EXE List

By Unit34, in X-Wing Squad Lists

I'm heading to a local store tournament at the beginning of February. I've been enjoying E-wings in second edition, and with the generic prices dropping a little in the last update, I'm pretty excited for it.

Looking to hear some feedback about the ideas I'm thinking of bringing. I know the first thing people are going to point out is the I4 across the board, but I'm not worried about that. I've had decent success running a different list with E-wings, and I'm not too concerned about the Initiative issues. I'm not a hyper competitive player so I'm mainly going to just have fun flying ships I enjoy. However I've only ever played in one other local store tournament, so the tournament scene is a somewhat new territory for me. I've got 3 options I'm eyeing right now, all very similar but with minor tweaks.

The basic premise for each list is that E-wings have good base line stats and a great dial. I've found that when there are two E-wings pointed at the same target the payoff is big. Isolated on their own and they die, so my plan is to keep the E-wings together and attacking the same target as much as possible. Kullbee as a flanker or surprise R1 attacker. I've always loved his ability to boost in close and open to attack position; Being able to spring that with daredevil or afterburners keeps him maneuverable and unpredictable without reduced firepower. Option 1 has two generic E-wings with plasmas meant to strip shields as fast as possible. Once shields are down, at least on the primary targets, primary attacks with 3 dice are still damaging. R3 lets the E-wings get locks on two targets to allow them to adapt a little in their approach.

Option 2 is very similar. I drop plasma torps on one E-wing in order to upgrade one to Gavin. I also give him R4 instead to make him better able to clear stress and stay on target to give his bonus to his wingmates as I've found having him more maneuverable is better than multiple locks. I also give Kullbee Cloaking device instead of Contraband, just for a little extra mobility and unpredictability.

Option 3 puts Kullbee back with Contraband and swaps Plasma for Proton. Overall, all three are pretty similar.

Both lists with Gavin would use him to amplify damage caused by the others. The main things I'm trying to decide is a) upgrading one E-wing to Gavin vs two generics with plasma and b) if I upgrade to Gavin, do I keep plasma vs proton on the other. Thanks in advance for any feedback.

Option 1:

Rogue Squadron Escort (53)
Elusive (3)
Fire-Control System (2)
Plasma Torpedoes (9)
R3 Astromech (3)

Ship total: 70 Half Points: 35 Threshold: 3

Rogue Squadron Escort (53)
Elusive (3)
Fire-Control System (2)
Plasma Torpedoes (9)
R3 Astromech (3)

Ship total: 70 Half Points: 35 Threshold: 3

Kullbee Sperado (46)
Contraband Cybernetics (2)
Daredevil (2)
R4 Astromech (2)
Afterburners (6)
Servomotor S-Foils (0)

Ship total: 58 Half Points: 29 Threshold: 3

Total: 198

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Rebel Alliance&d=v8ZsZ200Z23X119W113W234W4WY23X119W113W234W4WY12X92W117WW5W105W142&sn=EXE&obs=

Option 2:

Gavin Darklighter (61)
Elusive (3)
Fire-Control System (2)
R4 Astromech (2)

Ship total: 68 Half Points: 34 Threshold: 3

Rogue Squadron Escort (53)
Elusive (3)
Fire-Control System (2)
Plasma Torpedoes (9)
R3 Astromech (3)

Ship total: 70 Half Points: 35 Threshold: 3

Kullbee Sperado (46)
Cloaking Device (4)
Daredevil (2)
R4 Astromech (2)
Afterburners (6)
Servomotor S-Foils (0)

Ship total: 60 Half Points: 30 Threshold: 3


Total: 198

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Rebel Alliance&d=v8ZsZ200Z22X119W113WW5WY23X119W113W234W4WY12X91W117WW5W105W142&sn=EXE2&obs=

Option 3:

Gavin Darklighter (61)
Elusive (3)
Fire-Control System (2)
R4 Astromech (2)

Ship total: 68 Half Points: 34 Threshold: 3

Rogue Squadron Escort (53)
Elusive (3)
Fire-Control System (2)
Proton Torpedoes (13)
R3 Astromech (3)

Ship total: 74 Half Points: 37 Threshold: 3

Kullbee Sperado (46)
Contraband Cybernetics (2)
Daredevil (2)
R4 Astromech (2)
Afterburners (6)
Servomotor S-Foils (0)

Ship total: 58 Half Points: 29 Threshold: 3


Total: 200

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Rebel Alliance&d=v8ZsZ200Z22X119W113WW5WY23X119W113W136W4WY12X92W117WW5W105W142&sn=EXE&obs=

Edited by Unit34

Alternatively if I strip things down even more, I can add in Lt Blount as well.

