Coordination Meta?

By flooze, in X-Wing

Fellow pilots,

building my lists, seeing what others bring to the table and browsing the forum, I feel like coordination is the hot ****.

I am focused on scum only at the moment, so I don't know what exactly I would play with empire and rebels. Apart from the escape craft, I have seen a lot of coordinating lambdas and shethipedes. Also the squad leader talent, not only on Ten Numb.

What is your local meta looking like, do you see many of coordinating ships?

Haven't seen a single coordinate, honestly, not counting docked escape crafts that aren't used for coordinate anyway

Seems people are mostly interested in self sufficient ships

Coordinate?

Good?

HOW COULD WE HAVE KNOWN!?!?!?!?!?

IT WAS UNKNOWNABLE!!!!!!!

Edited by Do I need a Username

i suspect that the 2.0 system is too new currently, and most people are still feeling out the changes. so it might be a bit before some abilities start seeing creative use.

13 minutes ago, ficklegreendice said:

Haven't seen a single coordinate, honestly, not counting docked escape crafts that aren't used for coordinate anyway

Seems people are mostly interested in self sufficient ships

Biiiiiiingooooooo. Just look at the way people fly Boba!

Tactical officer Heff is pretty good.

As a major Lambda Upsilon and Reaper enthusiast in 1.0 ,coordinate is under rated and an exceptional skill to learn.

Also, eff Fenn Rau.

8 hours ago, Do I need a Username said:

Coordinate?

Good?

HOW COULD WE HAVE KNOWN!?!?!?!?!?

IT WAS UNKNOWNABLE!!!!!!!

I didnt say that I am surprised.

Just wanted to know if the ihr local metas use coordinate a lot.

But nice evil scientist imitation ?

Edited by flooze

Very few, and rarely coordinating, personally.

I'm *really* surprised not to have seen Rebel Fenn, but I guess without Tactician/HotShot Copilot/R3A2 and the ability to give Boost to everything, he's a lot less useful.

I've seen quite a few scum ships put in a spare 24 point L3 Escape Craft with Tactical Officer into their list, irrespective of their overall archetype. Considering it's the same price as a Z95 blocker that's a lot of utility for not many points.

9 hours ago, TasteTheRainbow said:

Tactical officer Heff is pretty good.

Add Intimidate and you got my go-to U-wing actually.

49 minutes ago, Giledhil said:

Add Intimidate and you got my go-to U-wing actually.

Yup. I put Zeb on there too.

I haven't seen Coordination used yet. I mostly see good ship + mini swarm or a solid all takers list of 4 ships. Most lists don't have fewer than 4 ships, except a few that get creamed.

I haven't seen much coordination locally, but it's absolutely something that's on my radar. Squad Leader is something that's been on my radar since I got my stuff, but it never quite makes it in lists.

21 minutes ago, TasteTheRainbow said:

Yup. I put Zeb on there too.

Not too much a fan of Zeb in 2.0 since he is way more dangerous to use, now that his effect isn't limited to your primary arc any more.

2 hours ago, Giledhil said:

Not too much a fan of Zeb in 2.0 since he is way more dangerous to use, now that his effect isn't limited to your primary arc any more.

Yea. You definitely have to bring someone else that they want to kill. Otherwise they just wipe Heff away.

AP-5, L3 and Sai are very popular around here. They add so much versatility to lists and the first two require very little point investment.

I don't think I've lost in like 6 games with Two Delta Defenders and a Palpatine Omicron. Coordinate is a HUGE part of that.

Sai might be great in some other list, but this one likes everything to be Initiative 1. That flexibility of which ship activates first has felt important in all my games.

I may have to try out Cienna Ree, though. Start your Defender pointing sideways along your edge, so your opponent things you'll be moving along the side, waiting for better position. Then Coordiante a barrel roll and twist the ship towards your opponent's deployment zone. Then 5-straight to clear the stress, and boost. It's like you dialed in a 9-straight. So they've got a defender on the flank, after they've committed to chasing you into the center. Or bank-boost into a twist in the same direction into a 4-K. You'll be behind where you started and off to the side. Like, what?

I do really like the idea of coordinated defenders...

One thing I've wanted to try (but couldn't because I sold my lambda years ago) is Krennic Jendon since he seems to give a RIDICULOUS amount of modifiers

He gives you 3 Target-locks (krennic lets him use his own ability) + optimized prototype ATOP coordinate

So, we could try with two Deltas

(72) Delta Squadron Pilot
(3) Fire-Control System
Points 75

(46) Colonel Jendon
(5) Director Krennic
Points 51

(72) Delta Squadron Pilot

[Optimized]
Points 72

Total points: 198

Or Onyx and Vynder (Vynder is super fun!)

