[Ext, Reb] 2E 2A

By JBFancourt, in X-Wing Squad Lists

I love how FAST this squad is. I was a fan of 2X 2A, but they always moved awkwardly together. I feel like these guys would just get along swimmingly together.

(61) Gavin Darklighter [E-wing]
(3) R3 Astromech
(2) Fire-Control System
(1) Crack Shot
Points: 67

(53) Rogue Squadron Escort [E-wing]
(3) R3 Astromech
(2) Fire-Control System
(1) Crack Shot
Points: 59

(36) Jake Farrell [RZ-1 A-wing]
(1) Crack Shot
Points: 37

(34) Arvel Crynyd [RZ-1 A-wing]
(3) Intimidation
Points: 37

Total points: 200

Thoughts???

Edited by JBFancourt

I'm torn. On the one hand, Gavin is so dang expensive. 8 point premium over a Rogue? Sure, it's an always-on-for-everyone ability, and one which is going to be extra scary for any Vultures or TIEs out there. However, it doesn't do anything for blanks or eyes. But replacing Gavin with a Rogue kind of leaves too many points to play with. Predator on both A-Wings is a natural option, but that'll leave a 4 point bid. Packing missiles isn't absurd, but that's more of a generic-A-Wing trick. Torpedoes worth bringing won't fit. Outmaneuver seems like over-commitment.

Maybe Jake as Crack/Lone Wolf, Arvel is Int/Pred, and 2 Rogues? I dunno. Maybe the OL (original list) is correct.

//

Of course, this brings up in me a crazy idea. Two of these 59 point Rogues, plus two Crack/Predator/Homing Missile Green A-Wings. Those Greens will have a lot of bullseye stopping power, but they're fast and mobile ships who can block, then disengage, lock, and boost. Come back around with Focus for some kill shots with Homing Missiles. The E-Wings probably provide enough of a threat that the A-Wings can safely get Locks and such.

That's probably worse than the OL version, but it kind of appeals to me.

This will always come down to play style and preference, but for me R4 is so much the better choice of astromech on E-Wings.

It gives them the best dial in the game.

R3 is all about using the ship ability, but in my view the ship ability isn't actually worth all that much and isn't the reason to take the ship. You take the E-Wing for its statline and action bar. And its dial.

To me, R3 is too situational. You take it to give you options and to avoid telegraphing your target in the first round. But that only really works against a 2 or 3 ship list. At 4 or higher, you're still telegraphing your targets, you're just telegraphing 2 instead of 1.

People moan about the E-Wings linked actions, saying that you want to reposition into range 1 and then you can't lock. But I disagree. I don't think the E-Wing wants to be getting to range 1. I think it likes maximising its 3 defence dice at range 2 or 3, and that bring able to arc dodge with a barrel roll and then linking into a safe attacking target lock is actually pretty good action economy.

R4 helps mitigate those linked actions by giving you a great dial to deal with stress.

But that's still not why you take R4. You take R4 to get white hard 1 turns. They are so important. White hard 1 into bank boost into linked lock with a blue 2 hard available next turn to clear the stress? So good!!

The dial flexibility and hidden action economy R4 provides by reducing stress gained and increasing stress removing options is worth a lot more than being able to switch between two targets at the engagement phase, IMO.

Given the popularity of 2-3 ship builds and even the common 4 ship build, R3 allows for double mods on half or more of the enemy fleet. It’s hardly inconsequential.

The additional added benefit of R3 is allowing you to lock your primary target (say the Decimator) but also a slippery target you’re never going to see (say Soontir). HOWEVER, that ONE time he’s in your arc you’re shooting double mods. R3 requires smart play, but man is it good.

Also, I find I NEVER stress my Ewing’s beyond what their already amazing dial can handle. Flying with Jake also encourages no stress. The 1 hard is good and still available as long as you pass Jakes focus before you execute it.

But, as you say @GuacCousteau , just preference....

@theBitterFig , yes I felt the pain of the odd point leftovers. An additional option is 2E, A, Luke. Or 2E Luke with upgrades. Which is probably better, but I liked all fast ships. And don’t UNDERESTIMATE the power of Crits with Crackshot and Intimidate Arvel. Yes, unshielded ships, but also big hull values like Deci/YT-1300. They can be insane.

