Ten Numb (48)
Marksmanship (1)
Autoblasters (2)
Ion Cannon (5)
Angled Deflectors (6)
Ship total: 62 Half Points: 31 Threshold: 4
Jake Farrell (36)
Marksmanship (1)
Daredevil (3)
Ship total: 40 Half Points: 20 Threshold: 2
AP-5 (32)
R4 Astromech (2)
Ship total: 34 Half Points: 17 Threshold: 3
Luke Skywalker (62)
Predictive Shot (1)
Servomotor S-Foils (0)
Ship total: 63 Half Points: 32 Threshold: 3
So, my goal here is to have the A-Wing peel off and flank with the shuttle, B-Wing, and Luke sticking in a loose group for the shuttle to be able to coordinate either Luke or Ten, but MOSTLY Ten. The goal is to get Ten a reinforce, a focus and/or a stress every turn. AP-5's ability to coordinate a stressed ship is great for helping B-Wings. The list is modified from a similar list I had where instead of AP-5, I had a Phoenix Squadron Pilot with Squad Leader, but that REALLY limited what I could coordinate on the B-Wing as the A-Wing has to have the same actions.
Would like a bit of feedback on this list, please
Man..... the cannons seem really situational.
Does AP really need R4?
Luke with predictive... hmmm another very situational one.
Jake is very maneuverable without daredevil....
Alternative upgrades, but I like the list!
Rebs
(62) Luke Skywalker [T-65 X-wing]
(0) Servomotor S-foils
(4) R2 Astromech
(3) Heightened Perception
Points: 69
(48) Ten Numb [A/SF-01 B-wing]
(3) Elusive
(6) Angled Deflectors
Points: 57
(36) Jake Farrell [RZ-1 A-wing]
(6) Outmaneuver
Points: 42
(32) AP-5 [Sheathipede-class Shuttle]
Points: 32
Total points: 200
I hear what you're saying and I DO appreciate the input.
Don't think of what I'm about to say as poo-pooing what you've modified, I'm going to take some of the suggested ideas! I just want to explain where I'm coming from with my choices..
I like the cannons on the B-Wing because while they are situational, they come in handy. I've ioned ships into a kill box several times with it and Marksmanship coupled with Autoblasters is nuts... also, when I can get thematic/canon with a build, I'm going to jump on it
I like Daredevil on Jake since it gives him a u-turn barrel roll if it's coupled with a hard 1 AND passes a focus to anyone in range (again, situational, but amazing when it happens). Now, I know a LOT of people think bulls eye reliant abilities are garbage and whatnot, but I'm pretty good and lining up shots and more than not, I'll have the ship I'm targeting dead in my sights (and it's usually when my dice go SUPER cold).
I think I'll try Heightened Perception on Luke and strip R4 from AP-5 for sure!
Ten Nunb feels really overloaded to me. Quite expensive (over 60 points), still kinda fragile (7 Health behind 1 green die), and requires a bunch of support to Reinforce and have red dice mods. I mean, there's two support ships. Really feels excessive.
I know Autoblasters + Marksmanship can do OK (I've actually done the math!), but the ships it's good against (high agility ships with strong defensive mods) aren't necessarily the ones which are easy to tag at long range from an Ion Cannon. That's just a lot of points into weapons, when you can only use one per turn. I'd go with only one offensive package. Ion is OK for control. Autoblasters/Marksmanship is fine. But I'd also consider just Predator. Predator Ten can get double-mods on his own, by either focus/rolling into stress and bullseye, or taking a red move into bullseye.
For a point cheaper than Angled Deflectors, you could have Hull Upgrade on Ten, and Jyn Erso on AP-5, which can add a lot of tankiness. Luke loves taking Evade actions if he can, and Ten could easily Focus/Roll for an Evade and a Stress. That's offensive and defensive mods, without needing to coordinate, or Jake's help.
So here's what I'd go with:
- Ten Nunb ([Predator or Marksmanship/Autoblaster], Hull Upgrade) 53-54 points. Should be a bit more self-sufficient, while also being cheaper, which expands options for the rest of the list.
- AP-5 (Jyn Erso) 34 - Jyn just works so well with Ten and Luke, IMHO.
- Luke Skywalker (upgrades to be determined) 62, plus eventual upgrades
-
4th ship: as the list above is currently set-up, there's 50-51 points that could be spent on a 4th ship, and without Reinforce, Ten is less coordinate dependent, so you could bring someone who is a bit heavier and less of a support-ship than Jake. Jake's fun, but he often doesn't put out a lot of damage himself, and the list feels like it could be lacking in damage.
- Braylen Stramm (plain) 51. Just a solid, independent B-Wing. Maybe cut Hull from Ten, for Heightened Perception on Luke.
- Thane Kyrell (just S-Foils) 48, plus Heightened Perception on Luke - Thane's a pretty independent X-Wing. His pilot ability means he can probably make an impact attacking without red dice mods.
- U-Wing with Leia. Heff Tober is 51, Blue Pathfinder or Partisan Renegade are both 49. Leia is still quite good. This list has a lot of strong red moves (AP-5 could white-reverse!), and a U-Wing is a less nimble but far tankier and heavier hitting ship than Jake Farrell.
- Jake. I mean, you want to fly Jake, so he ought to still be an option. But there are points available now. Outmaneuver + Daredevil would be 45, and leave up to 6 to toss some stuff on Luke, like R2-D2 (with unlimited defensive force, Jyn Erso Evades, and R2 regen, Luke would be a late-game monster). Outmaneuver could turn him into a real solid hitter, but it won't work if he's out of arc. Or a cheaper Jake (Daredevil and Predator or Crack Shot--I think either of those would be better than Marksmanship on a 2-red ship) would let Luke have room for a Plasma Torpedo (maybe also with Instinctive Aim), or R2-D2 and another toy (Afterburners or Heightened Perception or Sense).
Mostly, I'd just strip down the B-Wing significantly.