Hyperspace Rebels. X,X,U

By martini74, in X-Wing Squad Lists

Hyperspace#1

(52) Wedge Antilles (3) R3 Astromech (0) Servomotor S-foils (1) Crack Shot (6) Afterburners Points 62

(62) Luke Skywalker (2) R4 Astromech (0) Servomotor S-foils (3) Heightened Perception (6) Shield Upgrade Points 73

(50) Magva Yarro (8) Saw Gerrera (2) Tactical Officer (0) Pivot Wing (2) Fire-Control System (3) Intimidation Points 65

Total points: 200

Not sure about Intimidation on the U-wing. Just didn't really see any other option. What I am planning to use for a hyperspace event, just not 100% sure. I usually play S&V, just can't find a build I am thrilled with at the moment.

I'd swap the astros on Luke and Wedge for a start.

Luke is the X-Wing pilot least bothered by stress as he gets strong offensive and defensive mods anyway. Wedge, on the other hand, hates rolling unmodified dice and so hates stress.

I'm not sure I see the value in Heightened Perception on Luke, myself. It's only a small bump in shooting order, and it costs a valuable Force token to use. If anything, Luke's almost better off shooting after a ship or two because it gives him a chance to regen Force if you spent both the previous turn. There aren't many I6s about, so Luke is unlikely to be shot more than once before I5 kicks in. Being shot once means he recovers any missing Force, and may even get to keep it before he shoots. If he doesn't keep it, you've blocked a damage which is good too. And after that, when I5 triggers, Luke is either shooting first anyway or you got to move last, in which case he may have dodged arcs altogether ( always better than being shot, even if it costs you an offensive mod).

At that point, given that you also said you're not fussed about Intimidation, you may as well drop HP and Intimidation and run a 6 point bid. It's not the biggest bid in the world, but it will help against some lists and let you decide whether to shoot first or move last depending on your preference.

I'd also take a long, hard look at that Shield Upgrade and ask if you think it's really better than the 3 additional shields provided by R2-D2 for the same cost. As I've already explained, I don't think R4 is worth much on Luke. R3 isn't really that much better.

My final version of this would probably be:

Wedge Antilles (52): Predator (2), R2 Astromech (4), Afterburners (6), Servomotor S-foils (0). [64 total]

Luke Skywalker (62) : R2-D2 (6), Servomotor S-Foils (0) [68 total]

Magva Yarro (50): Fire Control System (2), Saw Gerrera (8), Tactical Officer (2), Pivot Wing (0) [62 total]

+6 point bid.

If you're not fussed about the bid, then you could maybe try Outmaneuver on Wedge. Co-ordinate him a focus with Magva, then he can barrel roll and boost to get a shot while staying out of arc for focused double defence dice reduction.

As an aside, I don't have Saw's Renegades but this has got me to tempted to try an XXU list myself. I'm looking at Cassian with TO and Leia instead of Magva with TO and Saw, and the points gap leaves enough for Proton Torps on an X-Wing. I'm just trying to decide which one.

Heightened Perception  on Luke in Hyperspace is worth it IMO because there is alot of I6 running about in that format. The possibility of initiative killing them (and I5's without simultaneous fire for that matter) is massive.

Ref Toronto hyperspace event, top 16, half had I6 pilots. Only 4 didn't have I5 or I6.

I have never been a fan of Saw, but that might just be because I get my ships beat up enough without adding to the problem myself! I think you could trim some points by swapping him for Leia and picking up Intimidation. Now you can use your U-Wing as an effective blocker when needed, adding in a means to pull off red maneuvers for the team (though you only have the one on Magva) every few turns, and you still have points to spare. How about something like:

Luke Skywalker (62)
Heightened Perception (3)
R2-D2 (6)
Servomotor S-foils (0)

Wedge Antilles (52)
Outmaneuver (6)
R2 Astromech (4)
Servomotor S-foils (0)

Magva Yarro (50)
Intimidation (3)
Fire-Control System (2)
Leia Organa (2)
Tactical Officer (2)
Pivot Wing (0)
Total: 192

View in Yet Another Squad Builder 2.0

57 minutes ago, Max Teranous said:

Heightened Perception  on Luke in Hyperspace is worth it IMO because there is alot of I6 running about in that format. The possibility of initiative killing them (and I5's without simultaneous fire for that matter) is massive.

