Quadjumpers, Guri and Lando

By flooze, in X-Wing Squad Lists

Fellow pilots,

I wanted to share a list that I tried out today and I liked it a lot. Modified it over the course of the evening and I feel like this is quite rounded and interesting to fly as well.

Jakku Gunrunner (28)

Jakku Gunrunner (28)

Jakku Gunrunner (28)
Ketsu Onyo (5)

Lando Calrissian (26)
Composure (2)
Tactical Officer (2)

Guri (62)
Outmaneuver (6)
Advanced Sensors (8)

Total: 195

View in Yet Another Squad Builder 2.0

Not completely sure about the bid, but I feel like I want to choose for guri flying last or quadjumpers flying first, depending on the match.

I use large asteroids to set up a dense field in the middle.

I set the quadjumpers and Lando up close together, about range 3 from the border. Quads in front row, Lando behind. Guri takes the outer lane or the own edge to circle around the field,depending on enemy placement.

The goal should be to lure the enemy through the asteroids, where the quadjumpers shine. The gunrunners are obviously meant to disrupt the opposing list, either by blocking or by using the tractor array. Therfore they approach through the asteroids. They aren't the toughest, so losing one early is a possibility that is likely to happen. Ketsu therefore shouldn't be in the front line, her time will come after the first engagement when some tractor tokens have been placed.

Lando wants to hang out behind the jumpers to help them. Either to survive by coordinating a focus, roll to avoid an arc or to use the rector array at initiative 4. Helping guri set up the initial engagement by reposition or target lock is also possible. His coordinates are white, too keep his dial open (lol on the dial by the way, took a while until I got the hang of it) and to be able to use his ability. Coordinate can be used freely even when the range is questionable, since he will get a focus when the coordinate falls. Taking pot shots at range three is totally fine.

I wanted to have a counterpiece to the quadjumpers which can flank and be a threat late game. Guri fits that role nicely. She wants to speed around the asteroids to flank the opposing force, using outmanuever to cripple defense. Advanced sensors is golden on guri.

Target priority should be the opposing late game ship to make room for guri to shine, or the most oppressing one for guri.

Low agility ships hurt a lot due to tractor tokens and outmanuever, even high agility ships will have a hard time when caught tractored with guri out of arc. Haven't faced Boba yet, but I am curious to see how he fares without green dice to reroll.

Thanks for the read. Feedback is always welcome, take it as an inspiration (or file it under jank)

Edited by flooze
Changed title
4 minutes ago, flooze said:

Fellow pilots,

I wanted to share a list that I tried out today and I liked it a lot. Modified it over the course of the evening and I feel like this is quite rounded and interesting to fly as well.

Jakku Gunrunner (28)

Jakku Gunrunner (28)

Jakku Gunrunner (28)
Ketsu Onyo (5)

Lando Calrissian (26)
Composure (2)
Tactical Officer (2)

Guri (62)
Outmaneuver (6)
Advanced Sensors (8)

Total: 195

View in Yet Another Squad Builder 2.0

Not completely sure about the bid, but I feel like I want to choose for guri flying last or quadjumpers flying first, depending on the match.

I use large asteroids to set up a dense field in the middle.

I set the quadjumpers and Lando up close together, about range 3 from the border. Quads in front row, Lando behind. Guri takes the outer lane or the own edge to circle around the field,depending on enemy placement.

The goal should be to lure the enemy through the asteroids, where the quadjumpers shine. The gunrunners are obviously meant to disrupt the opposing list, either by blocking or by using the tractor array. Therfore they approach through the asteroids. They aren't the toughest, so losing one early is a possibility that is likely to happen. Ketsu therefore shouldn't be in the front line, her time will come after the first engagement when some tractor tokens have been placed.

Lando wants to hang out behind the jumpers to help them. Either to survive by coordinating a focus, roll to avoid an arc or to use the rector array at initiative 4. Helping guri set up the initial engagement by reposition or target lock is also possible. His coordinates are white, too keep his dial open (lol on the dial by the way, took a while until I got the hang of it) and to be able to use his ability. Coordinate can be used freely even when the range is questionable, since he will get a focus when the coordinate falls. Taking pot shots at range three is totally fine.

I wanted to have a counterpiece to the quadjumpers which can flank and be a threat late game. Guri fits that role nicely. She wants to speed around the asteroids to flank the opposing force, using outmanuever to cripple defense. Advanced sensors is golden on guri.

Target priority should be the opposing late game ship to make room for guri to shine, or the most oppressing one for guri.

Low agility ships hurt a lot due to tractor tokens and outmanuever, even high agility ships will have a hard time when caught tractored with guri out of arc. Haven't faced Boba yet, but I am curious to see how he fares without green dice to reroll.

Thanks for the read. Feedback is always welcome, take it as an inspiration (or file it under jank)

looks fun. im loving the gunrunners. annoying as **** in multiples.

Tinkered a little bit further, not sure if the Constable will pull his weight. We will see

Jakku Gunrunner (28)

Jakku Gunrunner (28)

Constable Zuvio (33)
Proximity Mines (6)

Lando Calrissian (26)
Tactical Officer (2)

Guri (62)
Outmaneuver (6)
Advanced Sensors (8)

Total: 199

View in Yet Another Squad Builder 2.0