Attempting to max 2 named Rep Y's...

By Cuz05, in X-Wing Squad Lists

This is probably doomed to fail, but i like a squad challenge, I love this model, I have 2 of them and I just watched the Malevolence story arc....

Seems to me, you'd be far better off running 2 cheap generics or 1 named pilot in a harder hitting/more efficient list, but I quite like the look of this... in theory....

(47) Obi-Wan Kenobi [Delta-7 Aethersprite]
(3) R3 Astromech
(4) Calibrated Laser Targeting
Points: 54

(43) "Matchstick" [BTL-B Y-wing]
(8) Veteran Turret Gunner
(3) Dorsal Turret
Points: 54

(36) "Broadside" [BTL-B Y-wing]
(5) Ion Cannon Turret
Points: 41

(44) Plo Koon [Delta-7 Aethersprite]
(3) R3 Astromech
(4) Calibrated Laser Targeting
Points: 51

Total points: 200

No bid, uh oh's. But it is slim, and slim is the way to go, I reckon. Both will get to use their ability as much as possible and their backup is decent, if squishy and suffering much burden without that bid.

Clearly, the Jedi both put a lock on Matchstick and leave it there. Obi can replenish his focus for the full mod double tap. In a pinch, Plo can drop a focus on Broadside, though I imagine this will rarely be as useful as him keeping it for himself, with only 2 force.

Ideally, the Clones do their job and die, making enough of a dent for the Jedi to tidy up. If one of the pair can survive a few engagements, they should be able to buy them the room they need.

We will see, gonna give it a game or 2 tonight, at the FLGS.

I prefer Foresight on Plo. Same cost, but if he gives his Focus away you still get a free eye -> hit mod. Of course it needs to be in the bull, but that's the same for CLT.

Plus you can use it at range 3 with no force cost and the defender doesn't get a range bonus on their green dice.

With the added bonus of the odd snapshot attack it has done more work for me on Plo than CLT.

3 hours ago, Waldorf28 said:

I prefer Foresight on Plo. Same cost, but if he gives his Focus away you still get a free eye -> hit mod. Of course it needs to be in the bull, but that's the same for CLT.

Plus you can use it at range 3 with no force cost and the defender doesn't get a range bonus on their green dice.

With the added bonus of the odd snapshot attack it has done more work for me on Plo than CLT.

That's a nice point. I'll have to try it. Getting the bullseye is awkward without Init. Since there's nothing at all to cut, it is what it is. Foresight potentially giving many more opportunities to hit sounds like a good alternative. CLT's a great punch when you land it, but it limits flexibility.

Ran the list tonight. Bonus points in the league for using a certain pilot, 1 for each faction. Matchstick was Republic, so IN.

Sad face-

2 dice attacks can be pretty lame.

3 dice at R1 can also be a bit lame against 3 green and evade/double calc.

CLT Jedi don't like relying on their green dice to be at least average.

Y Wings fly like... well, even a brick can go fast... like a log?

Y Wings burn down really fast. Handle with care, they need to live long enough.

Plated Hull is basically free, so ok whatever. Tbh, if it were a 1pt config instead of baked in, I'd likely consider paying for it.

CLT Jedi are too cheap to hold points when the Y Wings die. Scoring enough to win is weirdly unbalanced.

Jedi need to disengage and regen force. I am apparently way too impatient for this.

Mustn't fly off 5 straight boost with the Jedi, before locking Matchstick....

Happy face.

Matchstick and Broadside do hits. Like almost all hits, almost all the time. This is really good..

They don't really explode before they do this.

(small sad face, it's not that easy to just always shoot things with what you want to shoot them with)

CLT explodes things very fast at R1 bullseye.

I5 is good.

If the opponent ignores the Jedi, it's bad for them. They're still hot sauce full mod 4 dice aces if you don't bother shooting at them or avoiding them.

If the opponent ignores the Y Wings, it's also bad for them. Worse in fact.

Ionside is 41pt, this is ridiculous value.

Double tap Matchstick is well worth 54, but given he requires support, in this case- 6pt of droids and 1 or 2 time Obi opportunity cost-, this value is dubiously arrived at.

I won both games and got bonus points for Matchstick, yay!

I really don't think the R3s are worth it - with CLT, the Jedi don't need a lock for offense. I would get ICT on the Y then instead of DT - the extra control element is potent

2 hours ago, Greebwahn said:

I really don't think the R3s are worth it - with CLT, the Jedi don't need a lock for offense. I would get ICT on the Y then instead of DT - the extra control element is potent

I was going over it today and totally agree. At least on R3 :D

Across the 2 games, I took 1 lock that wasn't on Matchstick. Gives me plenty of scope for just leaving a couple on him.

Frees up 6pt.

ICT is a strong suggestion, was mentioned a couple times during the games. However, the list does lack damage output, relying on ion landing and Jedi bullseyes to knock things out feels risky.

