Republic Double Shots

By j_man_04, in X-Wing Squad Lists

Working around combos with two of my favorite Republic pilots, Mace and Wolffe. I feel Matchstick is a good wing mate for this squad to give me all i4’s along with some strong modifications all around.

Wolffe is certainly more pricey than I’ve ever ran him at, but Cody/snapshot combo is pretty great and 3PO could potentially add some survivability. This would be for fun anyway so not trying to win a tournament. But could give some headaches with all the mods this list has and I could lucky and gun down an ace pretty quick.


(Apologies for a dumb format; my phone’s copy/paste is being weird):

Matchstick (59 total) - VTG, Ion Turret, hull upgrade.

Mace Windu (69 total) - foresight, 7B, R4

Wolffe (72 total) - 3PO, Cody, R3, Snapshot

Edited by kempokid

I'd put Cody in the Y-wing and VTG on the ARC.

Maybe add a Proton Bomb to Matchstick.

I'd cut C3PO and soend the extra 3 points leftover somewhere else. IDK if a calculate token is worth the 8 points.

Maybe throw APT on Wolffe? He could get some mileage out of that since I assume you're running him as jouster.

1 hour ago, PicklesTheBear said:

I'd put Cody in the Y-wing and VTG on the ARC.

Maybe add a Proton Bomb to Matchstick.

I'd cut C3PO and soend the extra 3 points leftover somewhere else. IDK if a calculate token is worth the 8 points.

Maybe throw APT on Wolffe? He could get some mileage out of that since I assume you're running him as jouster.

You can’t put VTG on an Arc because it doesn’t have a turret. Edit: also, the idea is for each ship to have an opportunity to shoot twice. That’s what VTG allows Matchstick to do.

C-3PO gives you two tokens to spend on offense and defense, and allows a reroll on defense. Since you already rolled a blank, you’re hoping to roll an eyeball or evade to take one less hit. You’re paying for way more than a calculate.

I did think about the bomb over hull upgrade but ultimately I feel like the added hp and bump in threshold was the way to go. Kind of a toss up though.

Edited by kempokid

Veteran Tail Gunner is DIFFERENT from Veteran Turret Gunner. You put the Tail Gunner on the ARC and allows you to shoot twice, once from the front, once from the back. Effectively the same outcome.

But I prefer Cody+Snapshot on Wolffe.

Prox Mines would keep enemies from k or 4-straight through Matchstick after the initial joust.

Delta-7bs really need the R2 regen, else you have to play really cagey. Especially with a 3 ship list, and I4. I tried with R4, but it just isn't as useful.

"Wolffe" (50)
Snap Shot (8)
C-3PO (Republic) (8)
Clone Commander Cody (3)

Ship total: 69 Half Points: 35 Threshold: 5

"Matchstick" (43)
Ion Cannon Turret (5)
Veteran Turret Gunner (8)
Proximity Mines (6)

Ship total: 62 Half Points: 31 Threshold: 4

Mace Windu (45)
Foresight (4)
R4 Astromech (2)
Delta-7B (18)

Ship total: 69 Half Points: 35 Threshold: 3


Total: 200

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Galactic Republic&d=v8ZhZ200Z342X256WW254W225WWY365XW138WW90WW70WY314X251W5W201W&sn=Unnamed Squadron&obs=

Edited by Xan4du
drain bamage
8 minutes ago, Xan4du said:

Veteran Tail Gunner is DIFFERENT from Veteran Turret Gunner. You put the Tail Gunner on the ARC and allows you to shoot twice, once from the front, once from the back. Effectively the same outcome.

Ha didn’t think about those having the same initials. Either way, each can only have one of those applied to them.

There’s no way I’m taking a generic Jedi over Mace with that loadout. R2 is great obviously but at I4 Mace has some chance to dodge instead of relying on regen. Also the added force charges are going to make up for some based on negated lists.

With all ships being I4, we’ll get to fully take advantage of the strain tokens dished out by Wolffe.

It’s not that I’m not open to tweaking this but that’s a little off the mark for me.

Whoops my bad, I meant Mace obviously.

I love Wolffe with Cody, 3PO, and Snap

I love Matchstick with ICT and VTG

As for the Jedi - if you are rolling out 7B Mace, I would include R3 astro so that he can have his lock on Match AND a target of his own.

