the 4 brother

By shakaumruk, in X-Wing Squad Lists

my new list:

HWK-290 Light Freighter - •Roark Garnet - 52
•Roark Garnet - Good-Hearted Smuggler (38)
•“Chopper” (2)
Moldy Crow (12)

Sheathipede -class Shuttle - •Fenn Rau - 62
•Fenn Rau - Reluctant Rebel (52)
Swarm Tactics (3)
•Nien Nunb (5)
R4 Astromech (2)

Z-95-AF4 Headhunter - •Lieutenant Blount - 38
•Lieutenant Blount - Team Player (30)
Swarm Tactics (3)
Cluster Missiles (5)

RZ-1 A-wing - •Jake Farrell - 47
•Jake Farrell - Sage Instructor (40)
Predator (2)
Cluster Missiles (5)

Total: 199/200

View in the X-Wing Squad Builder

the pricnipal effect is: take 1 ps 7 , and 3 ps 6 as soon; then jake and fenn , help to take focus or second action , on the other ship.

have any idea to improve it?

thanks

Looks like the synergy is straightforward, and will do somee damage if your dice cooperate. Two things concern me. The first is "Chopper" on the HWK, which I don't think had enough health to take voluntary damage to get an action. Instead, what about Jyn Erso? If they try to focus down a ship, it can protect itself next round with Focus + Evade.

The second concern is doing in tight formation with an A-wing. I guess he has the option of zipping out to be at range 1 of an enemy to power Blount's ability. How do you plan on flying?

7 hours ago, Parakitor said:

Looks like the synergy is straightforward  , and will do somee damage if your dice cooperate. Two things concern me. The first is "Chopper" on the HWK, which I don't think had enough health to take voluntary damage to get an action. Instead, what about Jyn Erso? If they try to focus down a ship, it can protect itself next round with Focus + Evade.

The second concern is doing in tight formation with an A-wing. I guess he has the option of zipping out to be at range 1 of an enemy to power Blount's ability. How do you plan on flying?

chopper is a refuse, prefer start 197 without it. jin can be an option really, need try it before.

fro strategies, im think flying for the first engages, to maximes clusters missiles effetcs, then jake can go out from formation and give a blunt a bonus.

i create this list , to have 3 ps6 and 1 ps7. first engages very important...

but i think, it can make some success...

@Parakitor dice are average, if you fly good and have good positioning I find you are rewarded.

You can still slow roll up the board I assume everything except the awing has 1 forward. Spread out just beyond range 1 of friendlies if facing tragedy sim or cluster missiles. If you do box formation set it up so the awing faces sideways then hard 1 into formation.

14 hours ago, Blademaster72 said:

You can still slow roll up the board I assume everything except the awing has 1 forward. Spread out just beyond range 1 of friendlies if facing tragedy sim or cluster missiles. If you do box formation set it up so the awing faces sideways then hard 1 into formation.

the problem is only the a wing and 1 straight.. principally , i want use the first turn of shoot with cluster missile, then jake going alone ... you have if make a good aprroaces 1 turn a 6-7 ps , is good i think