In making up the damage shortfall, Matchstick's Dorsal Double is not to be underestimated.

That's not to say I won't try it at some point and prefer what it brings. Atm, I think it's more personal preference, I'm kind of aggressive with this list, it seems.

R4 onto Matchstick and a 4pt bid is what I'm going for next. Opening up Match's dial for red moves felt like it would have impacted an awful lot. Ionside just circles, but with arc fwd for VTG, Match has considerable punch up close. I need to work on keeping him fully engaged, splitting his arcs at the right time, rather than in response to crappy positioning.

The 4pt bid could prove invaluable for the Jedi, as well as maybe bringing some utility to Match's roll.... Full R1 rerolls? Don't mind if I do.. Mind if a borrow a couple focus tokens? :D

I like that Foresight is level with CLT, makes for an easy experiment. But with the bid, I feel like they're gonna be lining up more bullseyes, a 4 dice R1 is a match winner, a lot of the time. Will still try it.

On 10/1/2019 at 10:58 PM, Cuz05 said:

R4 onto Matchstick and a 4pt bid

I've since played another 3 games with this list, changes as above. Winning another 2 and only losing against my boy, (who I give a little help to). I'm pretty convinced it's a strong list.

Further, I noticed on List Fortress that it topped Swiss at the Louisville HST, 49 players! Albeit with no R4 on Matchstick for a 6pt bid. Honestly, fair play to this dude, R4 has made a big difference to me. Jedi do like a bid though....

There are quirks, as previously noted. The CLT Jedi must be protected at all costs early on. One CLT Jedi is too cheap and flimsy to be a reliable finisher in this context. The Ys are too rigid to win damage marathons.

Being cagey with the Jedi puts the Y Wings in harms way. If they go down too fast, it's incredibly hard to put enough hurt on an enemy squad to polish a game off with CLT alone.

However, the twin Jedi are obviously looking for an endgame, which makes them a definite priority target early on. So smart and tempting positioning with them can open the door for the Y Wings to do their thing. Injuring and Ioning enemy ships for the Jedi to come round and squish.

With I5 and, (sometimes), a bid they certainly have the tools to tempt and then squirrel away. With 3ag, suddenly being at R3 with an obstacle in the way and a bag of tokens on hand, that tempting target becomes something of a dead end.

And everybody knows how good FTC and spare force tokens can be at quickly turning the table around.

I'm still very much trying to find my way with it. I have a tendency to solo Matchstick into one sided jousts, with Broadside hanging out too far away, looking for a circling run. Clearly can't do much compensating with that clunky dial and action suite. Both are kind of new to me. I've been riding some luck on this one, thanking my plated hulls at times.

Keeping the Jedi in positions where they can tempt without getting caught, whilst also offering crucial support to the Y's is also challenging. The force is an incredibly precious resource, used this way.

Maintaining the ideal range between all 4 ships, without getting one of them caught in a terrible, short-lived spot, is the biggest hurdle, (sorry Match, again) . The abilities the Jedi bring add an awful lot, working toward their opportune use is what takes the list to that next level.

It does all keep coming together very well though. Obi's nice big R2 bubble has served Matchstick's double tap well in every game. Plo has flung some key focusses, after Y Wing barrel rolls/rotates. Both of which mean that the 2 Y's always deliver the hits the squad sorely needs in those early exchanges.

Then Matchstick dies. Broadside has to be shut down next, or something is getting Ioned at a really bad time. Then the Jedi are in an ideal position to tidy up. Neat!

I still haven't tried Foresight on Plo. I keep finding the bullseye and adding those eye results can be so big. I am learning that it's mostly counter-productive to actually go for R2/3 bullseyes, but lining up the R1 hammer blow is such a clutch move, it's been a deciding factor in most combats.

As I said before, point scoring is nip and tuck. The Jedi are cheap and easily halved. The Y Wings just die if the opponent needs to chase those points to win. But really, that all just makes it a much more enjoyable game :)

I'm taking it to a store tourney at the wknd, but after enjoying a disproportionately good W/L ratio recently, with various squads, I'm expecting my luck to run out soon. My hopes are not as high as they might be :D

We will see.... I'll definitely enjoy flying it, either way.

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Edited by Cuz05

I think Broadside with ICT and Bombs is where it's at. Covers the rear pretty well while you point the turret sideways and 3-Bank For The Republic.

I think Matchstick is too pricey, especially when you add the R3s needed to get his ability going from the getgo.

1 hour ago, XPav said:

I think Broadside with ICT and Bombs is where it's at. Covers the rear pretty well while you point the turret sideways and 3-Bank For The Republic.

I think Matchstick is too pricey, especially when you add the R3s needed to get his ability going from the getgo.

I actually haven't missed R3 at all in my last few games. Generally, Matchstick could have mostly got by with only one lock on him. And Broadside never needs to lock anything else.

