first kills biggs hes not removed till all I4 have had opportunity to shoot. Protects wedge or whoever

But in case that i pick thane...how to setup. Anyone? Any ideas?

19 hours ago, ImperialEmperor said:

But in case that i pick thane...how to setup. Anyone? Any ideas?

Keep thane cheap if you must use him.

Edited by Blademaster72

I mean how to setup on table. Fotmation or corners and center