X-wings, U-Wings, and Illicits oh my?

By Ronu, in X-Wing

So I’ve been messing around with the Cavern Angels. Right now I have a list that looks like so.

T-65 X-wing - Cavern Angels Zealot - 43
Cavern Angels Zealot - (41)
R4 Astromech (2)
Servomotor S-foils (Open) (0)

T-65 X-wing - Cavern Angels Zealot - 43
Cavern Angels Zealot - (41)
R4 Astromech (2)
Servomotor S-foils (Open) (0)

T-65 X-wing - •Leevan Tenza - 50
•Leevan Tenza - Rebel Alliance Defector (46)
Debris Gambit (2)
R4 Astromech (2)
Servomotor S-foils (Open) (0)

T-65 X-wing - •Kullbee Sperado - 51
•Kullbee Sperado - Enigmatic Gunslinger (48)
Crack Shot (1)
R4 Astromech (2)
Servomotor S-foils (Open) (0)

Total: 187/200

View in the X-Wing Squad Builder

So, a fair number of points left as you can see. Question is what to put on them that continues to allow them to be effective. I’m curious about contraband cybernetics on Kulbee. Inertial dampeners on any of them could also spring up a nasty surprise.

Also thought about feedback Array on the zealots. Basically I’m just trying to give opponents that little bit extra to think about. So what illicit upgrades have you used? How effective? Anything been worthwhile?

So far I didn't anything that persuaded me to be a worthwhile inclusion. The points you have left seem best spent in ordnance.

16 minutes ago, Stefan said:

So far I didn't anything that persuaded me to be a worthwhile inclusion. The points you have left seem best spent in ordnance.

Hence you’re making my point for the thread. I could just upgrade the Zealots to Blue’s and use ordinance and essentially be the same predictable squad. Versus say using an X-wing to block force a Damage even without a shot. Another that is cloaking and making you guess where it’s going. So I want to use and leverage those illicit slots to be different from the regular X-wings currently being used.

Cloaking on Kullbee has been playing in the back of my mind for a bit. With his ability and the R4 Astro he can be agile and take advantage of his linked action regularly. Adding the cloak seems like it will turn him into a efficient flanker.

I’ve used Cloaking Device on Kulbee. It worked out exactly as you’d expect... An X-Wing with a Scum Cloaking Device (so... pretty fun). I also had Kulbee loaded up with Elusive and Chopper, because I was trying to do a thing.

Otherwise I would say that as of right now, the best use of the Illicit slot apart from Cloaking Device is either the Feedback Array, or Contraband Cybernetics. Deadman’s Switch is always good for a laugh, but not a very reliable or even “safe” option. And Intertial Dampeners are cheap because they’re powered by your shields, so hopefully you have some kind of regen if you take it. The Feedback Array is best on medium or large bases unless you’re on fire with your bumping skills. And the Cybernetics allows for some potentially powerful surprise turns where you pull a Tallon Roll and action even while initially Stressed. The downside to Cybernetics is their cost, and the fact you’ll likely be eating several stress tokens.

How do the cybernetics work in conjunction with a U-wing which might care less about it’s overall stress? I can see that getting interesting with stop, stop again and still coordinating while doing so. Also has anyone tried multiple ships with illicit or with points being what they are limited test to just one or two ships?

Drop R4's for Feedback Array's on the PS1's

Where is the U-wing in your list? or are you asking if you might make use of one in place of an X? In which case I'm in favor of doing that. U's are a great support ship.

You don't really need the Illicit upgrades. Sounds like you're making it too hard for yourself by trying to wedge one in.

Here's my take on your list:

Leevan Tenza (46)
Juke (4)
R4 Astromech (2)
Servomotor S-foils (0)

Kullbee Sperado (48)
Crack Shot (1)
R4 Astromech (2)
Servomotor S-foils (0)

Cavern Angels Zealot (41)
Servomotor S-foils (0)

Partisan Renegade (43)
Inertial Dampeners (1)
Advanced Sensors (8)
Tactical Officer (2)
Jyn Erso (2)
Pivot Wing (0)

Total: 200

View in Yet Another Squad Builder 2.0

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Juke on Leevan so you get to mod your opponent's re-rolls. Drop the Astromech on the Zealot--they're ok without it--and a Renegade U-wing with Tac Officer, Jyn and Adv. Sensors. You can drop the Tac Officer if you really want the R4 back, because you can Adv. Sensor an Coordinate and remove the stress if you've dialed in a blue maneuver.

I tried out a roughly similar list using regular Rebels, not Saw's partisans and it was initiative killed quite often. With Whisper Vader, all I could do was take the hits after a certain point due to stressed ships, so be wary of that.

Edited by Force Majeure
39 minutes ago, Force Majeure said:

Where is the U-wing in your list? or are you asking if you might make use of one in place of an X? In which case I'm in favor of doing that. U's are a great support ship.

You don't really need the Illicit upgrades. Sounds like you're making it too hard for yourself by trying to wedge one in.

Here's my take on your list:

Leevan Tenza (46)
Juke (4)
R4 Astromech (2)
Servomotor S-foils (0)

Kullbee Sperado (48)
Crack Shot (1)
R4 Astromech (2)
Servomotor S-foils (0)

Cavern Angels Zealot (41)
Servomotor S-foils (0)

Partisan Renegade (43)
Inertial Dampeners (1)
Advanced Sensors (8)
Tactical Officer (2)
Jyn Erso (2)
Pivot Wing (0)

Total: 200

View in Yet Another Squad Builder 2.0

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Juke on Leevan so you get to mod your opponent's re-rolls. Drop the Astromech on the Zealot--they're ok without it--and a Renegade U-wing with Tac Officer, Jyn and Adv. Sensors. You can drop the Tac Officer if you really want the R4 back, because you can Adv. Sensor an Coordinate and remove the stress if you've dialed in a blue maneuver.

I tried out a roughly similar list using regular Rebels, not Saw's partisans and it was initiative killed quite often. With Whisper Vader, all I could do was take the hits after a certain point due to stressed ships, so be wary of that.

Why would Iwant inertial Dampeners on a ship that can already do a zero Maneuver?

15 minutes ago, Ronu said:

Why would Iwant inertial Dampeners on a ship that can already do a zero Maneuver?

For stopping when stressed, or changing to a stop move in response to lower initiative pilots. Remember, you can shut your wings and spin after using dampeners. They are particularly neat on saw

Stopping twice in a row is a bit unexpected as well.

For stopping twice in a row I prefer Electronic Baffle. For 1 point more, you can use it even if you have no shields remaining.