XX/Hwk/ScS

By EbonHawk, in X-Wing Squad Lists

Wedge Antilles (55)
Juke (7)
Servomotor S-Foils (0)

Ship total: 62 Half Points: 31 Threshold: 3

Kyle Katarn (34)
Jyn Erso (2)
Engine Upgrade (2)
Moldy Crow (18)

Ship total: 56 Half Points: 28 Threshold: 3

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

Ship total: 50 Half Points: 25 Threshold: 3

AP-5 (32)
Ship total: 32 Half Points: 16 Threshold: 3


Total: 200

Kyle/Jyn to provide tokens for Wedge Juke. Kullbee with R4 to aid in clearing stress and with Contraband can be hard to pin down.

AP-5 cheap, can coordinate both X-wings with 1 stress, or kyle.

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Rebel Alliance&d=v8ZsZ200Z5X123WWWW142Y48XWW40W107WW156Y12X92WWW5WW142Y72XWWWW&sn=HWK%2FXX%2FA&obs=

couple variations

Wedge Antilles (55)
Crack Shot (1)
Servomotor S-Foils (0)

Ship total: 56 Half Points: 28 Threshold: 3

Jan Ors (41)
Debris Gambit (4)
Moldy Crow (18)

Ship total: 63 Half Points: 32 Threshold: 3

Kullbee Sperado (46)
Contraband Cybernetics (2)
Crack Shot (1)
Servomotor S-Foils (0)

Ship total: 49 Half Points: 25 Threshold: 3

AP-5 (32)
Ship total: 32 Half Points: 16 Threshold: 3


Total: 200

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Rebel Alliance&d=v8ZsZ200Z5X116WWWW142Y46X118WWWWW156Y12X92W116WWWW142Y72XWWWW&sn=HWK%2FXX%2FShuttle&obs=

(41) Jan Ors [HWK-290 Light Freighter] (4) Debris Gambit (18) Moldy Crow Points: 63 (32)

AP-5 [Sheathipede-class Shuttle] Points: 32 (55)

Wedge Antilles [T-65 X-wing] (0) Servomotor S-foils (1) Crack Shot Points: 56 (48)

Thane Kyrell [T-65 X-wing] (0) Servomotor S-foils (1) Crack Shot Points: 49

Total points: 200

I mostly like the non-Juke (Live Free, Don't Juke) versions better, with a few caveats.

  • Debris Gambit is worse on Jan Ors than Jyn Erso. Any time Jan wants to Evade, she just takes a Focus action, and gets the Evade token, without having to check closeness to obstacles. She'd also even be able to Evade -> Rotate with Jyn Erso, and she couldn't do that with Debris Gambit.
    • Jyn Erso should be taken on pretty much any Rebel ship with a crew slot over Debris Gambit. Pretty much the only exception would be an attack shuttle, where Debris Gambit could turn the Barrel Roll -> Red Evade into a white one. There is next to no reason why a HWK or U-Wing or ARC or such should take Debris Gambit over Jyn Erso.
    • Crack Shot or Engine Upgrade would be great ways to fill in the remaining points.
  • Personally, I think I'd rather have R4 than Contraband Cybernetics on Kullbee Sperado. The big strenght of Kullbee, IMHO, is the fact that he can Focus -> Boost -> Open S-Foils, to keep 3 red dice. I'd rather have blue Hard turns to clear stress more easily, than a one-time get-out-of-stress-free card like Cybernetics. There isn't a huge difference, I'd consider this a preference. CC seems better for that one time when you've got to do it, particularly when you've got to pull a red move and have an action, but with AP-5 to coordinate, I think I'd rather have the every-turn benefit of R4 for those tasty Hard 2s.
2 hours ago, theBitterFig said:

Debris Gambit is worse on Jan Ors than Jyn Erso. Any time Jan wants to Evade, she just takes a Focus action, and gets the Evade token, without having to check closeness to obstacles. She'd also even be able to Evade -> Rotate with Jyn Erso, and she couldn't do that with Debris Gambit.

  • Jyn Erso should be taken on pretty much any Rebel ship with a crew slot over Debris Gambit. Pretty much the only exception would be an attack shuttle, where Debris Gambit could turn the Barrel Roll -> Red Evade into a white one. There is next to no reason why a HWK or U-Wing or ARC or such should take Debris Gambit over Jyn Erso.

This is a good shout, I've been liking Jyn.

2 hours ago, theBitterFig said:

Personally, I think I'd rather have R4 than Contraband Cybernetics on Kullbee Sperado. The big strenght of Kullbee, IMHO, is the fact that he can Focus -> Boost -> Open S-Foils, to keep 3 red dice. I'd rather have blue Hard turns to clear stress more easily, than a one-time get-out-of-stress-free card like Cybernetics. There isn't a huge difference, I'd consider this a preference. CC seems better for that one time when you've got to do it, particularly when you've got to pull a red move and have an action, but with AP-5 to coordinate, I think I'd rather have the every-turn benefit of R4 for those tasty Hard 2s.

I did have R4 originally, but swapped him out when I rejigged. I feel from my limited experience I could get away without engine upgrade on Jan for now, and I like the CC for the option to do dual red moves

Maybe something like this

Wedge Antilles (55)
Crack Shot (1)
Servomotor S-Foils (0)

Ship total: 56 Half Points: 28 Threshold: 3

Jan Ors (41)
Jyn Erso (2)
Moldy Crow (18)

Ship total: 61 Half Points: 31 Threshold: 3

Kullbee Sperado (46)
Contraband Cybernetics (2)
Crack Shot (1)
R4 Astromech (2)
Servomotor S-Foils (0)

Ship total: 51 Half Points: 26 Threshold: 3

AP-5 (32)
Ship total: 32 Half Points: 16 Threshold: 3

Total: 200

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Rebel Alliance&d=v8ZsZ200Z5X116WWWW142Y46XWW40WWW156Y12X92W116WW5WW142Y72XWWWW&sn=HWK%2FXX%2FShuttle&obs=