Dr Drea - Hits hard, winning games, but coordinate not useful. Advice?

By trillclick, in X-Wing Squad Lists

I'm flying this squad that hits like a hammer. 3-0 so far and games end pretty fast.

However, In three games so far I have not had the use fo Coordinate. Any suggestions on what I can add if I drop it (giving me total 7 points)?

Scurrg H-6 bomber - Lok Revenant - 51
Lok Revenant - (43)
Dorsal Turret (2)
Veteran Turret Gunner (6)

BTL-A4 Y-wing - •Drea Renthal - 50
•Drea Renthal - Pirate Lord (42)
Dorsal Turret (2)
Veteran Turret Gunner (6)

BTL-A4 Y-wing - Hired Gun - 47
Hired Gun - (33)
•Squad Leader (6)
Dorsal Turret (2)
Veteran Turret Gunner (6)

Scurrg H-6 bomber - Lok Revenant - 51
Lok Revenant - (43)
Dorsal Turret (2)
Veteran Turret Gunner (6)

Total: 199/200

View in the X-Wing Squad Builder

You could swap out Squad Leader for Expert Handling on Drea and the Hired Gun and then add a Seismic charge to one of them for a bit of obstacle clearing.

That looks nasty! Not sure what would be best but I think the options would include:

- Bombs (could put Seismics on two ships for six points)

- Drop the hired Gun to a Goon and put Perceptive Co-pilot on a scurgg to mod both attacks

- Shield upgrade on one, hull upgrade on another

- Upgrade turrets to Ion for the extra dice / control

20 hours ago, eljms said:

That looks nasty! Not sure what would be best but I think the options would include:

- Bombs (could put Seismics on two ships for six points)

- Drop the hired Gun to a Goon and put Perceptive Co-pilot on a scurgg to mod both attacks

- Shield upgrade on one, hull upgrade on another

- Upgrade turrets to Ion for the extra dice / control

I tried Goon, but messed up my whole strategy (I fly the Y-Wings behind the Scurg bombers). Then I just went the simple way and put VTG and Ion cannon on them. I'm one point short from being able to put ion on the fourth, so I had to settle for Ddorsal turret, but I absolutely need to have Hired Gun over the Goon for flight logistics. I played this squad last night and wow! Hits hard and with the ionization,n I had full control of the engagement after the first joust. This build is a beast and tanky at 8-10 hull+shield each. I didn't lose a single ship before I took out 3/4 of my opponents in 2 games.

BTL-A4 Y-wing - Hired Gun - 41
Hired Gun - (33)
Dorsal Turret (2)
Veteran Turret Gunner (6)

BTL-A4 Y-wing - •Drea Renthal - 52
•Drea Renthal - Pirate Lord (42)
Ion Cannon Turret (4)
Veteran Turret Gunner (6)

Scurrg H-6 bomber - Lok Revenant - 53
Lok Revenant - (43)
Ion Cannon Turret (4)
Veteran Turret Gunner (6)

Scurrg H-6 bomber - Lok Revenant - 53
Lok Revenant - (43)
Ion Cannon Turret (4)
Veteran Turret Gunner (6)

Total: 199/200

View in the X-Wing Squad Builder

Ion Turrets sound good to me (I'd probably use Dorsal on Drea, to spread points around). Being stuck on ion moves can really mess some folks up.

Another thing some friends and I were discussing the other day on a way to a tournament are the generic regen droids on Drea. I feel like she sometimes gets out of the fray, wants to have her arc pointed in, maybe even at Range 3. In a situation like this, having an R2 Astromech to grant her an extra shield sounds decent. 7 points for R2 and Hull Upgrade on Drea could be nice for keeping the support ship alive longer.

Edited by theBitterFig

I built the exact squad YYSS, but I kind of had the same problem as you. There are points left over, then I thought **** I have Bombers. Lets bomb.

Drea Renthal (42)
Debris Gambit (3)
Dorsal Turret (2)

Lok Revenant (43)
Dorsal Turret (2)
Veteran Turret Gunner (6)
Bomblet Generator (5)

Lok Revenant (43)
Dorsal Turret (2)
Veteran Turret Gunner (6)
Bomblet Generator (5)

Crymorah Goon (31)
Ion Cannon Turret (4)
Veteran Turret Gunner (6)

Total: 200

Of course you can swap out talent on Drea or add a Seismic to the Goon. Up to you. I think the key is to make Drea as cheap as possible. Likely they will go for her first and you don't want to give them too many points.

I dig the idea of a regen Drea to manage

Drea (ExHan, Dorsal, HU, R2)

Goon (ICT, VetTurGun)

2 x Lok (ICT, VetTurGun)

That much Ion is bound to be useful, and the Loks make for wildly effective double tappers, as I'm sure you know.