Rebel Favorites - 3-0 as of this post

By Wiredin, in X-Wing Squad Lists

Jake Farrell (40)
Predator (2)
Proton Rockets (7)

Jan Ors (42)
Seismic Charges (3)
Jyn Erso (2)
Engine Upgrade (3)
Moldy Crow (12)

AP-5 (30)
R4 Astromech (2)

Wedge Antilles (52)
Predator (2)
Servomotor S-foils (0)

Total: 197

View in Yet Another Squad Builder 2.0

I was frustrated with 2.0... I wasn't doing so well. I decided "eff it" and threw together my favorite ships/pilots into one list... surprisingly it works very well. There is interesting synergies here I never expected until I put it on the board and so far it has given me a 3-0 W/L with the first two games being landslide victories and the third win a 1 hull vs 1 hull luck of final die roll (AP5 vs Vader). I've been trying to figure out how to improve it...

First option is ditch the seismic to get a solid bid. Not for Wedge but for Jan. Jan and AP5 are the keys to this list and they need to stay alive. Jan can arc dodge if needed with her Engine upgrade so she wants to go last. She has often been part of clutch plays. The new HWK-290 is also surprisingly tanky with 2 focus/evade tokens a turn and the turret + forward primary. It's a pretty nasty ship. If played right Jake and AP5 never get shot, or if they do it's by limited ships. Wedge is the sacrificial lamb who I expect to die first (and he did in the second game and was the only one damaged in my first game).

The problem is that seismic saved me in game 3 taking down two strikers that were hungry for Jan. Vader killed her that round, but it was a much easier time for Wedge/AP5 to take on Mr. Vader. So now I want that insurance policy more than before.

The second option is this:

Jake Farrell (40)
Predator (2)
Proton Rockets (7)

Jan Ors (42)
Trick Shot (1)
Jyn Erso (2)
Engine Upgrade (3)
Moldy Crow (12)

AP-5 (30)
R4 Astromech (2)

Wedge Antilles (52)
Predator (2)
R4 Astromech (2)
Servomotor S-foils (0)

Total: 197

View in Yet Another Squad Builder 2.0

keeps the bid at 3, which is the smallest bid I'm willing to take. Still have engine for Jan. But adds Trickshot to Jan and R4 to Wedge. I found many times where I wish I could 2 hard and not keep stress with Wedge. The increase of sloan, especially locally means I really want to shred stress as fast as possible as Wedge with Jan's extra die and AP5 coordinated focus to allow him to target lock allows him to 1 shot a striker while Jake gets in position to 1 shot the other striker or let loose into an equally tasty target. Trickshot could be valuable for those times when Jan is hiding behind a rock (often) and could use that extra die.

Other options? Dealing strictly with upgrades... Jake/Prockets, Jan Jyn Moldy, AP5, R4, and Wedge Predator are the combos that I want to stay. The rest can be massaged.

The only thing to take into account is that Predator doesn't work with PRockets. Maybe use Marksmanship instead?

21 minutes ago, gjnido said:

The only thing to take into account is that Predator doesn't work with PRockets. Maybe use Marksmanship instead?

I'm aware it doesn't. But Jake/wedge usually take focus. It helps with primary mods.

I like it a lot and not sure I'd lose the bombs for the bid, helps if you face a Whisper or somebody who tries to flank your guys. AP-5 being able to throw jake a lock for his prockets also seems solid and with Jan you can easily pump out 14-16 red dice in the round you use them, not to mention Wedge's ability reducing their agility. You catch something and it will die. I really think they missed a trick making Jake a 4 and not a 5, he wouldn't be OP at all but would give Rebs a pocket ace option as he'd be so, so much better in the late game. But ah well, this seems like good fun.

This looks like a good list to me. I flew against Corran/ Jake last week. They just had Sabine (with Leia) for support. I think this looks significantly tougher. I'm not sure I'd switch anything much out given what you've already stated, you seem to have thought it through and tested a fair bit, however in an attempt to at least contribute to the thought process:

- The Jake build I came up against was very similar and the proton rockets were a bust. He rolled two blanks and pushed through one hit. It's obviously the luck of the dice, and ideally you use them with double mods (which AP-5 might help with). You sound very committed to them, I take it you've had good luck with them so far?

- 3 point bid as a minimum, what's the thinking behind that? It doesn't seem a very big bid, would spending another point hurt a lot? R4 -> R3 for instance, I know you talked about the blue 2 turns being a big deal, especially against the Sloane lists, but that's pretty specific and in general I think the two target locks can help Wedge get double modded shots to make the most of all those attack dice you want him to roll

Edited by eljms
1 hour ago, FriendofYoda said:

I like it a lot and not sure I'd lose the bombs for the bid, helps if you face a Whisper or somebody who tries to flank your guys. AP-5 being able to throw jake a lock for his prockets also seems solid and with Jan you can easily pump out 14-16 red dice in the round you use them, not to mention Wedge's ability reducing their agility. You catch something and it will die. I really think they missed a trick making Jake a 4 and not a 5, he wouldn't be OP at all but would give Rebs a pocket ace option as he'd be so, so much better in the late game. But ah well, this seems like good fun.

thats not the best part! lol the best is take AP5 and coordinate to jake a barrel roll, then get his free focus action, then link to a boost, hard 2 green clear stress and take a lock. Suddenly your behind the enemy and ready to launch some prockets!

it's pretty cool.

1 hour ago, eljms said:

This looks like a good list to me. I flew against Corran/ Jake last week. They just had Sabine (with Leia) for support. I think this looks significantly tougher. I'm not sure I'd switch anything much out given what you've already stated, you seem to have thought it through and tested a fair bit, however in an attempt to at least contribute to the thought process:

- The Jake build I came up against was very similar and the proton rockets were a bust. He rolled two blanks and pushed through one hit. It's obviously the luck of the dice, and ideally you use them with double mods (which AP-5 might help with). You sound very committed to them, I take it you've had good luck with them so far?

- 3 point bid as a minimum, what's the thinking behind that? It doesn't seem a very big bid, would spending another point hurt a lot? R4 -> R3 for instance, I know you talked about the blue 2 turns being a big deal, especially against the Sloane lists, but that's pretty specific and in general I think the two target locks can help Wedge get double modded shots to make the most of all those attack dice you want him to roll

- I've had massive luck with Prockets. I love them. I use them all the time, even on a 2x GSP Crack/Procket list.

- Sloan is incredibly popular locally, and in the original list Wedge has no droid. If I approach right I'm not able to get 2 locks with Wedge, just 1 and with Jan it's still a 4 dice shot at R3 and they "dont get a range bonus" because of Wedge's ability. it's pretty funny.

- the three point bid is also a local meta call. I know it's not big, which is why I'm debating dropping the bombs to get it a bit bigger. The largest bid I've seen local is 195...

Edited by Wiredin
39 minutes ago, Wiredin said:

The largest bid I've seen local is 195

I have a friend who's very keen on Guri, and very keen that she moves last. I wonder whether stuff like that leads to a local arms race when it comes to bids. Bids of 190 or even less are not uncommon here.

2 hours ago, eljms said:

I have a friend who's very keen on Guri, and very keen that she moves last. I wonder whether stuff like that leads to a local arms race when it comes to bids. Bids of 190 or even less are not uncommon here.

definitely something starting here. but more on the initiative 3 area. However, someone has realized the power of double tapping Dash @ i7. Which is just evil.