To defeat your enemy, you have to strain them...

By N'Kata, in X-Wing Squad Lists

This list includes some fun combos, and if it works it may be very efficient. What do you think?

"Broadside" (41)
Ion Cannon Turret

"Wolffe" (61)
Snap Shot
Clone Commander Cody

Anakin Skywalker (88)
R2 Astromech
Delta-7B

List total: 190

The plan is for Wolffe to snap an enemy ship. He probably misses, giving the enemy a strain token. In the engagement fase Anakin fire at the strained ship, Wolffe fires again, maybe giving another strain token, and then Broadside tries to Ion the enemy ship. Next round Anakin closes in on the ioned ship, while Wolffe and Broadside are attacking a new ship. Do you think it could work, or will the list have problems against to many meta-lists?

Like like the idea of 2 strains per turn! - if it triggers 😛

I think I would go for 3 CLT named Jedi, all at the same initiative, as follows:

“Wolffe” (50)
Snap Shot (8)
Clone Commander Cody (3)

Mace Windu (45)
Calibrated Laser Targeting (3)

Luminara Unduli (43)
Calibrated Laser Targeting (3)

Barriss Offee (39)
Calibrated Laser Targeting (3)
Total: 197

View in Yet Another Squad Builder 2.0

Edited by WanouMars
Formatting

Well for starter, it's only 3 ships. In my experience, 3 ship is just not enough in today's meta unless they are hyper re positioning and efficient aces like jedis, Tie-phantoms, etc. It's too easy to engage comfortably against a small part of the list and then run away, because you don't have enough arc pointed at the enemy, and you will not out joust 4+ ships list. You also expect to ion someone with only 1 ion weapon, when it happens fairly often that the first ion cannon shot will just do 1 damage and that's it, so it's hard to count on it to always work as expected.

All in all, the pieces are fine by themselves, it's the arragement I would work on. If you like y-wings or arcs for their slow, lumbering movement and tankyness, something like : 3 tanky ships, 1 ace could work (3 arc obiwan is a good archetype for that)

Or maybe you prefer 2 aces 2 small, maybe like one good jedi + Ric, 2 y wing or torrent.

Or just go all in, 2-3 ywing, 2 arcs. Something with lots of life, lots of firepower and lots of arcs pointed everywhere. Maybe sinker in the middle of all of this.

Based on your input I have changed the list a bit, while the main idea stays the same:

Plo Koon (44)
Calibrated Laser Targeting (4)

Ship total: 48 Half Points: 24 Threshold: 2

"Wolffe" (50)
Ship total: 50 Half Points: 25 Threshold: 5

"Broadside" (36)
Snap Shot (7)
Ion Cannon Turret (5)
Clone Commander Cody (3)

Ship total: 51 Half Points: 26 Threshold: 4

Bravo Flight Officer (34)
Passive Sensors (3)
Proton Torpedoes (13)

Ship total: 50 Half Points: 25 Threshold: 3

Total: 199

I played a game with this list against a Fenn, Guri, N``dru list yesterday. Despite messing up the deployment and movement for the first couple of turns, I was lucky catching Fenn just in range 3 of my Bravo and Wolffe in the first engagement. Three dice from Wolffe, four from Bravo and a lucky crit was all it took to get Fenn of the table before he had done any damage to my ships. Even though advanced sensors Guri is difficult to pin down, I manage to get a rather comfortable win in the end.

Lessons learned:

- Range control in the first engagement is crucial.

- The Snap Shot/Cody combo is great when it works. Guri really, really do not like to be strained. Position is a problem, however, Broadside wants to use his side arc, but Snap shot is in his forward arc. It is quite difficult to get both to trigger in the same turn. On the other side, Broadside represent to different threats for the opponent to take into account, and he is just one point up from the lowest priced Y-wing with a talent.

- Plo Koon should be at the back of the formation, not in the front. It is great if he can give the Bravo a free focus token to use on the torpedos, but that means he have to be in a position where he can not be targeted.

- Broadside could very easy end up on the outside of everything. He want to point his turret to the side, and I guess it takes a lot of practice getting him into the fight without blocking the other ships.

- Flying four ships with four different initiatives could easy turn into a mess. To often I had to choose suboptimal movement options in order to not block my own ships.

Edited by N'Kata
On 9/23/2019 at 3:17 AM, N'Kata said:

This list includes some fun combos, and if it works it may be very efficient. What do you think?

"Broadside" (41)
Ion Cannon Turret

"Wolffe" (61)
Snap Shot
Clone Commander Cody

Anakin Skywalker (88)
R2 Astromech
Delta-7B

List total: 190

The plan is for Wolffe to snap an enemy ship. He probably misses, giving the enemy a strain token. In the engagement fase Anakin fire at the strained ship, Wolffe fires again, maybe giving another strain token, and then Broadside tries to Ion the enemy ship. Next round Anakin closes in on the ioned ship, while Wolffe and Broadside are attacking a new ship. Do you think it could work, or will the list have problems against to many meta-lists?

add vetren turret gunner or some thing to broadside 10 points is enough for some upgrades

Jed-I2d2

(42) Ric Olié [Naboo Royal N-1 Starfighter]
(7) Juke
Points: 49

(35) R2-D2 [BTL-B Y-wing]
(8) C-3PO
(3) Clone Commander Cody
(7) Snap Shot
(5) Ion Cannon Turret
Points: 58

(42) 104th Battalion Pilot [ARC-170 Starfighter]
Points: 42

(45) Padmé Amidala [Naboo Royal N-1 Starfighter]
(1) Crack Shot
Points: 46

Total points: 195

I played this list tonight, despite horrible dice round 1 I came back for the win. I tried juke on Padme but she's just there for her ability.

Cody on R2D2 is good still i think, either hit or strain with snap besides when you blank out. Then on engagement shoot with R2, then arc. If they are still strained at the end of round then they are tied to blue manuevers if they want to get rid of it.

I like R2 + cody because you can have a few aethers instead, or Obi/ric/arc, or 2 arcs and whatever 4th ship, a lot of good options.

Edited by Gokuja04