A few newbie squads after some time on Vassal

By EbonHawk, in X-Wing Squad Lists

Biggs Darklighter (48)
Hull Upgrade (5)
Servomotor S-Foils (0)

Ship total: 53 Half Points: 27 Threshold: 4

Red Squadron Veteran (41)
Selfless (3)
Hull Upgrade (5)
Servomotor S-Foils (0)

Ship total: 49 Half Points: 25 Threshold: 4

Red Squadron Veteran (41)
Selfless (3)
Hull Upgrade (5)
Servomotor S-Foils (0)

Ship total: 49 Half Points: 25 Threshold: 4

Blade Squadron Veteran (42)
Fire-Control System (2)
Tractor Beam (3)
Stabilized S-Foils (2)

Ship total: 49 Half Points: 25 Threshold: 4

Total: 200

Can swap out biggs for another Red squad with Selfless and Hull upgrade, and a 4pt bid to make it hyperspace legal. Fly in formation XBX with Biggs behind the B, B tractors enemy in, X-wings unload to kill, repeat.

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Rebel Alliance&d=v8ZsZ200Z7XWW164W142Y2X130WWW164W142Y2X130WWW164W142Y75XW113W13WWWW313&sn=Beefy Biggs&obs=

Kanan Jarrus (80)
Heightened Perception (3)
Advanced Sensors (10)
"Zeb" Orrelios (1)
Saw Gerrera (9)
Ghost (0)

Ship total: 103 Half Points: 52 Threshold: 7

AP-5 (32)
Phantom (0)

Ship total: 32 Half Points: 16 Threshold: 3

Luke Skywalker (62)
Heightened Perception (3)
Servomotor S-Foils (0)

Ship total: 65 Half Points: 33 Threshold: 3

Total: 200

Both Kanan/Luke hitting at I7 if needed, if luke arc dodged just hit at I5. Kanan gets double mods from AdvSen Target Lock, Saw focus, and can use his force for any small shots. AP allows VCX to go into combat first turns with TL and Reinforce, and blocks, if targeted and near dead scoop him up into the VCX. Luke takes TL and double mods with force.

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Rebel Alliance&d=v8ZsZ200Z62X72W111WWW65W58WWW148Y72XWWWW167Y4X72WWWW142&sn=Kanan&obs=

Kanan Jarrus (80)
Heightened Perception (3)
Ion Cannon Turret (5)
Hera Syndulla (4)
"Zeb" Orrelios (1)
Ezra Bridger (14)
Ghost (0)

Ship total: 107 Half Points: 54 Threshold: 7

AP-5 (32)
"Chopper" (Crew) (1)
Phantom (0)

Ship total: 33 Half Points: 17 Threshold: 3

Sabine Wren (TIE Fighter) (29)
Crack Shot (1)

Ship total: 30 Half Points: 15 Threshold: 2

Phoenix Squadron Pilot (29)
Crack Shot (1)

Ship total: 30 Half Points: 15 Threshold: 2


Total: 200

Thematic Jank and fun. REBELSS


View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Rebel Alliance&d=v8ZsZ200Z62X72WWW138W35W65WW81W148Y72XW23WWW167Y13X116WY53X116W&sn=Phoenix Cell&obs=

If you’re running Luke and Kanaan, I’d prioritize regen over shooting at I7. Put R2-D2 on him and you all of a sudden have essentially an extra ship’s worth of health added to your list. You should also put a dorsel on Kanaan to maximize arc coverage for his ability. Just some slight tweaks mainly for my own preference (though tbh I’d probably drop the third ship altogether for pro torps on Luke and Maul/Ezra).

(80) Kanan Jarrus [VCX-100 Light Freighter]
(9) Saw Gerrera
(3) Heightened Perception
(2) Fire-Control System
(0) Ghost
(3) Dorsal Turret
Points: 97

(62) Luke Skywalker [T-65 X-wing]
(8) R2-D2
(0) Servomotor S-foils
Points: 70

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

Total points: 199

Edited by kempokid
On 4/30/2020 at 7:28 PM, kempokid said:

If you’re running Luke and Kanaan, I’d prioritize regen over shooting at I7. Put R2-D2 on him and you all of a sudden have essentially an extra ship’s worth of health added to your list. You should also put a dorsel on Kanaan to maximize arc coverage for his ability. Just some slight tweaks mainly for my own preference (though tbh I’d probably drop the third ship altogether for pro torps on Luke and Maul/Ezra).

(80) Kanan Jarrus [VCX-100 Light Freighter]
(9) Saw Gerrera
(3) Heightened Perception
(2) Fire-Control System
(0) Ghost
(3) Dorsal Turret
Points: 97

(62) Luke Skywalker [T-65 X-wing]
(8) R2-D2
(0) Servomotor S-foils
Points: 70

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

Total points: 199

I've reworked the Kanan/Luke after some more play and did as you said here, add Dorsal and drop HP on Luke. I like R2 on Luke, bc R2 and Luke! But Kanan takes most of the hits leaving Luke free to his own devices, relatively. Advanced sensors so you can smash through debris and gas clouds with your action, or into R0 with zeb with actions.

AP is great as you can get the coordinate off on stressed ships, suck him into the ghost for a rear arc so you don't have to K-turn to keep on target and also procs kanan for luke when running away, and when undocking can be a good little blocker. The pre-dial Coordinate when docked is also nice.

Early rounds you can take all 3 actions on kanan, Reinforce, Target Lock, and a de facto focus from Saw (or reinforce/focus and save saw for later). Or Luke can focus into a red boost with a cord, then blue move, clear his stress and target lock. AP gives a lot of flexibility hard found in another ship under 32pts or in upgrades imo.

Reinforce early rounds from AP has been key to all the wins with the list, every dmg prevented is 'free' dmg for saw to use later