Count me in the E-Wings Always R3 camp. I understand that the R4 boosters have a good point, allowing better use of the linked actions, and opening up the dial a lot. But as I see it, the thing which an E-Wing does better than an X-Wing is those Locks. With only a single lock, I find it too easy for an enemy to protect the one locked ship, and then you've got expensive X-Wings. I guess it's a lot easier to re-lock when you've got those extra blues.

Also, I've come into my appreciation for E-Wings mostly from a Torpedo perspective, running 3 Knaves with Torps and R3 before the January adjustment. Now, they can all get FCS or 3 Proton instead of 1 Plasma/2 Proton. With Torpedoes, where so much of the game is going to turn on the first few attacks, having double locks is vital . Not only does it enable more flexibility on the first turn alpha strike, but it allows a beta strike with a second lock ready to go on a second target. Having that second wave of Torpedoes ready really makes a huge difference from a single lock.

But this isn't a Torpedo build, and R3 is probably less necessary. However, FCS is pretty nice. Being able to keep those mods turn-after-turn is nice. The Range 3 opening round where you'll be able to spend the focus on defense with 4 dice, and have a still-modded shot, into a Range 1 the next round to kill stuff off with Crack Shot and Focus/Lock is just such a natural flow. Having a squad which isn't committed to a single target makes that a lot easier.

One other useful trick, with multiple Locks and multiple E-Wings, it gets a lot easier to not split between multiple ships. There were times I've put two locks on each of 3 ships, to make protecting locked ships even harder.

//

Well, that's just how I take my coffee, and I appreciate that other folks coffee orders are equally valid.

Edited by theBitterFig

I am also a fan of the R3 and Torp E wings.

I have tried R4 and they were more maneuverable but I often was lacking the offensive punch.

If you can successfully hit and run with R3, great because when you turn back into the fight, you have 2 targets to chase.

If you need R4 to more reliably hit and run (boom and zoom?) Thats still good.

In either case the E wing wants to be booming and zooming and one a step focuses on the boom. The other on the zoom.

Edited by Amc879

@Amc879 Which gets back to the Awing: they can keep up! I’m gonna try it here next week? Idk. Soon.

What if we dropped the other E wing, and then tossed in another A? That way we can mod them out a bit. Or even toss in the two named A wings?

RZ-1 A-wing - Green Squadron Pilot - 42
Green Squadron Pilot - (32)
Predator (2)
Marksmanship (1)
Proton Rockets (7)

RZ-1 A-wing - •Jake Farrell - 46
•Jake Farrell - Sage Instructor (36)
Predator (2)
Marksmanship (1)
Proton Rockets (7)

E-wing - •Gavin Darklighter - 65
•Gavin Darklighter - Bold Wingman (61)
Fire-Control System (2)
R4 Astromech (2)

RZ-1 A-wing - Green Squadron Pilot - 42
Green Squadron Pilot - (32)
Predator (2)
Marksmanship (1)
Proton Rockets (7)

Total: 195/200

View in the X-Wing Squad Builder

Or maybe this?

RZ-1 A-wing - Green Squadron Pilot - 42
Green Squadron Pilot - (32)
Marksmanship (1)
Predator (2)
Proton Rockets (7)

RZ-1 A-wing - •Jake Farrell - 50
•Jake Farrell - Sage Instructor (36)
•Lone Wolf (5)
Predator (2)
Proton Rockets (7)

E-wing - •Gavin Darklighter - 65
•Gavin Darklighter - Bold Wingman (61)
Fire-Control System (2)
R4 Astromech (2)

RZ-1 A-wing - •Arvel Crynyd - 39
•Arvel Crynyd - Green Leader (34)
Intimidation (3)
Predator (2)

Total: 196/200

View in the X-Wing Squad Builder

*Sorry for the multiple edits...couldn't seem to copy down the right list!*

I know As aren't many people's favorites but they can zip around quickly! And hopefully Gavin draws enough attention to let the As do their thing. Am I way off on this?