Ref Toronto hyperspace event, top 16, half had I6 pilots. Only 4 didn't have I5 or I6.

Fair enough. We don't play a huge amount of Hyperspace at my LGS (yet), so I've not really seen much of an I6 meta.

I agree that if you're seeing lots of Wedge, Fenn and (presumably) Vader (?) then Heightened Perception starts to make a bit more sense. It still feels weird to me to sacrifice a dice mod to do it, but I suppose Luke's more okay with that than anyone else. I don't like that you need to make either an attack roll or defence roll that doesn't need a Force token spent on it to be able to do this consistently every turn, but I guess that's also why R2-D2 is there - keep bugging out to regen Force and shields. I might have to get HP on the table more and see how it fares.

I suppose it's only 3 points, and if you don't need it you still get your normal mods.

Also, this thread appears to be turning into a Trandoshan convention...

As @theBitterFig is fond of pointing out, Magva's pilot ability is less potent than you might think: the 1st reroll is WAY more potent than subsequent ones.

If you want a U to accompany Wedge and Luke, I'd roll with Benthic, with AdSen and PerCo on him as the only stapled upgrades of the list - everything else can be seasoned to taste

Hyperspace rebels without Leia? What?

Anyhow, I'm not sold on Magva here. She's not a Biggs/Fenn like protector, by and large. She's almost more of a tech option against Proton Torpedoes, where someone has a lot of dice and is more likely to want to reroll more than one. If you think about other ships which get locks early instead of focus, it'll be newly-buffed TIE x1s, and they'll typically be rocking Fire Control System, and won't reroll more than 1 die anyhow. I think in general she'd be better with Biggs and some generics (Selfless Generics?) where you've got a lot of other damage mitigation tricks.

I think I'm with @Greebwahn in that Benthic might be a better fit. Playing around with this for a bit, here's what I've got:

  • Wedge Antilles (Proton Torpedoes) 64
  • Luke Skywalker (R2 Astromech, Proton Torpedoes) 78 - Alas, can't afford R2-D2, but I like regen here.
  • Benthic Two-Tubes (Leia Organa, Perceptive Copilot) 57
  • Total 199, bid 1.

I'm thinking about how Wedge can roll in with a Focus from Benthic and easily get a lock. Luke's got a decent shot at getting a lock, and he's got force charges. Two double-modded torps round one, and Benthic can finish stuff off with his remaining focus token. Leia kinda serves a similar role to Advanced Sensors (she can make a stall white if you really need to focus and stall), but is a lot cheaper, and has potential benefits with Luke and Wedge, too.

It'd also be easy enough to cut one of the Torpedoes, and then add back Advanced Sensors and a few more points of droid. It'd allow better timing on Benthic stalls vs White K-Turns and T-Rolls from Leia (or swap Leia for Jyn, if it isn't Hyperspace... but maybe still keep Leia... both are good).

Heck, it'd be easy to cut the second Proton Torpedoes for Afterburners on both X-Wings, because reheat is amazing. More ace-play, but less early spike damage.

  • Wedge Antilles (R4 Astromech, Afterburners) 60
  • Luke Skywalker (R2 Astromech, Afterburners) 72
  • Benthic Two-Tubes (Advanced Sensors, Leia Organa, Perceptive Copilot) 67
  • Total 199, bid 1.

As always, it's mostly just my own preferences, and thinking through lists for my own benefit as much as anything.

Edited by theBitterFig