Same old mutton

By Baaa, in X-Wing Squad Lists

Hi all,

I've been playing about with a couple of lists for my first outing in V2. I haven't a clue what's any good so I've went back to basics :)

Questions -

1. What's the best forcey thing on Luke?
2. Is R5 any good on Biggs?
3. Is the list any good or simply pants?

Luke Skywalker (62)
Foresight (4)
R4 Astromech (2)
Afterburners (6)
Servomotor S-Foils (0)

Wedge Antilles (55)
Trick Shot (4)
R4 Astromech (2)
Afterburners (6)
Servomotor S-Foils (0)

Biggs Darklighter (48)
R5 Astromech (4)
Afterburners (6)
Servomotor S-Foils (0)
Total: 199

View in Yet Another Squad Builder 2.0

Cheers
Baaa

14 hours ago, Baaa said:

What's the best forcey thing on Luke?

  • Don't feel you must equip a force talent, though; force charge can always be spent as a 'mini-focus' and that's often the best thing to do with it.
  • Supernatural Reflexes is nice (making an X-wing quite the arc-dodging 'ace' ship) but also eye-wateringly expensive. Precognitive Reflexes is much cheaper - because it's not as good - but with Luke's ability meaning he generally has a good supply of force charge to modify dice in a pinch, he can sidestep most of the downsides. I wouldn't take either if you're dead set on afterburners, though, as they kind of do the same sort of thing. Foresight isn't bad, because free shots are always nice.
  • Instinctive Aim is a great choice, but does require you to spring for Torpedoes, whilst Sense is more useful if you've got a mob of manoeuvrable ships, or ships with snap shot, or....generally a squad which doesn't look like this one. Biggs isn't manoeuvrable enough and Wedge is Initiative 6 and doesn't need the help.
  • Predictive Shot is probably not worth considering on a ship with a 3-dice primary (it's not great anyway but it's cheap and not awful on something like a TIE/v1). Brilliant Evasion, on the other hand, can generally get stuffed.
14 hours ago, Baaa said:

Is R5 any good on Biggs?

Put simply...not really.

R5 gives you a chance to invest actions to repair damage cards - which means flipping face-up cards face-down, or (twice) getting rid of face-down ones. Since your 4th face-down card kills you, There are only 3 points of damage this ability matters on, and there's a non-trivial chance Biggs could go from unshielded-but-intact to dead in one engagement phase. Added to this, most damage cards already let you invest an action to repair them or repair themselves after doing something bad to you; it's only really Damaged Engine and Structural Damage which don't. Plus, if Biggs has been shot to bits, I'm probably going to want to use my action on focusing to keep him alive, or on barrel rolling to find somewhere to hide (and if he breaks formation he ceases being able to protect Luke and Wedge).

A hull upgrade costs a point more but feels like it requires much less investment to get the extra toughness to 'work'.

14 hours ago, Baaa said:

Is the list any good or simply pants?

It has potential. With three ships, one problem you'll have is firepower; if you come up against a swarm or heavy swarm you'll ideally want to try and get an easy kill before the shooting really starts. Afterburners on Wedge is a good call. I'm not sure Trick Shot is great, though, just because obstructed shots aren't as easy to get as you might think, and it is expensive.

I'd be tempted to take the afterburners off Biggs and Luke, though; Flying the two together gives you a sort of 'bunker' you can hide Luke in - which means (especially given his ability) he can afford to take torpedoes and lock rather than focusing, giving you a nice kick up in firepower. Proton Torpedoes are nice and simple to use, whilst Advanced Proton Torpedoes actually give you more firepower if you're prepared to be more aggressive with Farmboy and The Moustache.

Also note that closing Luke's S-foils adds boost to his action bar (which means you can boost with Precognitive Reflexes without strain). It reduces his primary weapons but doesn't impact his ability to fire Torpedoes.

  • Wedge Antilles (55)
    • Afterburners (6)
    • Servomotor S-Foils (0)
  • Luke Skywalker (62)
    • Precognitive Reflexes (10)
    • Proton Torpedoes (13)
    • Servomotor S-Foils (0)
  • Biggs Darklighter (48)
    • Hull Upgrade (5)
    • Servomotor S-Foils (0)

16 hours ago, Baaa said:

Hi all,

I've been playing about with a couple of lists for my first outing in V2. I haven't a clue what's any good so I've went back to basics :)

Questions -

1. What's the best forcey thing on Luke?
2. Is R5 any good on Biggs?
3. Is the list any good or simply pants?

Luke Skywalker (62)
Foresight (4)
R4 Astromech (2)
Afterburners (6)
Servomotor S-Foils (0)

Wedge Antilles (55)
Trick Shot (4)
R4 Astromech (2)
Afterburners (6)
Servomotor S-Foils (0)

Biggs Darklighter (48)
R5 Astromech (4)
Afterburners (6)
Servomotor S-Foils (0)
Total: 199

View in Yet Another Squad Builder 2.0

Cheers
Baaa

Hello, i've been at your list since yesterday, and i actually staryed playing X-wing 2.0 ny using a Wedge + Luke + Dutch Alpha Strike, so i started trying to build something similar. The list you have is ok, but if you want to fly in formation Biggs is going to make you very predictable. He is probably better if you want to fly a 4 ship list. For that reason, i decided to trade Biggs for Garven, as i find his ability to also be very good. This is what i ended up with:

T-65 Alpha Strike

(62) Luke Skywalker [T-65 X-wing]
(5) R2-D2
(0) Servomotor S-foils
(5) Sense
Points: 72

(55) Wedge Antilles [T-65 X-wing]
(0) Servomotor S-foils
(5) Swarm Tactics
(13) Proton Torpedoes
Points: 73

(47) Garven Dreis [T-65 X-wing]
(0) Servomotor S-foils
(3) Swarm Tactics
Points: 50

Total points: 195

This list tries to make a very lethal Alpha Strike to diminish the power of the return fire. We take advantage of Wedge's initiative 6 by spreading it to everyone, meaning that 90% of the time we'll fire everything first. Garven should fire first, passing his focus onto Wedge so he can have a focus + lock torpedoes. Aside from that, R2-D2 is quite the bargain for 5 points, so he put him in to make sure Luke never dies. Sense is also probably the best force upgrade on Luke in this list.

If you're ok with a list with deifferent chassis, i can make something a little better

I mean, I think that Wedge, Luke, and Biggs is gonna be a strong list no matter which way you slice it. In terms of filling in upgrades, there are very few wrong choice, so I would pick from the below:

Predator on Wedge

Foresight on Luke

Torps on anyone, but more likely Wedge or Luke

SUs on anyone

AB on Wedge or Luke

R2s on anyone