Luke Skywalker as a points fortress in Hyperspace

By ThinkingB, in X-Wing

Luke Skywalker's favorite toys, proton torpedoes and and supernatural went up by a combined 15 points, so it would seem like his days as a supernatural reflexes ace are over. Or does he actually still have competitive potential? To give some background, when I flew old Supernatural reflexes Luke Skywalker, I noticed that my win condition was trading my other ships and then winning on points with a full health Luke Skywalker. Usually, he would be either 89 or 91 points, depending on R2 Astromech or R2-D2. If this build is now 104 points, doesn't that make it better at its late game win condition of staying alive and winning on points? It seems like he could function quite like a rebel Kylo Ren if you started adding a ton of points onto him and then built the rest of your squad to trade efficiently or protect Luke (preferably both).

Do you think this type of list could work out in the hyperspace environment? Luke is very good at staying alive; it seems like stacking points onto him and playing for the late game could be a good way to take some wins.

List Fat Wedge + Fat Luke is super strong if flying properly. Ken (Polish Champ, Euro vice Champ ect) is flying it now. You can catch him sometime on vassal/TTS.

55 minutes ago, Oldpara said:

List Fat Wedge + Fat Luke is super strong if flying properly. Ken (Polish Champ, Euro vice Champ ect) is flying it now. You can catch him sometime on vassal/TTS.

So... just two X-Wings? I need to know this build. How does Wedge not melt in a second?

24 minutes ago, ThinkingB said:

So... just two X-Wings? I need to know this build. How does Wedge not melt in a second?

Afterburners, first bet. Second bet, R2-D2. Third bet, just good flying.

Never flew supernatural on him anyway. I liked running heightened perception.

1 hour ago, ThinkingB said:

So... just two X-Wings? I need to know this build. How does Wedge not melt in a second?

Wedge Antilles (52)
Proton Torpedoes (12)
R2 Astromech (4)
Afterburners (6)
Servomotor S-foils (0)

Luke Skywalker (62)
Supernatural Reflexes (24)
Proton Torpedoes (12)
R2-D2 (6)
Afterburners (6)
Servomotor S-foils (0)

Total: 184

This is crazy how good it is in the hands of skilled player.

If Wedge shoots torpedo once, you probably won. If he shoots twice you won for sure.

Impossible, this forum and reddit told me wedge is a noob trap only able to joust

Is the 16 point bid necessary? No room (or need) for even Predator or Crack Shot on Wedge?

3 minutes ago, FTS Gecko said:

Is the 16 point bid necessary? No room (or need) for even Predator or Crack Shot on Wedge?

Or Outmanoeuver. Init 6 + BR + 2 Boosts per game, I think you can make some use of that card. It's an expensive EpT, but you'd still have a 10 pts bid.

3 hours ago, Oldpara said:

Wedge Antilles (52)
Proton Torpedoes (12)
R2 Astromech (4)
Afterburners (6)
Servomotor S-foils (0)

Luke Skywalker (62)
Supernatural Reflexes (24)
Proton Torpedoes (12)
R2-D2 (6)
Afterburners (6)
Servomotor S-foils (0)

Total: 184

This is crazy how good it is in the hands of skilled player.

If Wedge shoots torpedo once, you probably won. If he shoots twice you won for sure.

Personally, I'd be inclined to swap the two astromechs around, it gives Wedge that extra survivability seeing as Luke has his force defensive ability. I completely understand the idea of fortressing points and keeping Luke alive until the time runs out but surely there are pros to keeping both of them alive?

3 minutes ago, Blast Tundra said:

Personally, I'd be inclined to swap the two astromechs around, it gives Wedge that extra survivability seeing as Luke has his force defensive ability. I completely understand the idea of fortressing points and keeping Luke alive until the time runs out but surely there are pros to keeping both of them alive?

Wedge doesn't have that many options to run away. Focused he just dies. Regen on him is just unexpected bonus against not-so-good opponents ;)

Better to have more points and more regen options on uncatchable Luke.

Most often than not, Wedge is going to die at some point during the game so you'd rather not give your opponent more points for minor and situational advantages

4 minutes ago, Oldpara said:

Wedge doesn't have that many options to run away. Focused he just dies. Regen on him is just unexpected bonus against not-so-good opponents ;)

Better to have more points and more regen options on uncatchable Luke.

3 minutes ago, Sunitsa said:

Most often than not, Wedge is going to die at some point during the game so you'd rather not give your opponent more points for minor and situational advantages

Valid points, hadn't really thought about it that way!

Any Biggs + Luke builds people have found yet?

2 hours ago, Boom Owl said:

Any Biggs + Luke builds people have found yet?

This one is hilarious and, according to the only two games I've played it for, is the most optimal build for keeping Luke alive. Whether or not playing to keep a 100+ Luke Skywalker alive is good is still up in the air, but this list can do just that better than anything else in hyperspace:

Luke Skywalker — T-65 X-Wing 62
Supernatural Reflexes 24
Proton Torpedoes 12
R4 Astromech 2
Stealth Device 6
Servomotor S-foils 0
Ship Total: 106
Half Points: 53 Threshold: 3
Biggs Darklighter — T-65 X-Wing 48
Hull Upgrade 5
Servomotor S-foils 0
Ship Total: 53
Half Points: 27 Threshold: 4
Evaan Verlaine — BTL-A4 Y-Wing 35
Selfless 3
Hull Upgrade 3
Ship Total: 41

Half Points: 21 Threshold: 5

Luke basically cannot take damage on the opening joust because of all of the jank helping him. From there, all you have to do is figure out if you need to kill anything else or just run for the rest of the game. Basically Rebel Kylo who starts in a joust instead of a flank. I don't know if it's good, stupid, or insane.

Edited by ThinkingB
1 hour ago, ThinkingB said:

I don't know if it's good, stupid, or insane.

Just looking at it, I feel like the answer is "yes."

I kinda want to try some variation on this now. :) It looks like just dropping the hull upgrades off of the wing men could get you a dorsal turret with a veteran turret gunner for Verlain. Obviously not Hyperspace legal, but that sounds pretty fun to tinker around with.

EDIT: If you can get away with cutting Lukes astro you can up that turret to an ion turret to make this hyperspace legal. not sure if that would actually be an improvement or not. I'm gonna need to try em both out.

Edited by Hippie Moosen
10 hours ago, FTS Gecko said:

Is the 16 point bid necessary? No room (or need) for even Predator or Crack Shot on Wedge ?

Bids just add to the fortress... the idea is you have enough to kill more than wedge costs, then you just run. Keeping wedge cheap is the bonus.