Are Space Wizards a thing? And will they survive the points update?

By Ryuneke, in X-Wing Squad Lists

I really want to try the Space Wizards:

Jedi Knight (38)
Calibrated Laser Targeting (2)

Jedi Knight (38)
Calibrated Laser Targeting (2)

Jedi Knight (38)
Calibrated Laser Targeting (2)

Jedi Knight (38)
Calibrated Laser Targeting (2)

Jedi Knight (38)
Calibrated Laser Targeting (2)
Total: 200

View in Yet Another Squad Builder 2.0

The list looks really attractive. It's thematic and and for sure fun to fly.

Has anyone of you experience with/against the list? How would you fly it? And will this list survive the points update because force users will for sure see an increase.

Cheers!

I could see generic jedi not being changed too much, though; it's the named pilots with 2+ force really making waves.

After all, this list relies on (admittedly manoeuvrable) ships at initiative 3 successfully landing bullseye shots in order to pull their weight offensively.

I've seen people do okay with it with practice, though, and I do want to try a game with a Seperatist equivalent - 5 Petranaki Arena Aces with Predator, who also have a 4 hit, agility 3, 2 dice ship with a terrifying centreline gun. Heavy Laser Cannon Scyks spring to mind too - they're individually less capable but you get a sixth, and I imagine they'd play very similarly.

4 hours ago, Ryuneke said:

I really want to try the Space Wizards:

Jedi Knight (38)
Calibrated Laser Targeting (2)

Jedi Knight (38)
Calibrated Laser Targeting (2)

Jedi Knight (38)
Calibrated Laser Targeting (2)

Jedi Knight (38)
Calibrated Laser Targeting (2)

Jedi Knight (38)
Calibrated Laser Targeting (2)
Total: 200

View in Yet Another Squad Builder 2.0

The list looks really attractive. It's thematic and and for sure fun to fly.

Has anyone of you experience with/against the list? How would you fly it? And will this list survive the points update because force users will for sure see an increase.

Cheers!

I'm also keen to try it, but waiting until January to buy a 5th Aethersprite.

5 hours ago, Magnus Grendel said:

I could see generic jedi not being changed too much, though; it's the named pilots with 2+ force really making waves.

After all, this list relies on (admittedly manoeuvrable) ships at initiative 3 successfully landing bullseye shots in order to pull their weight offensively.

I've seen people do okay with it with practice, though, and I do want to try a game with a Seperatist equivalent - 5 Petranaki Arena Aces with Predator, who also have a 4 hit, agility 3, 2 dice ship with a terrifying centreline gun. Heavy Laser Cannon Scyks spring to mind too - they're individually less capable but you get a sixth, and I imagine they'd play very similarly.

Comparing it with other swarmy lists it looks mediocre imo. You have 5 ships with 2 dice primary and sometimes a given hit. That doesn't sound good on paper for me.

The good thing about the list is its survivability if your greens won't fail you often. Having a focus + a force is strong because most swarms are either offensively or defensively (passive) modded (e.g. Howlrunner). The shield also helps against crits.

Looking into metawing , the squad didn't do that bad...

Hexiled posted a game . Maui played the list against Oli Pocknell...wow.

Edited by Ryuneke
5 hours ago, Magnus Grendel said:

I could see generic jedi not being changed too much, though; it's the named pilots with 2+ force really making waves.

After all, this list relies on (admittedly manoeuvrable) ships at initiative 3 successfully landing bullseye shots in order to pull their weight offensively.

I've seen people do okay with it with practice, though, and I do want to try a game with a Seperatist equivalent - 5 Petranaki Arena Aces with Predator, who also have a 4 hit, agility 3, 2 dice ship with a terrifying centreline gun. Heavy Laser Cannon Scyks spring to mind too - they're individually less capable but you get a sixth, and I imagine they'd play very similarly.

Autoblaster scyks are better, and also want bullseye for an extra dice. You can get 4x i1 generics, serissu, and genesis red (both also with marksmanship), or 2x i1 and 4x i3 with marksmanship for 200.

As I look at it, it's zippy ships with double actions (1 regular, one "calculate" or movement only) without stress (and get their force on K-Turns or S-Loops). That's already kinda decent. At best, CLT is almost not quite sorta maybe infinite Crack Shot. If you're good at a block-and-killbox style of play, these things should be quite deadly.

But I could also imagine playing bad games where it feels like you've a got squishy, pillow-fisted list that can't accomplish anything.

//

As to potential M3-A comparison: I enjoy Scyks (Ion Scyks + Fenn Rau is quite fun), but they're missing one big thing: boosts. Being able to boost, and to boost while getting a second action, is pretty big. Being all Init 3 also matters. Is that worth a ship big? Not sure.

But it'll certainly be easier. That's something which always strikes me about Jedi. Whether or not they're *better* than other similar ships, they're easier, since they've got passive mods and bonus action tools. A 6 Scyk player needs to be a lot better at guessing an opponent's positions.

1 hour ago, theBitterFig said:

As to potential M3-A comparison: I enjoy Scyks (Ion Scyks + Fenn Rau is quite fun), but they're missing one big thing: boosts. Being able to boost, and to boost while getting a second action, is pretty big. *snip*

*snip* A 6 Scyk player needs to be a lot better at guessing an opponent's positions.

Definitely agreed there. Both on the boost, and the guessing game.

I think it's decent. I've played against it. With 5 bullseyes, you're going to land some. A squad of 3x 2 red and 2x 3 red can get a lot of work done. These things often need a little dice fortune to pull enough ships into the mid game, but it doesn't have to be much.

With 5x2 die, A Wings and SFs kinda have it easy. With a front arc only, you need those extra dice to make up for less time on target.

I'm trying a similar thing atm. Well, its not similar at all, but it is 5x2 with conditional extra everywhere. Low Init and front arc only is pretty hard, but with the extra dice, it strikes me that you get a little extra flexibility. 4 dice knockout blows are a big thing, having ships that can switch between turtle and block, and line up and smash, should be good.

But synchronizing it is very hard. That's the second thing that struck me.....

On top of thaf, obstacle placement can mess you up, dice can mess you up. Jedi obviously have a few tricks there.

Potentially powerful, but very difficult, and lacking that little extra upgrade here and there for the final push. The balance of these lists seems quite good.

I played the list 5 times against different archetypes. Won 3 and lost 2 games.

First of all it's a joy to fly. Lining up bullseyes for extra punch is great (never thought they deal out that many damage). The list is very versatile: You have super blockers against higher Ini ships and mini Aces against lower Ini ships. The force helps a lot especially while defending.

BUT those Jedi are really (green) dice dependent. Having one or two bad rolls can cost you the game. I played against Fenn Rau today who had a range 1 shot into a Jedi (with Force/Focus). Fenn rolled 5 hits with one eyeball result followed by the Jedi. One round later a second Jedi died for the exact same reason. The thing is that losing a ship in this list really hurts. Other swarmy lists can lose a ship without getting into trouble.