Alternatively, you could go with a CLT Plo or Obi (still with Foresight, but now I'd suggest with R4-P17), and then load up the other two more.

Mace is obviously easier to pilot - but CLT Plo and Obi have great potency as real aces

34 minutes ago, Greebwahn said:

I love Wolffe with Cody, 3PO, and Snap

I love Matchstick with ICT and VTG

As for the Jedi - if you are rolling out 7B Mace, I would include R3 astro so that he can have his lock on Match AND a target of his own.

Alternatively, you could go with a CLT Plo or Obi (still with Foresight, but now I'd suggest with R4-P17), and then load up the other two more.

Mace is obviously easier to pilot - but CLT Plo and Obi have great potency as real aces

In an ideal world, Matchstick is handing out ions that Plo or Obi could better capitalize on, that's for sure. Something worth considering, thanks!

I've been having a lot of fun with C1-10P on Mace. He's a great carrier for it because his Force economy allows him to weather the occasional turn where you end up Jamming yourself. Just noticed that this fits:

"Wolffe" (50)
Snap Shot (8)
C-3PO (Republic) (8)
Clone Commander Cody (3)

Ship total: 69 Half Points: 35 Threshold: 5

"Matchstick" (43)
Ion Cannon Turret (5)
Veteran Turret Gunner (8)

Ship total: 56 Half Points: 28 Threshold: 4

Mace Windu (45)
Foresight (4)
C1-10P (7)
Delta-7B (18)

Ship total: 74 Half Points: 37 Threshold: 3


Total: 199

Now, not only are all 3 ships capable of dishing out bonus attacks, they are also potentially handing out Ion, Jam, and Strain tokens every turn. Not bad for a 3-ship list!

Edited by bitsai

Another Republic option featuring Wolffe in a similar role. The two Y-Wings may serve better than Matchstick despite no double shots. Bombs are there to keep aces honest in their approach.
Ric is a budget option since I can’t afford Mace but the higher initiative could be handy.

(33) Red Squadron Bomber [BTL-B Y-wing]
(5) Proton Bombs
(2) Skilled Bombardier
(5) Ion Cannon Turret
Points: 45

(33) Red Squadron Bomber [BTL-B Y-wing]
(5) Proton Bombs
(2) Skilled Bombardier
(5) Ion Cannon Turret
Points: 45

(50) "Wolffe" [ARC-170 Starfighter]
(8) C-3PO
(3) Clone Commander Cody
(1) Crack Shot
Points: 62

(42) Ric Olié [Naboo Royal N-1 Starfighter]
(4) R2 Astromech
(2) Predator
Points: 48

Total points: 200

Edited by kempokid

What about broadsides instead of matchstick?

V-19 Torrent Starfighter - Gold Squadron Trooper - 25 Gold Squadron Trooper - (25) ARC-170 Starfighter - •“Jag” - 50 •“Jag” - CT-55/11-9009 (48) Synchronized Console (2) Delta-7 Aethersprite - •Mace Windu - 74 •Mace Windu - Harsh Traditionalist (45) •C1-10P (7) Foresight (4) Delta-7B (18) BTL-B Y-wing - •“Broadside” - 51 •“Broadside” - Shadow Three (36) Snap Shot (7) Ion Cannon Turret (5) •Clone Commander Cody (3) Total: 200/200 View in the X-Wing Squad Builder

You have plenty of arc coverage, and jag can punish you for taking shots at more valuable targets. The Goldie is filler, can block ionized targets, etc. Mace is a brawler like the rest of the list, and can really shine in a asteroid field bump-fest. He can be more aggressive early on with chopper's evade, and hopefully deal extra damage with foresight.

On 10/1/2019 at 1:55 PM, bitsai said:

I've been having a lot of fun with C1-10P on Mace. He's a great carrier for it because his Force economy allows him to weather the occasional turn where you end up Jamming yourself. Just noticed that this fits:

"Wolffe" (50)
Snap Shot (8)
C-3PO (Republic) (8)
Clone Commander Cody (3)

Ship total: 69 Half Points: 35 Threshold: 5

"Matchstick" (43)
Ion Cannon Turret (5)
Veteran Turret Gunner (8)

Ship total: 56 Half Points: 28 Threshold: 4

Mace Windu (45)
Foresight (4)
C1-10P (7)
Delta-7B (18)

Ship total: 74 Half Points: 37 Threshold: 3


Total: 199

Now, not only are all 3 ships capable of dishing out bonus attacks, they are also potentially handing out Ion, Jam, and Strain tokens every turn. Not bad for a 3-ship list!

