gah can't decide

By Silver leader, in X-Wing

I'm having a rough time deciding on a 4th pilot in this squad and thought i get some feedback. Heres the lists.

Rorak- ion turret

Dutch- Ion Turret, R5 astromech

Blue Squadron- Ion cannon

Rookie Pilot

-or-

Rorak- Ion turret

Dutch- Ion Turret

Blue Squadron- Ion Cannon

Prototype Pilot- Homing missle or Assult missle

both total up to 100 points. just not sure which is the bigger threat. rookie pilot is ok, but not a great option, but the A-wing is good, till he shoots the missle.... :- /

thoughts and ideas?

Rookie, more primary weapon dice and more hull+shields.

X-wing over A-wing every time! Although you could ditch the hwk and have both, that's what I'd do! One of each rebel fighter from the movies...

Rookie, more primary weapon dice and more hull+shields.

Rookie seems better, like realgenius said you get more primary weapon dice so you're going to be more offensive for the whole game rather than getting a decent shot off pretty early with the A-Wing's missiles.

Rookie X-wings are really good, I find it difficult not to take them in lists.

I get the love for the rookie pilot, i just feel like that missle on the A-wing is a good stab at an imp squad. Also i need/want to keep Rorak in, i feel better running a 4 piece low skilled pilots with him in the mix.

I'm with Rogue Nine! The HWK just doesn't offer the same diversity and strategic responses available to the A-wing/ X-wing combi.

Roark is good...really good. I'm inclined to take the X-wing because of the three attack dice. Also, your ion cannons are going to give you a good idea of where your opponents will end up, so you can set up your X-wing for a good shot. The A-wing is nice with Boost, but at PS 1 it might as well not even have that action. Though evade is nice....

I'd still go X-wing. I mean, just look at my avatar :)

Most players will recognize me assault missile, negating its biggest benefit. Homing missile can be ok, but will be terrible against most TIEs because of their high evade dice. Good against the big ships, but not much better against X wing and range 1, which can be used multiple times.

At 150 I have a Tri Hawk list with two Rookie X wings... They work well together. Nothing like doing a k turn with the rookie and getting ps 12 from Roark, an extra die from Jan and a Focus from Kyle.

Han shoots first? No, my Rookie and Roark shoots first!

Roars ability doesn't affect him, unless you are using swarm tactics, and the rookie can't take swarm tactics.

Right, Roark doesn't get it himself. Should have wrote PS 12 Rookie (from Roark) shoots first.

Although in the list Kyle has ST to give it back to Roark if I want to have two blaster turrets at PS 12.

Edited by RealGenius

as much as i like them A's, A's without PtL kinda like R2-D2 without C3PO

I'd go with the Rookie Pilot and would also swap the Ion Cannon for Advanced Sensors on the B-Wing. Roark can be hugely useful - firing before an injured high PS enemy pilot with one of your ships can be game changing.

take the rook! I really like A-wings but this list is not for them, you kinda have to build a list around them to make the A's worth it. It is worth noting that A-wings have the best actions available out of the rebel fighters.

The rookie is the vastly superior ship vs a low pilot skill A-Wing that will have ALL THE TROUBLE in the world to launch its missile effectively (almost needs a TL and focus stack to do something. 4 unassisted dice will net you 2 hits on average, not good enough against anything in the game, basically). To get the stack, you have to do either of the following:

1) cross your finger and TL ASAP, suffer one round of unassisted defense, then hope you can still maintain sight of your TL'ed ship (very, very hard) on the next turn you focus

2) forget completely about your missile on the first pass of the game, rely on main weapons. Hope to survive and TL only once you shoot past your intended target, hopefully TLing while not being in any (or very few) enemy arcs. It helps if you have more menacing targets to offer your opponents, which is relatively easy. Then work your way into facing that target with a focus.

Even if #2 is sound on paper and looks the easier of the two options, it's still very hard to do reliably before your A-Wing is chewed up.

My basic template for my Rebel lists is always:

4x rookies = 4x 21 points = 84 points, 16 points left to field.

Each ship gives you a 4 point room for upgrades, or different pilots/ships. Want a 29 point Wedge? You paid 4 over 25, so a Wedge can be outfitted with the presence of 1 rook, keeping it at a neat 50 points for 2 ships.

An Ion cannon on a ship with 3 attack dice makes me sad. Save the points and let the B-Wing kill things.

With those points can you Fit in Green Squadron + a missile + Deadeye?

Otherwise, go with the Rookie.