Wedge, Luke, Thane, and Sabine?

By KiraYamatoSF, in X-Wing Squad Lists

The other day I was trying to see another way to fly my triple 65 list with Wedge, Luke, and Thane and then I realized I had 38 points left, so I got the idea to add Sabine to the list. I am kind of curious about this build:

Wedge Antilles- S-Foils

Luke Skywalker-S-Foils

Thane Kyrell- S-Foils

Sabine Wren

So no upgrades if you don't count the S-foils but each has a pretty good ability, each has a 3 die primary, and 3 out of 4 has a high IN. And low and behold I noticed on Youtube there was a video where someone used that list and it did win. But I was curious what everyone else thinks of this, or has anyone else had the same idea and flew this already? If so please let me know if I am just being crazy and this is a bad idea but I really want to see how this does.

It's 4 very good ships shooting big guns. What's not to like.

I don't think the premium on Luke is worth it. Do it like this and get more firepower:

Wedge Antilles (52)
Swarm Tactics (3)
Servomotor S-foils (0)

Thane Kyrell (48)
Trick Shot (1)
Servomotor S-foils (0)

Garven Dreis (47)
Servomotor S-foils (0)

Sabine Wren (38)
Juke (4)

Total: 193

View in Yet Another Squad Builder 2.0

Leaves you with seven more points for upgrades and bid, you shoot twice on IN6, once on 5 and you pass a Focus token.

53 minutes ago, Stefan said:

I don't think the premium on Luke is worth it.

Luke is one of the best pilots in the game, and one of the few currently decent Rebel pilots. How is he not worth it?

Do you not like built in free dice mods? Luke gets to hit with full mods with just a target lock action and still gets defensive mods. For only 10 points more than Wedge, he's well worth it. He's basically the only Force user who isn't overcosted.

55 minutes ago, Stefan said:

Leaves you with seven more points for upgrades and bid, you shoot twice on IN6, once on 5 and you pass a Focus token.

If Garven rolls eyes. If he's range 1 of Wedge for Swarm Tactics to trigger (otherwise his ability only triggers after everyone else has shot and he's useless).

If not then your whole action web falls apart. He's just so unreliable.

Also consider that the net result of his presence and ability is that one ship gets a free focus token. Well guess what, Luke already has that built in.

I'd sooner take Dutch over Garven any day. Same initiative, access to the same astros, torps and talents, cheaper and has an action economy support ability you can reliably trigger. He just needs something to give him a little punch.

But obviously I'd much rather take Luke than either of them.

2 hours ago, KiraYamatoSF said:

I am kind of curious about this build:

Wedge Antilles- S-Foils

Luke Skywalker-S-Foils

Thane Kyrell- S-Foils

Sabine Wren

I like it, but other than Luke you're really leaving yourself in the hands of the dice gods.

Not that there's much you can really do with X-Wings to ignore all dice variance, but there's a reason they usually pack torps for the extra die.

Thane feels awkward to me there too. He kinda wants to shoot last, though I do understand taking him basically just for the crucial I5. I'm kinda tempted to suggest Biggs instead. He's lower In, obviously, but he matches Sabine at least. Given the lower damage output of Wedge and Luke without torps, they're less likely to wipe something out in the first pass so they need to stay alive longer themselves, Biggs can help them do that.

But I don't know. Maybe Luke and Wedge don't want to be tethered to an I3 ship in this list.

I guess at least Thane sort of has some built in action economy going - just keep taking target locks and hoping Luke and Wedge get enough damage through that any eye results can be used to flip crits. Eh. I'm still not certain about Thane. His ability just seems so variable. Biggs is reliable, but does his low In mean he'll just get 'PS killed' before he does anything?

Only way to know is probably just going to be experimentation.

You make some very good points, thanks. Will check out the Dutch option:

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

Luke Skywalker (62)
Servomotor S-foils (0)

“Dutch” Vander (42)

Sabine Wren (38)
Juke (4)

Total: 198

View in Yet Another Squad Builder 2.0

Leaves me with only two points for upgrades on Dutch, though.

Edited by Stefan

I prefer Debris gambit on Sabine to turn her linked evade white.

22 hours ago, Stefan said:

You make some very good points, thanks. Will check out the Dutch option:

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

Luke Skywalker (62)
Servomotor S-foils (0)

“Dutch” Vander (42)

Sabine Wren (38)
Juke (4)

Total: 198

View in Yet Another Squad Builder 2.0

Leaves me with only two points for upgrades on Dutch, though.

I really do not like Dutch without either turret or protons.

How about:
Wedge+Swarm tactics

Dutch+protons

Thane

Sabine

This leaves you with 8 points for some upgrades and/or initiative bid.
My picks would be R4 for Dutch and debris gambit for Sabine.

If I'd not try for a bid I'd add a second swarm tactics to this squad.

I tried Wedge with Protons and Dutch with Ion Turret yesterday. Worked pretty well, but I think I'll rather give the Protons to Dutch so he can leave the turret locked and still threaten the frontal arc.

1 hour ago, Stefan said:

I tried Wedge with Protons and Dutch with Ion Turret yesterday. Worked pretty well, but I think I'll rather give the Protons to Dutch so he can leave the turret locked and still threaten the frontal arc.

