Resistance Transport = New ion control chassis

By FenderBender, in X-Wing Squad Lists

I used to run the NPE 5 Y ion list but these seem like they could be a handful with white 1 hards and red stops or reverse banks to keep arcs. They also fire out to R3. Once you get tapped then you can be jammed to have no actions and reinforce to double mod 1 or 2 to lock up the ion. Moving at initiative 1 they won't get blocked either.

UPDATE-

I haven't got real world experience but on fly casual it's kinda tricky to keep them on target. The lack of k turn is a challenge but I think a tugboat player would be able to wrap their head around it more.

New wave ion control

(32) Logistics Division Pilot [Resistance Transport]
(5) Ion Cannon
(2) R4 Astromech
Points: 39

(32) Logistics Division Pilot [Resistance Transport]
(5) Ion Cannon
(2) R4 Astromech
Points: 39

(32) Logistics Division Pilot [Resistance Transport]
(5) Ion Cannon
(2) R4 Astromech
Points: 39

(32) Logistics Division Pilot [Resistance Transport]
(5) Ion Cannon
(2) R4 Astromech
Points: 39

(32) Logistics Division Pilot [Resistance Transport]
(5) Ion Cannon
(2) R4 Astromech
Points: 39

Total points: 195

Edited by FenderBender
On 6/29/2019 at 9:56 PM, FenderBender said:

New wave ion control

The obvious disadvantages versus 5Yions are many fewer red dice per turn, and no turnarounds. At I1, you’re going to want to fly them in a way that sets up big nasty killboxes, because you’re not going to be able to chase as effectively. But I can’t deny that the stop and backup maneuvers could make you a bit nasty, and the R4 definitely takes the dial from a bit iffy to a bit spiffy. I almost wonder if a single tractor beam would help these guys set up their ion trickery? Because if you can manage to lock in on a target and keep others off your six, then you should be able to walk somebody off the board...

(If you decide to go all-in, check the trade thread—I’d love to swap for one of the extra sets of Resistance uniques from a Transport pack!)

Hrm. Ion B-Wings, mostly. I'd consider BB Astromech for 1 point. Harder to clear off the stress, but adding some mobility to the ship is nice. Barrel Roll away followed by a 1-bank in is a really slow move and it's great for keeping Ion on target.

Just from personal preference, I'm not sure I like 5 of these, though. A pure Ion list can feel like an uphill battle against higher-health ships. I feel like Y-Wings with VTG provide enough punch on their own with their double-tap attacks.

However, 4 Ion Transports + L'ulo, or 3 Ion Transports + Poe or a cheap Rey (just Finn?) seem like ideas to me. I kinda like that Rey list, essentially 5-dice range 1 attacks with Lock and Force.