Edited by cybercat07

I'm pretty skeptical of triple Proton Rocket, although it is cool.

Gavin, I believe, is not worthwhile. Taking a Rogue with some kind of Torpedo seems way better to me.

//

I've had a EAAA list kicking around my head for ages:

  • Corran Horn (Predator, Advanced Sensors, R2-D2) 88
  • Jake Farrell (Predator, Crack Shot) 39
  • Arvel Crynyd (Predator, Intimidation) 39
  • Phoenix Squadron Pilot (Squad Leader) 33

In the Kyber Cup on TTS (88 Players) this is the current #1 list undefeated:

VP1613

List

REBEL ALLIANCE (200)

Knave Squadron Escort E-wing (55)
Fire-Control System + R3 Astromech
Knave Squadron Escort E-wing (55)
Fire-Control System + R3 Astromech
Knave Squadron Escort E-wing (55)
Fire-Control System + R3 Astromech
"Zeb" Orrelios Attack Shuttle (35)
Dorsal Turret

He is 4-0. In round 5 now. Very strong MOV.

Edited by JBFancourt

R3 Vindicated!

R3 is great with torps, or FCS, but I've been messing with adv. sensors corran for a while and r4 is so important there. I live and die by those one hard turns and the difference between red and white here is night and day. I think the sensor slot/munitions are the deciding factor for me.

Also, R3/FCS works way better against opponents with smaller ship counts in their list. Against a swarm, I find it less appealing.

Edited by urbanyeti

Regarding the OP list, with no torps in the Es I would certainly switch the R3 for R4s and then get Arvel Predator.

2As, 2Es

(61) Gavin Darklighter [E-wing]
(2) R4 Astromech
(2) Fire-Control System
(1) Crack Shot
Points: 66

(53) Rogue Squadron Escort [E-wing]
(2) R4 Astromech
(2) Fire-Control System
(1) Crack Shot
Points: 58

(36) Jake Farrell [RZ-1 A-wing]
(1) Crack Shot
Points: 37

(34) Arvel Crynyd [RZ-1 A-wing]
(2) Predator
(3) Intimidation
Points: 39

Total points: 200

Ok, the merits of this kind of list are evident: top speed and maneuveability, medium punch (Gavin enabled), can play the pocket aces game or go bumping (depending on enemy init), good shield coverage, good arc coverage (4 arcs), etc.

What about it's shortcomings? Low overall health is an issue, despite shields. What else? And how to overcome them?

1) Don’t take R3 away. That way first engagement you have focus lock evade on your front line Ewing’s with crackshot. Arvel in front daring you to shoot him and not the Ewing’s. Jake in back. Killer first engagement.

2) Strongest against high health pools or unshielded ships becuz those crits be nasty. Decent in the joust really.

3) Weakest against aces. And relying on green dice for HP always means there’s some disappointments in store.

Heheh. At the suggestion of a friend I have renamed my squad, “It’s in the game!”

Heart if you get it. 🤣

ROFL - Electronic Arts....

Yeah EA......it’s the small things in life

Edited by JBFancourt
On 5/5/2020 at 7:27 PM, JBFancourt said:

In the Kyber Cup on TTS (88 Players) this is the current #1 list undefeated:

VP1613

List

REBEL ALLIANCE (200)

Knave Squadron Escort E-wing (55)
Fire-Control System + R3 Astromech
Knave Squadron Escort E-wing (55)
Fire-Control System + R3 Astromech
Knave Squadron Escort E-wing (55)
Fire-Control System + R3 Astromech
"Zeb" Orrelios Attack Shuttle (35)
Dorsal Turret

He is 4-0. In round 5 now. Very strong MOV.

In the last two weeks I played this list three times and won all three games with it. Thanks for sharing. I never would have build something like this - I love it. R3 in combination with the FCS makes it so strong offensive wise, but you have to be very careful when and where you get stressed, because of the few blue maneuvers the E-Wings have. On multiple occasions I did not make a linked action, to have an open dial in the next turn. Greetings from Germany. 🙂