2 has been easy to maintain, since he's very likely to die 1st, with my gung ho treatment. Given Plo is often on hand to throw a focus over and R4 makes the dial actually good, the roll/k-turn/3 hard is just more gravy for him.

(Interestingly, even if Plo has a shot, it has seemed more profitable to stress move a Y into a better spot and give it to them, their shots are far more likely to do real harm.)

My last game, his final move was a 4k through debris that left him with a hefty 5 rerolls for his 2x2 dice :D

54pt for a ship that can do what he does here is not bad at all. But it does require set up and a squad built to make good use of him, so in a lot of other contexts, I would agree.

Broadside is most certainly where its at if youre looking at a general purpose Rep piece.

Bombs wouldn't have made a big difference so far for me though, people have avoided him. I send him wide one way, (3 banking for the Republic :D), Matchstick is inside him and the Jedi are drawing attention further back or over. It leaves Broadside a fairly free entry to the fray, which he'll then circle, rather than enter.

Enemy ships will tend to fall between Match and the Jedi. If there is a point where a bomb will hurt them, it's possibly doing damage to my own ships as well, as their paths cross on the turnaround/disengage.

That's not to say a bomb wouldn't be good, but I'm not sure it really suits what I do here. Broadside is too cheap, and too dangerous with his Ion, to divert ships away from the others to get him. That might not be the case in different hands.

I could maybe see the value if I place him so that he is the 1st target, but it does seem that people just fly away from him so far. He's just not worth it. Easier and smarter to try and stay out of his R2 side arc while targetting the others. If I did put him front and centre, there is a real danger he'll be executed before firing, or at least forced to fire fwd. Either way, he'd possibly be wasted.

They're both considerable bastards as is. 2 CLT Jedi are a very lightweight component, the way the Ys have carried them through the cagey opening and strafing midgame, to the aces high endgame they need, has really surprised and delighted me :)

Edited by Cuz05

Took this to a small store tourney today... aaand it didn't go so well....

Actually not true, it was brilliant, had a great 3 games, all fabulously entertaining and rewarding. Just happened to lose 2 of them :D

Beat my friends Hera, AP5, 2x B Wing again. Seems a bad match up for the list. Broadside was a legend, Ion everywhere. Twice on the Ghost. Lost half on him. Matchstick died, ofc. Jedi's were Jedi's.

Lost 77-76 to Jess and the Reds! She regenned back over half on the last turn to nick it, as Obi put 2 hits at R1 into her and failed to do damage. Attempted a boost to clear a R1 arc, failed, dodged that shot anyway. Could have eaten the shot and rolled instead for the 4 die bullseye, but I was too scared..... Would have won the game.

He played it well and I couldn't quite land the R1 bullseyes I needed to finish things. Covered them brilliantly with the 2 healthy ships, shooting Y Wings when I declined/failed. Fair play to him.

Kinda the thing with Ion, the opponent knows where you need to be too. Broadside was again ridiculous btw. Basically, I select this X Wing to be Ioned now.

Same 77pt I lost in the 1st, . Beef like this, where you only have the squishy ships to really push damage through quickly, are the Achilles heel. It's a lot of risk. The 2 Y's, with Jedi bait, are surprisingly good at avoiding a straight joust though.

Stupid regen. Luke, Wedge, Thane. Flew the as s off it. Opponent burned all 7 charges. ALMOST Ioned 5hp Thane off the board on the 2nd volley. 3 hits at R1 into natty evades, no mods on Thane.

He got the points on half Plo and Broadside. The latter, he went for 1st with as much as possible. Probably a good move, although I'd made sure it cost him all the Astro charges to mitigate it and it nearly cost him a whole ship :D

Combat swung round, Plo took a Panicked Pilot, unwisely turning in to try and punch past all the regen in the last couple turns. Thane then flipped it next turn 😂 😭

Any one of the X Wings could have popped at any moment, They all took crits, but he did well to get them cycled, w e only scored half on Wedge. Again, he prevented me from getting enough R1 bullseyes to finish with good flying, so credit to him.

Moving on, I'm going to try Wolffe in for Matchstick, haven't really flown him yet. He'll do a nice battering ram job.

Match was a bit disappointing today, the 2 dice thing, I struggled to get the R1 double tap. I think I was consciously being more cautious with him and trying to get him killed slower. Which kinda worked, but it reduced his output by the same. Although there were a TON of 2x evade coming through from X Wings of various flavours. Being aggressive and dying fast may just be his thing here, which made me think Wolffe....

Match is definitely a neat small base alternative for the role though, capable of cageyness in a way that the ARC is not. Needs a bit more finessing on the table from me.

It's really bags of fun to fly. Not sure what it is exactly. There's such a high risk/reward, but it's a very simple one. The abilities all come together so nicely too. Can only recommend it.

Edited by Cuz05