E Wings

By Forestred23, in X-Wing Squad Lists

Hi  all,

First time poster here. Played a game recently with a Tie Defender (Rexler Brath), and it soon became obvious what a great platform it is and why FFG have made it po  ssible to get only 2 named pilots in a list.

It got me thinking then about E Wings as they are supposed to be the Rebel equivalent. I put this together and would appreciate some feedback on it. Many thanks. 



Knave Squadron Escort 65-  (52)

Fire-Control System (2)

Plasma Torpedoes (9)

R4 Astromech (2)



Knave Squadron Escort - 65 (52)

Fire-Control System (2)

Plasma Torpedoes (9) 

R4 Astromech (2)

Knave Squadron Escort -  65 (52)

Fire-Control System (2)

Plasma Torpedoes (9) 

R4 Astromech (2)

Total 195



The strategy would to fight at a distance at all times (unless a real opportunity presented itself)

r4 does give the e-wing the best dial in the game. you need to be really dodgy and fast strikes in and out with these to not explode as they rely on dice variance more than they should. It's fun for sure and would be fun a game.

I'd probably give up some of the spare points to give one of them Proton Torps. The others can knock the shields off before the Protons pump a nasty crit through.

Looks like a really fun list though and I'm always happy to see E-Wings getting some love!

Wolf pack

(52) Knave Squadron Escort [E-wing]
(13) Proton Torpedoes
(3) R3 Astromech
Points: 68

(52) Knave Squadron Escort [E-wing]
(13) Proton Torpedoes
(3) R3 Astromech
Points: 68

(52) Knave Squadron Escort [E-wing]
(9) Plasma Torpedoes
(3) R3 Astromech
Points: 64

Total points: 200

I’m thinking something like this. Lock everything on the first pass and take targets of opportunity. Fire the plasma first then hammer em with protons. Is it good? Maybe is going to fun **** skippy it will be!

How would I build a list with an E-Wing in a rebel beefish squad?

X/U/B/E-Wing or X/U/Y/E ?

If it's Knaves, I'm with @battlestarbill - I'd rather have R3 and a mix of Proton and Plasma than FCS and R4.

I'm also inclined towards other droids than R4. They do get a great dial, but I don't know how much they'll need it. The linked actions aren't always useful (certainly better to have than no linked actions!), and the other Droids are all typically so good. R2 regen is something I enjoy, but it won't really be affordable with Torpedo builds. R3, however, seems really important to a Torpedo build. Having two options for Locks will go a long way towards making sure you'll get your Torpedo shots off on someone. A lot of opponents can run decently with one ship, but it becomes a lot harder with two Locked ships.

Having multiple Plasma Torpedoes almost seems like a waste, but I can see it being OK. Enough ships have three or more shields that a second shot on the same target has a decent chance to trigger. Not sure if negating a range bonus is better or worse than having crits cancelled first against an unshielded target. Seems like something I'd want to play by ear.

Thanks all. I like the idea of a mix of plasma and protons. I will also have a look at the astromechs. R3 certainly seems sensible.

Imo, R3 and FCS should be stapled to Es. The efficiency is through the roof. Still leaves room for plasmas on everyone, too!

If you're mixing torpedo types, you could go for the maximum criticals approach:

  • Gavin Darklighter (61)
    • Plasma Torpedoes (9)
  • Knave Squadron Escort (52)
    • Proton Torpedoes (13)
  • Knave Squadron Escort (52)
    • Proton Torpedoes (13)

200 on the dot. Theoretically, all three can deliver focus/locked torpedoes - and if Gavin can splash a target's shields, then the two proton torpedoes following them in get two Hit-to-Critical upgrades each.

Been toying around with something similar to this, just having picked up a third E-Wing. Awaiting news on how they fly!

I don't have 3 of them either but I do enjoy a pair of them with something hard-hitting or ace-like.

Sadly, Rebels kind of lack aces but Wedge is a good third or a Ghost with Leia on board is pretty nice. And I'm with Greebwahn when it comes to FCS and R3 astro, especially if Leia is in the squad to help on the turns when you want to pull reds.

On 7/29/2019 at 5:54 AM, Greebwahn said:

Imo, R3 and FCS should be stapled to Es. The efficiency is through the roof. Still leaves room for plasmas on everyone, too!

3 Knaves with R3, FCS and Plasmas is a solid list.

I’ve also run Gavin and 2 Rogues, all with R3, FCS and Elusive for the defensive re-roll (since even 3 green dice can blank out!)... this leaves 7 points to spare, so you could put APTs or a hull upgrade on one of them ;)

My personal problem with the second list was, inevitably, rerolling blanks into blanks on defence... so I’m considering dropping Elusive for Crack Shot on all 3 and giving the two Rogues APTs :o

On 7/30/2019 at 1:40 AM, Magnus Grendel said:

If you're mixing torpedo types, you could go for the maximum criticals approach:

  • Gavin Darklighter (61)
    • Plasma Torpedoes (9)
  • Knave Squadron Escort (52)
    • Proton Torpedoes (13)
  • Knave Squadron Escort (52)
    • Proton Torpedoes (13)

200 on the dot. Theoretically, all three can deliver focus/locked torpedoes - and if Gavin can splash a target's shields, then the two proton torpedoes following them in get two Hit-to-Critical upgrades each.