Rogue Squadron Escort (53)
Elusive (3)
Fire-Control System (2)
R4 Astromech (2)

Ship total: 60 Half Points: 30 Threshold: 3

Rogue Squadron Escort (53)
Elusive (3)
Fire-Control System (2)
R4 Astromech (2)

Ship total: 60 Half Points: 30 Threshold: 3

Kullbee Sperado (46)
Contraband Cybernetics (2)
Daredevil (2)
Servomotor S-Foils (0)

Ship total: 50 Half Points: 25 Threshold: 3

Lieutenant Blount (30)
Ship total: 30 Half Points: 15 Threshold: 2


Total: 200

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Rebel Alliance&d=v8ZsZ200Z23X119W113WW5WY23X119W113WW5WY12X92W117WWWW142Y55XWW&sn=EXE&obs=

Can I ask...why Kulbee? He's not exactly superb these days

Also, I am a HUGE proponent of R3/FCS on Es. Just, so much more versatile imo

I've just always liked his pilot ability. Granted, he's probably a little overpriced (although he dropped a point or two in the latest update), but I enjoy being able to keep him mobile with his s-foils closed so he can boost without sacrificing his firepower. If I feel like I want to boost again next turn, I close s-foils when he activates, boost/barrel and reopen them.

I really like R3 and think it's a great astromech, but if I'm not taking ordnance on the E-wings, I'd much prefer the significantly improved dial that R4 provides. I've played with both, and generally prefer the better maneuverability over the extra lock.

Fair choices, all around. I do think Kulbee is your weak point, he is incredibly wanting for offensive mods. As in, he has none unless he doesn't make use of his ability at all

For what it's worth - I'd go with the extra ship. Plasma Torps are kind of relying on your opponent to have shields to get good value, otherwise it's just a waste of points (I suppose range 3 attacks denying the extra dice, but still).

I'm not super sold on Elusive either, but it depends on how you're going to fly it. If you plan lots of reds then blues then Elusive / R4 makes sense. I'd probably go with R3 / Crackshot + Bid. Or ... Keep the R4s and trade 2 x Elusive + Kulbee for Wedge?

Rogue Squadron Escort (53)
Fire-Control System (2)
R4 Astromech (2)

Ship total: 57 Half Points: 29 Threshold: 3

Rogue Squadron Escort (53)
Fire-Control System (2)
R4 Astromech (2)

Ship total: 57 Half Points: 29 Threshold: 3

Wedge Antilles (55)
Servomotor S-Foils (0)

Ship total: 55 Half Points: 28 Threshold: 3

Lieutenant Blount (30)
Ship total: 30 Half Points: 15 Threshold: 2


Total: 199

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Rebel Alliance&d=v8ZsZ200Z23XW113WW5WY23XW113WW5WY5XWWWW142Y55XWW&sn=EXE&obs=

I've definitely decided on dropping Plasma torps in favour of the fourth ship. Lt Blount offers a decent filler ship and can pack a surprising punch in the right circumstances.

I've been playing some practice games with different upgrade options. So far for the E-wings, the way I've been flying them I still like R4 over R3. I totally see the value of R3 and agree it gives them a lot of options for their targets, but I always miss having the improved dial from R4; they have 6 of their moves improved, 4 speed 2 moves changing to blue and the 2 hard 1 turns changing to white. The benefit of having those moves clear stress or not cause it at all is incredible to me and the way I fly them. If I was taking ordnance, I think I would maybe opt for the R3 instead, but I've dropped ordnance for this list. I can't make up my mind on Elusive. On the one hand it's 6 points and dropping it to pick up a stronger X-wing is definitely an option. But on the other hand, it's saved my E-wings on more than one occasion through my practice games.

Edited by Unit34