Kanan 270° w/ three attacks?

By Toastedpet, in X-Wing Squad Lists

I haven't gotten to play much since my kid was born, but my wife did get me the Rebel conversion kit and starter set for Christmas, so I wanna get back in and just messing around with the app, how's this:

VCX-Kanan Jarrus - 90

Dorsal turret-4

Han Solo(Gunner)-12

Heightened perception-3

Lando-5

Ghost title

Attack Shuttle-Zeb - 34

Total - 148

If I set the turret to port or starboard, I'm ready to attack from three sides and possibly will from each in one turn, I threw Lando on for some protection.

Now I'm stuck on who else to bring along, I do miss just looking at the points on the cards. I understand the change, but the app takes me forever to see points

Screenshot_20181227-120026.png

There is a maximum of two attacks per ship per engagement. One standard attack and up to one bonus attack. Any further bonus attacks don’t trigger.

Yeah @RelativeShoe above is right, the Ghost can't make use of the single thing that would make it good in 2.0.

One word of note as well, the turret arc template doesn't work on the ghost base (they didn't actually bother testing things like that before releasing the conversion kits 😉 ).

Ah-ha, is that a 2.0 thing? Like I said, it's been a while for me and I guess I should actually re-read the rules. I should still be able to attack first and cover some ground with this whale.

Bare Lowhhrick fits perfectly, but I never bought him. Or a Wedge

Edited by Toastedpet
50 minutes ago, Toastedpet said:

Ah-ha, is that a 2.0 thing? Like I said, it's been a while for me and I guess I should actually re-read the rules. I should still be able to attack first and cover some ground with this whale.

Bare Lowhhrick fits perfectly, but I never bought him. Or a Wedge

Yeah sorry it's a new 2.0 thing. I'd take some time to read up on it all, there has been a fair few changes; I'm still getting to grips with it all (especially with the new factions out now), and sometimes have to reread them.

Something else that you might not realize changed is that Kanan can no longer use his ability on himself. Putting anything on the ghost besides a hull upgrade is a trap. The bonus attacks are too hard to trigger and the turrets currently in the game are too weak to be worth investing 12 extra points into. The VCX just doesn’t function as a turret platform like it did in 1.0, in 2.0 the VCX is just a brawler, a blunt instrument, a 4-dice attacker with a ton of health that can k-turn. Here is the ghost list that I’ve had the most success with, 3-0 so far. A 5-dice primary from the ghost (6 at range 1), with focus+lock+reinforce, along with 2 focused 3-dice attacks and a 2-dice attack is what this list can throw out on the first engagement.

Jan & Spectre Cell

(70) Lothal Rebel
(0) Ghost
(2) Hull Upgrade
Points 72

(42) Jan Ors
(4) Squad Leader
(12) Moldy Crow
(2) Tactical Officer
Points 60

(30) AP-5
(2) R4 Astromech
Points 32

(34) "Zeb" Orrelios
(2) Phantom
Points 36

Total points: 200

1 hour ago, Tvboy said:

Something else that you might not realize changed is that Kanan can no longer use his ability on himself. Putting anything on the ghost besides a hull upgrade is a trap. The bonus attacks are too hard to trigger and the turrets currently in the game are too weak to be worth investing 12 extra points into. The VCX just doesn’t function as a turret platform like it did in 1.0, in 2.0 the VCX is just a brawler, a blunt instrument, a 4-dice attacker with a ton of health that can k-turn. Here is the ghost list that I’ve had the most success with, 3-0 so far. A 5-dice primary from the ghost (6 at range 1), with focus+lock+reinforce, along with 2 focused 3-dice attacks and a 2-dice attack is what this list can throw out on the first engagement.

Jan & Spectre Cell

(70) Lothal Rebel
(0) Ghost
(2) Hull Upgrade
Points 72

(42) Jan Ors
(4) Squad Leader
(12) Moldy Crow
(2) Tactical Officer
Points 60

(30) AP-5
(2) R4 Astromech
Points 32

(34) "Zeb" Orrelios
(2) Phantom
Points 36

Total points: 200

I wasn't expecting to use his ability on himself.

I want to use the force, by way of heightened perception, to make my intiative 7 and shoot first with, at best, 5 dice. The turret is to cover my flanks, two dice is better than nothing and I'm thinking the ion might be better with the initiative.

With a docked Zeb, from the start of the engagement I have three arcs covered. Only one attack from each, but ships can span two arcs.

I still haven't seen, where it says I'm limited to only two attacks, I looked at the rule book last night and am checking out the errata.

I believe everyone, but just want to read it for myself

That list does look good, Jan is a good addition, another ship I don't own. Now I just need to make time to go play

Edited by Toastedpet
3 hours ago, Toastedpet said:

I wasn't expecting to use his ability on himself.