The problem with that is that Dutch isn't the one getting the free action.

The whole point is that torpedoes are limited, so you need to make both of them count for as much as you possibly can. Wedge with a focus, lock and torpedoes is about as consistent as you can make an attack without also giving him Outmaneuver and managing to trigger it. It's rolling the max number of dice you can roll under normal circumstances in full arc (rather than needing bullseye a la Prockets) without special pilot abilities, it's got basically all the mods you can get for attack dice and it reduces their agility by one without needing bullseye arc like with Crack Shot, or requiring you to have an evade token and for them to not have a focus token like Juke and it denies them the range 3 defensive bonus.

But getting Wedge a range 3 torp shot and a focus and a lock is difficult.

Dutch can do that while still making use of his action himself, but giving him the torps means you've cut your efficiency for no real gain anywhere.

Ideally, they'd both have torps. But you're not going to get that in a four ship list with Luke.

As @Elkerlyc says, Dutch is really not a naked support ****. He needs to be able to hit to.

This is kinda the Rebel problem. The good support effects just don't fit into the lists you want them to. You can run Dutch, Wedge and Luke all with torps but you can't come anywhere near getting any fourth ship in there. Even dropping the torps on Luke only gets you a Homing Missile Bandit.

Dutch, Wedge and Luke just doesn't work.

You can run torp Wedge and torp Dutch with two BSEs and a handful of points for more upgrades, or two RSVs with the list maxed out, or one BSE and Garven both naked.

I'd really love to say there's something in the Wedge, Dutch, Garven and BSE version but I just don't think it's enough. If Garven had some guaranteed way of spending a focus to pass it and was just a hair cheaper to fit it in, then maybe it could be great. You could get Dutch and Wedge both with fully modded torp shots and two followup X-Wings with focused 3 dice attacks. And even then, Initiative would be a hurdle.

I myself have been trying this:

Cassian

Dutch (protons)

Sabine

-> Cassian can coordinate Dutch (focus), Dutch gives a lock to Wedge so both can hurl a fully modded proton ad ini6.


Decent. But not quite up to the (fairly easy to achieve) powerlevels of the Empire and/or Scum.

14 hours ago, GuacCousteau said:

The problem with that is that Dutch isn't the one getting the free action.

The whole point is that torpedoes are limited, so you need to make both of them count for as much as you possibly can. Wedge with a focus, lock and torpedoes is about as consistent as you can make an attack without also giving him Outmaneuver and managing to trigger it. It's rolling the max number of dice you can roll under normal circumstances in full arc (rather than needing bullseye a la Prockets) without special pilot abilities, it's got basically all the mods you can get for attack dice and it reduces their agility by one without needing bullseye arc like with Crack Shot, or requiring you to have an evade token and for them to not have a focus token like Juke and it denies them the range 3 defensive bonus.

But getting Wedge a range 3 torp shot and a focus and a lock is difficult.

Dutch can do that while still making use of his action himself, but giving him the torps means you've cut your efficiency for no real gain anywhere.

Ideally, they'd both have torps. But you're not going to get that in a four ship list with Luke.

As @Elkerlyc says, Dutch is really not a naked support ****. He needs to be able to hit to.

This is kinda the Rebel problem. The good support effects just don't fit into the lists you want them to. You can run Dutch, Wedge and Luke all with torps but you can't come anywhere near getting any fourth ship in there. Even dropping the torps on Luke only gets you a Homing Missile Bandit.

Dutch, Wedge and Luke just doesn't work.

You can run torp Wedge and torp Dutch with two BSEs and a handful of points for more upgrades, or two RSVs with the list maxed out, or one BSE and Garven both naked.

I'd really love to say there's something in the Wedge, Dutch, Garven and BSE version but I just don't think it's enough. If Garven had some guaranteed way of spending a focus to pass it and was just a hair cheaper to fit it in, then maybe it could be great. You could get Dutch and Wedge both with fully modded torp shots and two followup X-Wings with focused 3 dice attacks. And even then, Initiative would be a hurdle.

I don't have Luke in my build; no way to fit the points for that. I exchanged him with Thane to afford the Ion Turret on Dutch.

Yes, this is a very good list. I myself copied this list from YouTube, I found it very adaptive to play against other squads. I was currently using 3 rebel ship build, having them almost decked out but soon found out that if I lose any of my ships during the first engagement alpha strike, I would be fighting a uphill battle. Then I decided to go with this list, very simple, easy to fly, can have them grouped together or spread apart. They technically don't have to rely on each other but when they attack with this combo (Wedge first to soften them up, Luke second to hopefully get into hull damage, then Thane to do his thing. Sabine to clean up or distract), provide a nice offensive punch. I ran this list at my local X-Wing tournament, played against meta list and did really well, actually winning the tournament. Each time, every opponent saying, "I don't know who to target first?" Usually they try to go for Wedge or Luke, if they know Thanes ability, they try to go for him first also. Sabine is great causing a distraction, sometimes breaking formation, sometimes acts like a mini-Biggs (thinking she is the easiest to kill) leaving my aces to mop up. All the ships are great, even Luke, sometimes they don't want to attack Luke due to his ability. Had a great time with this list and so far, besides the tournament, I have a 75% chance of winning if flown right and the dice Gods are forgiving.