Maximize critical hits (Rebel List)

By polmoneys, in X-Wing

I'm playing against an imperial swarm with Sontirr+PTL and HowlRunner+Stealth and they are both a pain. I'm trying to build a list on the idea of giving some critical hits soon to Sontirr in order to cripple it's awesomeness and demoralize my opponent.

At first sight seems that proton torps and marksmanship are the tools for the job but haven't played with them...

Total Squad Points: 100

Pilot: Luke Skywalker

X-Wing (28)

Upgrades:

  • Marksmanship (3)
  • R2-F2 (3)

Pilot: Wedge Antilles

X-Wing (29)

Upgrades:

  • Squad Leader (2)
  • Proton Torpedoes (4)
  • R2-D2 (4)

Pilot: Green Squadron Pilot 2

A-Wing (19)

Upgrades:

  • Push The Limit (3)
  • Assault Missiles (5)

As flying goes Wedge needs to stay in the back in order to survive a couple of rounds and give free actions to Luke so that he can trigger Markmanship if going offense or R2 if it's under heavy fire...

In your experience, is there a better way to hit critical (face up cards) soon in the game?

TIA

Instead, I would go with

Wedge Antilles

-Marksmanship

-R2-D2

[36]

Luke Skywalker

-Marksmanship

-R5-D8

[34]

"Dutch" Vander

-Ion Cannon Turret

-R5-K6

[30]

This lets Luke and Wedge use Marksmanship every turn, also gaining the target locks off of "Dutch", for use on re-rolling their non-hits.

Wedge, being able to reduce his opponents' defenses on attack, is your best bet for this, actually. Another plan would be to count on him for your damage, have Biggs Darklighter with the droid that gives you +1 agility protecting him, and have Luke Skywalker with R2-D2 and Draw Their Fire protecting Biggs.

Edited by DraconPyrothayan

I've thought that if you want to make sure your crits get through you want to use Ten Numb. Admittedly, an Evasion token may be able to do away with a [crit] result but if you get one at least you don't need to worry about the defense dice getting in the way.

Thanks for the input ! I should have stated that I don't own Y-Wing nor B-Wings so no Dutch nor R5-D8 nor Ten Numb available. I can see Ten Numb becoming very popular in rebel lists, I'll try to buy it when I have a chance (everything is sold out in Barcelona)

I see proton torps are not that fancy to you, why?

I'll play tomorrow and let you know how it goes !

Edited by polmoneys

This is another thought I had towards going crit hunting

=============
Critical Hits
=============

Jan Ors (33)
HWK-290 (25), Squad Leader (2), Ion Cannon Turret (5), Nien Nunb (1)

Ibtisam (38)
B-Wing (28), Fire-Control System (2), Expose (4), Engine Upgrade (4)

Biggs Darklighter (29)
X-Wing (25), Shield Upgrade (4)

Biggs protects the opening round of fire - Ibitsam uses Jan and expose to get 5 dice - she also uses Jan to boost into range 1, or focus as needed - (This is why it's not Ten Nunb - because Jan cant use squad leader on Ten) Now while you could replace ibitsam with luke or wedge - the FCS lets jan get crazy use out of expose - you're going to quickly see focus + target lock + 5 dice on just about every attack in the beginning... Wedge can't do that :) - Luke can get part of that. 5 dice is going to help you find crits... (And if she get's stressed and cant take expose - or you want the defense die, then she rerolls one of the 4 )

Another way to crit hunt is with han solo and a gunner - getting you lots of rolls

Awesome explanation R, gracias! I need to buy more ships :(

I gave some thought on Han Solo + Gunner yet it becomes the obvious target for the swarm and once it goes down you've lost more than 50 points...the list I propose aims to make my opponent overthink moves as assault missiles can be scary, Luke + markmanship at range 1 can be very scary...I guess Wedge with proton torps will be the obvious target but he'll have two scary ships around...Bottom line is to force my opponent to play another game that the one he had in mind !