(78) Onyx Squadron Ace

[Optimized]
(4) Juke
(3) Fire-Control System
Points 85

(46) Colonel Jendon
(5) Director Krennic
(3) Fire-Control System
Points 54

(41) Major Vynder
(0) Xg-1 Assault Configuration
(5) Ion Cannon
(3) Advanced SLAM
(3) Fire-Control System
(9) Proton Torpedoes
Points 61

Total points: 200

Edited by ficklegreendice

At my FLGS we decided to run 2.0 only for a while to attract as many new players as possible, so I started running Boba/Fenn/L3-37. On paper I just took L3-37 because the escape craft is the only filler option for Scum, but in practice, at 24 points for L3-37 with a Tactical Officer it's proven a real steal. The enemy doesn't always have the firepower to spare to target her with Boba in their faces (and if they do, that's some shots not hitting Boba) and throwing actions onto the Firespray is great.

I can also set up a pretty devastating first engagement too: coordinate a Red Reinforce to Boba, do a blue move, clear stress, do a regular action, use Han Solo when engaging.

9 minutes ago, LordBlades said:

At my FLGS we decided to run 2.0 only for a while to attract as many new players as possible, so I started running Boba/Fenn/L3-37.

I'd run these three ships if I go for a 2.0 tournament. Only thing really missing is debris gambit. Would most likely upgrade to Lando though.

4 minutes ago, flooze said:

I'd run these three ships if I go for a 2.0 tournament. Only thing really missing is debris gambit. Would most likely upgrade to Lando though.

My current list

Fang Fighter - •Fenn Rau - 72
•Fenn Rau - Skull Leader (68)
•Lone Wolf (4)

Firespray -class Patrol Craft - •Boba Fett - 100
•Boba Fett - Notorious Bounty Hunter (80)
Fearless (3)
Perceptive Copilot (10)
Marauder (3)
•Han Solo (4)

Escape Craft - •L3-37 - 24
•L3-37 - Droid Revolutionary (22)
Tactical Officer (2)

Total: 196/200

View in the X-Wing Squad Builder

I don't feel Lando is worth losing the 4 point bid.

I have considering upgrading to the Pioneer (having Boba land on a rock and still shoot is a neat trick) or dropping Fearless altogether off Boba.

7 minutes ago, LordBlades said:

My current list

Fang Fighter - •Fenn Rau - 72
•Fenn Rau - Skull Leader (68)
•Lone Wolf (4)

Firespray -class Patrol Craft - •Boba Fett - 100
•Boba Fett - Notorious Bounty Hunter (80)
Fearless (3)
Perceptive Copilot (10)
Marauder (3)
•Han Solo (4)

Escape Craft - •L3-37 - 24
•L3-37 - Droid Revolutionary (22)
Tactical Officer (2)

Total: 196/200

View in the X-Wing Squad Builder

I don't feel Lando is worth losing the 4 point bid.

I have considering upgrading to the Pioneer (having Boba land on a rock and still shoot is a neat trick) or dropping Fearless altogether off Boba.

I understand that you want to keep the bid. I also see points speaking for Perceptive Copilot, which I don't have in my list.

I found that coordination at ini 4 is quite strong (remember that 1.0 coordinate at ps11...)

I think you have a solid 2.0 format list.

17 minutes ago, LordBlades said:

I have considering upgrading to the Pioneer (having Boba land on a rock and still shoot is a neat trick) or dropping Fearless altogether off Boba.

If you up L3-37 to the Pioneer and drop Fearless your bid increases to 5 points. No guarantee of player order choice, but it does help boost your chances. I can see the reasoning behind having Fearless on Boba (1 auto hit result if at range one of the target if he and his target are in each other's front arc) but playing to get that to proc allot kind of kills the rear arc reroll from Marauder (which is almost as nice as being able to slot in Han Gunner thanks to the title).

13 minutes ago, flooze said:

I understand that you want to keep the bid. I also see points speaking for Perceptive Copilot, which I don't have in my list.

I found that coordination at ini 4 is quite strong (remember that 1.0 coordinate at ps11...)

I think you have a solid 2.0 format list.

0-0-0 is another solid crew, but sadly in 2.0 only I have yet to see a real alternative to Perceptive Co-pilot.

What are you running as crew?