I want to use the force, by way of heightened perception, to make my intiative 7 and shoot first with, at best, 5 dice. The turret is to cover my flanks, two dice is better than nothing and I'm thinking the ion might be better with the initiative.

With a docked Zeb, from the start of the engagement I have three arcs covered. Only one attack from each, but ships can span two arcs.

Just a few things to think about.

By running Kanan + Perceptive over Lothal Rebel, you are spending 23 points just to make one of your attacks at I7.

If you want to still try to use the VCX as a turret platform, try something like this.

Lothal Rebel + Ion Cannon Turret + Shield Upgrade + Han Solo + Ghost 91
"Zeb" Orrelios + Phantom 36
Airen Cracken + Swarm Tactics + Concussion Missiles 45
Tala Squadron Pilot + Swarm Tactics 28

Now you have 3 ships that can fire at I5, and an I7 turret shot from Han gunner which will be rolling 3 dice. Also note that you can use Han Gunner to fire out the front arc and still use the Ghosts primary attack that round. And with Airen you can get an action onto the Ghost so he can either reinforce or lock as needed (double mods are very useful on 4+ dice attacks). Just make sure that the Phantom stays undocked and flies in formation with the rest of the squad for the opening salvo, and then you can dock the Phantom when you think you'll need that rear arc attack. You can also just drop the Tala and go back to Kanan and perceptive and throw a hull upgrade on Airen, and then you've got 2 Ghost attacks at I7 and Airen and Zeb shooting at I5.

Edited by Tvboy
1 hour ago, Tvboy said:

Just a few things to think about.

By running Kanan + Perceptive over Lothal Rebel, you are spending 23 points just to make one of your attacks at I7.

If you want to still try to use the VCX as a turret platform, try something like this.

Lothal Rebel + Ion Cannon Turret + Shield Upgrade + Han Solo + Ghost 91
"Zeb" Orrelios + Phantom 36
Airen Cracken + Swarm Tactics + Concussion Missiles 45
Tala Squadron Pilot + Swarm Tactics 28

Now you have 3 ships that can fire at I5, and an I7 turret shot from Han gunner which will be rolling 3 dice. Also note that you can use Han Gunner to fire out the front arc and still use the Ghosts primary attack that round. And with Airen you can get an action onto the Ghost so he can either reinforce or lock as needed (double mods are very useful on 4+ dice attacks). Just make sure that the Phantom stays undocked and flies in formation with the rest of the squad for the opening salvo, and then you can dock the Phantom when you think you'll need that rear arc attack. You can also just drop the Tala and go back to Kanan and perceptive and throw a hull upgrade on Airen, and then you've got 2 Ghost attacks at I7 and Airen and Zeb shooting at I5.

I definitely see the advantage of an extra ship, but I want try these force powers out.

I figure, after a few rounds of back and forth, I play possom with HP. Then maybe my opponents ace lines up a shot and I use 1 force and fire first. I always used to like having a high ps.

I got rid of Lando, evades don't add anymore, they just modify dice... I've only had this game for three days now and haven't actually played in about two years.

Hans initial attack has to be through a turret.

How is Zeb at i5?

54 minutes ago, Toastedpet said:

I definitely see the advantage of an extra ship, but I want try these force powers out.

I figure, after a few rounds of back and forth, I play possom with HP. Then maybe my opponents ace lines up a shot and I use 1 force and fire first. I always used to like having a high ps.

I got rid of Lando, evades don't add anymore, they just modify dice... I've only had this game for three days now and haven't actually played in about two years.

Hans initial attack has to be through a turret.

How is Zeb at i5?

Yes I forgot to mention that Lando needed to be dropped for the reason you mentioned.

Yes Han has to use a turret, that's why it's a good idea to upgrade to an Ion turret so you're less likely to blank out or have your entire attack evaded. The ion token will also make it easier to predict where your opponent's ship will be if it does trigger. After you use Han gunner, even if the turret was pointed out the front, you can still make a non-turret front arc attack, so don't feel like you need to have your turret arc facing to the side if youre fighting against a list that's not very maneuverable.

Since you're dead set on Kanan, you can see that I mentioned that you can drop the Tala to upgrade to Kanan and throw a hull upgrade on Zeb or Airen, or alternative take a 5 point bid against other I5 pilots. Airen can raise Zeb up to I5 with Swarm Tactics. So now you've got 3 3-dice attackers shooting at 7755, and you can get a free reinforce on Kanan or evade on Zeb with Cracken's ability.

On 12/27/2018 at 7:27 PM, Toastedpet said:

I do miss just looking at the points on the cards. I understand the change, but the app takes me forever to see points.

I feel your pain, I only use the official app for tournaments. There is a unofficial app called launch bay next and it is 10x better.