Quad T-70s; Which is better?

By Stryker359, in X-Wing Squad Lists

So I'm likely taking Quad T-70s to PAX Unplugged in a month, and there are four variants of the list I'm considering. Which do people think is better?

(Please don't try and put a Pod in; I hated using it, so I sold it and have no intention of buying it again! :P )

  1. Blue Recruit, Lieutenant Bastian, Jess Pava, Temmin Wexley w/Composure
  2. 3x Red Squadron Experts w/Heroic, Jess Pava w/BB Astromech or R2 Astromech
  3. 4x Black Squadron Aces w/Heroic

Each has their pros and cons, and each has its flying style (Black Aces can split up, the rest have to stick together, though list 1 flies different to list 2 in terms of actions). What do people think?

I like list 1 the best as each pilot has their own thing going on and they could split into two groups and still be decent. Personally I am not a fan of number 2 as it has to fly in a block and the reds are just okay. List 3 looks fun too since you basically get 4 aces vs any vultures and sinker swarms. I do like pilot abilities though.

I don't know how to rank #1 (mixed generally has a lot of potential, but doesn't really click with me personally) but between #2 and #3, I'd go #2, but that's mostly because I'd probably want to consider Crack Shot for 4 Black Squadron T-70s. 3 to 4 isn't a huge initiative step, so I don't really think it gains that much compared to Jess Pava. However, once factoring in Crack Shot, that initiative step becomes a lot more tempting. Init 4 with Crack Shot starts to be where Initiative Kills become a real option.

I'd probably try 4 Crack Blacks, if I owned 4 tokens, but I kinda think some sort of Jess squad (#1 or #2) probably is better.

On 11/8/2019 at 12:51 PM, cubsfan4life said:

I ran this list & took 2nd place in a hyperspace trial-
https://squadbuilder.fantasyflightgames.com/saved-squads/35c016df-477d-471a-8729-8d2d11659a83

Was very effective against droid swarms. You can stay in tight formation or send Wexley to flank. Black one on Wexley won a few games for me combined with pilot ability, you can get to some great unpredictable flanking spots!

That actually looks pretty interesting! I may have to give it a go; the Initiative boost of the Red Expert over Bastian may prove critical for getting shots off early!

1 looks quite nice.

also rather like 4 Blue Rookies with BB Astromechs and Advanced Optics:

  • Common initiative value means you can chop and change activation and engagement order as required
  • BB Astromechs are great value - 1 point! - and really powerful in a close-quarter 'scrum' where comparatively unmanouvrable X-wings normally suffer
  • Low initiative means people have generally fired before you - that means if you still have a focus left, you can spend it without risk, and with advanced optics you can always spend it (unless you've rolled maximum damage on unmodified dice, in which case stop complaining!)
  • Unlike Heavy Laser Cannons (the other means of 'gunning up' a T-70 without spending too much) you're not dependent on getting a bullseye shot and can still take your free jamming beams for the one game in ten where it matters.
On ‎11‎/‎8‎/‎2019 at 6:27 PM, theBitterFig said:

I'd probably want to consider Crack Shot for 4 Black Squadron T-70s. 3 to 4 isn't a huge initiative step, so I don't really think it gains that much compared to Jess Pava. However, once factoring in Crack Shot, that initiative step becomes a lot more tempting. Init 4 with Crack Shot starts to be where Initiative Kills become a real option.

I'd agree - the only real reason to buy the extra initiative on a ship which doesn't have autothrusters or similar is to try and get a kill before your enemy fires. Crack Shot helps a lot with that.

Edited by Magnus Grendel
On 11/8/2019 at 1:27 PM, theBitterFig said:

I don't know how to rank #1 (mixed generally has a lot of potential, but doesn't really click with me personally) but between #2 and #3, I'd go #2, but that's mostly because I'd probably want to consider Crack Shot for 4 Black Squadron T-70s. 3 to 4 isn't a huge initiative step, so I don't really think it gains that much compared to Jess Pava. However, once factoring in Crack Shot, that initiative step becomes a lot more tempting. Init 4 with Crack Shot starts to be where Initiative Kills become a real option.

I'd probably try 4 Crack Blacks, if I owned 4 tokens, but I kinda think some sort of Jess squad (#1 or #2) probably is better.

Crack Blacks is a development I'm going to make owing to poor luck putting damage through against three-agility ships.

12 hours ago, Magnus Grendel said:

1 looks quite nice.

also rather like 4 Blue Rookies with BB Astromechs and Advanced Optics:

  • Common initiative value means you can chop and change activation and engagement order as required
  • BB Astromechs are great value - 1 point! - and really powerful in a close-quarter 'scrum' where comparatively unmanouvrable X-wings normally suffer
  • Low initiative means people have generally fired before you - that means if you still have a focus left, you can spend it without risk, and with advanced optics you can always spend it (unless you've rolled maximum damage on unmodified dice, in which case stop complaining!)
  • Unlike Heavy Laser Cannons (the other means of 'gunning up' a T-70 without spending too much) you're not dependent on getting a bullseye shot and can still take your free jamming beams for the one game in ten where it matters.

I'd agree - the only real reason to buy the extra initiative on a ship which doesn't have autothrusters or similar is to try and get a kill before your enemy fires. Crack Shot helps a lot with that.

Blue Rookies with BB Astros and Optics sounds fun, though a little too similar to 5x RZ-2s also with Optics.

Results of the first week's testing can be seen here .