Putting this in my box to fly this week. I'm going to try adding Crack Shot to Matchstick on the off chance of needing the extra hit in for ion to take effect, and that will make it 200 even.

Edited by nitrobenz
Proofread

Quick question about chop:

Can you do the free evade after your normal action? (Manuver -> Action -> Chopper evade)

Because if you can't, he seems kinda useless

1 hour ago, Roller of blanks said:

Quick question about chop:

Can you do the free evade after your normal action? (Manuver -> Action -> Chopper evade)

Because if you can't, he seems kinda useless

After executing the maneuver falls before your action step, if I’m interpreting it correctly. On a Jedi, you can do your Fine Tuned movement first since you can choose the activation order, but since it’s a red evade, you become stressed and cannot perform your action.

Also, the evade is only half the card’s ability, so keep that in mind.

Edited by kempokid
8 minutes ago, kempokid said:

After executing the maneuver falls before your action step, if I’m interpreting it correctly. On a Jedi, you can do your Fine Tuned movement first since you can choose the activation order, but since it’s a red evade, you become stressed and cannot perform your action.

Also, the evade is only half the card’s ability, so keep that in mind.

Agree with Kempo. Chopper astro is before action step. Chopper is best on an ARC or Y-wing. An extra two evades on a one agility ship is pretty good. It is like two extra shields plus of you then can pass the jam tokens off to enemy ships he can pay off good.

4 minutes ago, Frimmel said:

Agree with Kempo. Chopper astro is before action step. Chopper is best on an ARC or Y-wing. An extra two evades on a one agility ship is pretty good. It is like two extra shields plus of you then can pass the jam tokens off to enemy ships he can pay off good.

I guess you can throw Debris Gambit on a ship with an Elite to turn it into a white action and be able to take your normal action.

3 hours ago, kempokid said:

I guess you can throw Debris Gambit on a ship with an Elite to turn it into a white action and be able to take your normal action.

Tricky! Don't forget Ahsoka can use her ability to get a free action after a maneuver even while stressed, so that's an alternative pilot, and Anakin with proper positioning could probably queue his ability to clear stress after doing the red evade as well.

I flew @bitsai 's Mace, Wolffe, Matchstick list last night and had a blast! I still want to try some other versions, but everything here worked so well in my one game that I feel like I'll be losing opportunities with any other upgrades.

My opponent was flying i3/4 TIE salad and took P1 for his own Snapshots so I only got a couple Snapshots and no Foresight, but they went to some trouble to avoid it so positioning wise it was influential. The Cody snap combo is no joke, they lost an interceptor in the first engagement because they went in front of Wolffe to avoid Mace's Foresight; the snap missed but the reduced agility was a deciding factor in taking him out with Matchstick. The other Snapshot was when I K-turned, so they could either chase me and accept the snap or break off and take fire without giving back; again the snap missed but Cody's strain spelled doom for that TIE.

Wolffe is generally one of my favorite pilots and in addition to the great Snap-Cody combo, C-3PO kept him around all the way to the end by saving three damage with rerolls, not to mention having double calc for two defenses or one each for offense+defence.

Matchstick was solid offense with two friendly locks from turn 1 giving enough rerolls to make the double tap consistent.

Mace actually ended up being a background piece because I flew probably more cagey than necessary. Force plus evade apparently equals don't bother trying when he's only in a couple attack arcs with 1 agility heavys as available targets. Then the jam came on mid game and was an irritant for my opponent, stealing the tokens TIEs need to survive and deal damage, especially combined with Fine Tuned Controls making it easier to deal out the jam. I also passed the jam to matchstick once when he K-turned, so that's a tactic to keep in mind.

1 hour ago, nitrobenz said:

Mace actually ended up being a background piece because I flew probably more cagey than necessary.

This is me every game with Mace lol. I think it’s because at I4, you have to be super careful when you commit to a target. But yeah, I dunno. He always has a background role even he’s my highest I.

2 hours ago, kempokid said:

This is me every game with Mace lol. I think it’s because at I4, you have to be super careful when you commit to a target. But yeah, I dunno. He always has a background role even he’s my highest I.

It's probably the right call since Mace is the best closer of the three.