Luke and the Gray's

By FriendofYoda, in X-Wing Squad Lists

Thoughts on this as a competitive hyperspace option?

Luke Skywalker (X-Wing): S-Foils, R2-D2 (68)

Gray Sq Pilot (Y-Wing): Ion Cannon Turret, Veteran Turret Gunner (41) x3

(191)

I'd like a 4-5 point bid for Luke based on the local meta, so I still have a few points to play with here. Not sure whether that should be a force upgrade (like Brilliant Evasion when it drops), a bomb on one of the Y-Wings or perhaps a Hull Upgrade on Luke?

In general, I think the archetype is strong. I heard Veteran Turret Gunner Y-wings were good, but until I put it on the table I didn't realize how good they were. Here's the version I ran: [EDIT shoot, my description also ended up in the spoiler tag somehow. Can't seem to fix it. Sorry.]

BTL-A4 Y-wing - Gold Squadron Veteran - 46
Gold Squadron Veteran - (33)
Selfless (3)
Ion Cannon Turret (4)
Veteran Turret Gunner (6)

BTL-A4 Y-wing - Gold Squadron Veteran - 46
Gold Squadron Veteran - (33)
Selfless (3)
Ion Cannon Turret (4)
Veteran Turret Gunner (6)

T-65 X-wing - •Wedge Antilles - 58
•Wedge Antilles - Red Two (52)
Predator (2)
R2 Astromech (4)
Servomotor S-foils (Open) (0)

BTL-A4 Y-wing - •Evaan Verlaine - 48
•Evaan Verlaine - Gold Three (35)
Selfless (3)
Ion Cannon Turret (4)
Veteran Turret Gunner (6)

Total: 198/200

View in the X-Wing Squad Builder

I ran Wedge as a flanker. In game 1 verses 5 Resistance A-wings, two of the A-wings turned to face Wedge, but a surprise maneuver onto debris allowed Wedge to dodge one A-wing, and bump the other so he took no shots. In game 2 against Rebel salad, Wedge kept his S-foils closed for the first three rounds to boost out of arcs at i6. He drew 2 of the four ships away, allowing the Y-wings to chew up the others one at a time. He then came around the back of the squadron to lay into the enemy unopposed.

I think Luke can do a similar thing, and can probably tank damage a bit better. R2-D2 will help there. The R2 Astromech helped preserve points on Wedge in game 1, so he ended with shields out instead of half dead. In both games there were moments where I wished for R4 astromech to turn better, but I like being able to repair shields.

The big difference between our lists is where the survivability is emphasized. Luke has really good defense, while my Selfless Y-wings can spread damage in a really annoying way. Also, your version has slightly lower initiative, but I don't know how much that matters. It was really handy having i3's against the Resistance A-wings, and I suspect we'll see a lot of i1 Gray Squadron Bombers with Veteran Turret Gunner, so it might be nice to be able to shoot before them (though I doubt we can destroy one before it fires, so that may not be all that much of an advantage).

The big difference between our lists is where the survivability is emphasized. Luke has really good defense, while my Selfless Y-wings can spread damage in a really annoying way. Also, your version has slightly lower initiative, but I don't know how much that matters. It was really handy having i3's against the Resistance A-wings, and I suspect we'll see a lot of i1 Gray Squadron Bombers with Veteran Turret Gunner, so it might be nice to be able to shoot before them (though I doubt we can destroy one before it fires, so that may not be all that much of an advantage).

Edited by Parakitor

Like your list too, but I do slightly prefer the tanky nature of R2 Luke. Although those last few points are stumping me

How many reps do you have with your list?

Anything in in the meta that is particularly worrisome?

1 minute ago, FriendofYoda said:

Like your list too, but I do slightly prefer the tanky nature of R2 Luke. Although those last few points are stumping me

How many reps do you have with your list?

Anything in in the meta that is particularly worrisome?

As primarily an Imperial player, I only have those 2 reps. The second game I won 200-0, and the first game against the A-wings I won 200-83 or something. I put this together just to allow some guys to practice for a Hyperspace Trial they were preparing for, but I'm strongly considering taking it to my next Hyperspace tournament locally.

I don't know what to fear in the meta at the moment. The 4 i5 T-70s could be problematic because they could really tear into the Y-wings. Opposing i6 pilots could outmaneuver Wedge/Luke because I only had a 2 point bid. Wedge has to set up far enough away that he can flank, but not too far, and you have to read your opponent to know if they're going to turn away from the Y's to take out Wedge - Luke could probably take that abuse.

I'm thinking about your remaining 9 points. Here are my suggestions in the order I would choose them:

  1. Afterburners on Luke. 6 points to allow Luke to go from out of combat into a good flanking position, or to draw ships away and then dodge them with your S-foils still open. Also, allows Luke to boost + barrel roll away on a round in which he regens with R2-D2. Seems good.
  2. Advanced Proton Torpedoes. 6 points to let Luke really wail on somebody. The Force helps them hit more accurately. I almost put this higher than Afterburners because Luke can already boost natively to dodge arcs or close the gap between a target.
  3. Sense. 6 points to help you see opposing dials. Luke can know whether he needs to barrel/boost in response to an opposing i6, and your Y-wings can similarly barrel roll/rotate arc in response. Spending the Force really doesn't bother him.
  4. Hull Upgrade for Y-wings. 9 points to give all the Y-wings one more point of health. Which means they don't give up half points until they take 5 damage (instead of 4 damage).

Great ideas, man... I really, really like the thought of the APT on Luke. Really punishes them for jumping in on him. With his continuous mods he's already great at range 3, this gives him a nice up close threat. Although I haven't checked if they are HS legal

Only other thing I've thought about is getting some seismics in there, although they might hurt Luke also

Edited by FriendofYoda

Have you considered Predictive Shot for those Annoying High Agility Aces where you might want to save your Force/Focus?

23 minutes ago, Ronu said:

Have you considered Predictive Shot for those Annoying High Agility Aces where you might want to save your Force/Focus?

My issue there is that when they're hard to hit, they're also pretty hard to catch in your bullseye arc - might have to test it out

3 hours ago, Ronu said:

Have you considered Predictive Shot for those Annoying High Agility Aces where you might want to save your Force/Focus?

That thought crossed my mind, but I wasn't sure if FriendofYoda had access to that card.

Also, I did some test rolls one day, and the results were pretty abysmal. The cost of spending a Force is heavy enough for what you actually get, I'm not sure it should be restricted to bullseye. Shrug. It's one that I'm still keen to try out in a full game or two.