Are 4 T-70s Good?

By BlastyMcBlasterFace, in X-Wing

I am responsible for making three lists to go to the CAC tournament. One already is Rebel, mine is Separatists, and the last one is for the least experienced player and I thought 4 T-70s would be good for him. Jess, Bastian, Heroic i3 and Heroic i4.

I want something that is simple to maneuver but still solid. Can't do Rebel, because someone already is doing that one. I thought maybe Republic, but I would have to mix in a couple formation flying medium base ships (Sinker, ARC, Mace, Tucker) and that could get real tough and result in a lot of bumps.

Any help would be appreciated.

You should check out the Resistance 5s (Ello, Nien, Tallie, L'ulo, plenty of room for upgrades). It's pretty nice as it has heft, firepower, and plenty of repositioning options at pretty high initiative.

As far as ace lists go, it's pretty forgiving to play as well.

Edited by ClassicalMoser

No, not really. They tend to get Initiative killed by other, better stuff.

We have a local here that has a really good record with 4 Red Squadrons. Not sure what he usually uses for the last two points for each, but they key is making it very tough for opponents to finish off a ship by cycling them out after damage.

Edited by AlexW
7 hours ago, AlexW said:

We have a local here that has a really good record with 4 Red Squadrons. Not sure what he usually uses for the last two points for each, but they key is making it very tough for opponents to finish off a ship by cycling them out after damage.

I've seen 4 x Red Squadron Experts with Predator, and 4 x Blue Squadron Rookies with R2 Astromechs. The latter really support this play style since if you can disengage with one damaged T-70, it can 'top up' two shields then turn back to re-engage.

7 health behind 2 agility can be initiative killed but unless you fly into a swarm or a flight of torpedo-bombers it takes a lot of doing to bring one down in a single turn.

I've also seen 4 Rookies with Heavy Laser Cannons, but if you're restricting yourself to Bullseye-arc punch, the Predator Experts are better - higher initiative to potentially allow you to close s-foils and roll to line up a shot, and Predator works at range 1 - giving you 4 dice and a reroll - in the part of your arc where lining up bullseye shots is easiest.

Finally, with the reduced cost of them, don't overlook BB Astromechs. Three Rookies and Jessika Pava with BB Astromechs and a further 4-point upgrade* on Jess is a nice squad. Free repositioning on 4 beefy ships is not something to ignore.

* Heavy Laser Cannon, Advanced Optics or Spare Parts Canister spring to mind.

Edited by Magnus Grendel