ive been playing with a similar idea

ARC-170 Starfighter - •Norra Wexley - 64
•Norra Wexley - Gold Nine (55)
Marksmanship (1)
•Magva Yarro (8)

E-wing - •Gavin Darklighter - 71
•Gavin Darklighter - Bold Wingman (61)
Fire-Control System (2)
Adv. Proton Torpedoes (6)
R4 Astromech (2)

E-wing - Rogue Squadron Escort - 65
Rogue Squadron Escort - (54)
Marksmanship (1)
Fire-Control System (2)
Adv. Proton Torpedoes (6)
R4 Astromech (2)

Total: 200/200

i took the R3 off becuase the R4 seems to work better for me, the AVP mixed with gavin and marksman are dirty good...handing out crit cards is really handy to the list, making the opponent's ships a lot less usable after they start taking damage...BUT i find you have to take some damage for the first 2turns to get into position to then start handing out pain...

im not good at flying yet..so im still working on it

Been building some fun things with E-wings.

(52) Knave Squadron Escort [E-wing]
(2) Fire-Control System
Points: 54

(52) Knave Squadron Escort [E-wing]
(2) Fire-Control System
Points: 54

(52) Knave Squadron Escort [E-wing]
(2) Fire-Control System
Points: 54

(36) Jake Farrell [RZ-1 A-wing]
Points: 36

Total points: 198

or can fit both named pilots as well.

(66) Corran Horn [E-wing]
(6) R2 Astromech
(2) Fire-Control System
(1) Crack Shot
Points: 75

(61) Gavin Darklighter [E-wing]
(6) R2 Astromech
(2) Fire-Control System
(1) Crack Shot
Points: 70

(52) Knave Squadron Escort [E-wing]
(2) Fire-Control System
Points: 54

Total points: 199

Got to put some R3/Torpedo (2 Proton, 1 Plasma) Knaves on the table for a small kit.

My big take-away is that I'm not running triple Torpedo E-Wings without R3. Having two set-up Torpedo shots really mattered. The list is... fair. It's possible to nuke something down hard, and if you roll well you'll be amazing. But it's easy enough to not roll well. At least the games tend to go fairly fast. I never lost anything on the opening, but later in the game where you need one more good shot to kill something can be hard, since Init 2 isn't very high.

Game 1: faced Juke Sabine, Miranda, and Lando with Stealth Device and the title. Miranda was put into a bad spot and was 1-rounded after a SLAM, but next round Lando mostly outmaneuvers me, and I only have a shot with the Plasma Torps one, and he misses. 2 hits into natty evades. Game grinds out after time, and Lando pulls it out. Enough 4 hit attacks that I manage 3 Evades against, but only 1 health... Lando ended with Structural Damage for no green dice and 3 health remaining, so one good attack could have done it. I out-thought myself towards the end. Rather than banking and forcing Lando to boost, I pulled a hard 2 to anticipate where Lando would have to go, but then Lando didn't have to boost. A few turns after that, I had a decent shot, and needed 2 paint to live through Lando's attack, but only rolled 1. Close loss.

Game 2: faced Vizier, Captain Sai, and RAC. My E-Wings spooked Vizier, and my opponent kind of got him lost in the wrong direction for a while. I threw a big block on Sai (cascading into RAC) and started a pretty big damage train onto RAC. My green dice are strong and shrug off the unmodded return shots. Game continues in that fashion, and ends in a strong win.

Game 3: faced 4-LOM, Koskha Frost, and Dalan Oberos. I kinda wound up with one of my E-Wings flying off in space for a while without accomplishing anything, then having shots on Dalan who I hadn't locked. Didn't accomplish much, but Dalan's bullseye effects wound up being beastly. Dalan slips past to avoid being blocked, drops Rigged Cargo into an E-Wing, and that Debris Cloud will end up being MVP. 4-LOM swings in, takes a world of hurt from two R1 shots. Next round, 4-LOM is stuck going over the cloud. Rolls crit and dies. My E-Wing that had been off in space starts to turn back in, and the round after this, while sitting behind the debris cloud with a Focus gets utterly annihilated by Dalan. A shield stolen, then 3-hits against which I rolled focus/focus. That's lethal given earlier chip damage. Of course, when Dalan passes over the RCC cloud later, it's also a crit. Damage 2 for the Rigged Cargo. I'm whittled by Init 3 stuff popping me before I can shoot, with some bad dice and some Dalan. My remaining E-Wing goes full zoom to try to get one last turn in on someone with double mods, try to sneak in a few more points, but, an awkward Damaged Engine makes that harder, and Dalan (not Dead to Rights) still ices me. But not before having flown over the Rigged Cargo token again, and picking up a crit--third time it hit my opponent during the game. Dalan MVP for both sides.

I feel like my big error in that game was not spitting my target locks better. I'd done 3 each on 4-LOM and Koshka, and only wound up with shots on Dalan. A lot of that is my opponent flying well, getting to decent positions with the other ships, but I still think a mixed lock strategy would have worked well, so that there'd be no ship entirely safe from Torpedoes. I can't really describe too many flashy plays from my opponent, because it was all just solid, well-flown X-Wing.