4 X-Wing builds... good option or too limited?

By The_Brown_Bomber, in X-Wing

im thinking that some 4 X-Wing builds would be good against most other squads.

Red Squadron Pilots are making it into more rebel squads than they did in the past.

Lets start with a squad of 3 Red Squadron pilots.

1x Red Squadron Pilot (23pts)

1x Red Squadron Pilot (23pts)

1x Red Squadron Pilot (23pts)

That leaves 31pts

What to play? Luke? Biggs? Garven? Wedge?

downgrading a red squadron to a rookie would leave 33pts

in tournament play anything worth that number of points is a big target.

any suggestions? im leaning towards biggs or luke or both. giving the squad symmetry in terms of pts value seems like a good plan in a timed game as losing one ship early wont hurt too much regardless of what it is.

Squad 1 [100pts]

1x Biggs (25)

1x Luke + Veteran Instincts (29)

1x Red Squadron Pilot (23)

1x Red Squadron Pilot (23)

Squad 2 [100pts]

1x Biggs (25)

1x Luke + Swarm tactics (30)

1x Red Squadron Pilot + R2 Astromech (24)

1x Rookie Pilot (21)

Squad 3 [100pts]

1x Biggs (25)

1x Garven Dreis + R2 Astromech (27)

1x Red Squadron Pilot + R2 Astromech (24)

1x Red Squadron Pilot + R2 Astromech (24)

Squad 4 [100pts]

1x Wedge + Swarm Tactics (31)

1x Biggs (25)

1x Rookie Pilot + R2 Astromech (22)

1x Rookie Pilot + R2 Astromech (22)

thoughts?

Edited by The_Brown_Bomber

I think 4 X-Wings can definitely viable.That said, I don't think Red Squad Pilots are your best choice, As you stated you could bring any one named pilot to the fray but they have a big bullseye on them. Now consider:

Rookie Pilot — X-Wing21Rookie Pilot — X-Wing21Biggs Darklighter — X-Wing25R2-F23Wedge Antilles — X-Wing29

By downgrading to two rookies you open the door to be able to run 2 named pilots. In this case you forcefully mess with your opponents target (by virtue of Biggs) which allows your other fighters a bit more freedom to fight aggressively. Alternatively, compare this to a quad Red Squad build, This leaves 8 points for upgrades. That would likely translate into 4 R2 or the underrated R5 astromechs and perhaps a shield upgrade or proton torp. I'll take the list with Wedge as it gives me a chance, assuming good maneuvering, to take out a RSP before they have a chance to shoot. Now the reverse is also true in that all the Reds will get to shoot before the Rookies, but one or two will have to shoot Biggs,

There's one person in the group I play with who runs a 4 X list to good effect:

Wedge w/Swarm Tactics

Garven w/R2

2 x Rookies

100 points on the nose.

Don't forget the classic.

Rookie +shield x4

Not sure how it still fairs after wave 3 but I reckon its still formidable

There's one person in the group I play with who runs a 4 X list to good effect: Wedge w/Swarm TacticsGarven w/R22 x Rookies 100 points on the nose.

Like the look of this. It's always good to get garven using his focus early

I almost always like a single low PS pilot for blocking. One rookie is usually kinda nice to have around especially if Biggs is tagging along so be can fly like a rookie- straight at em!

how about...

1x Biggs (25)

1x Luke + R2D2 + Draw Their Fire (33)

1x Rookie Pilot (21)

1x Rookie Pilot (21)

or

1x Luke + Veteran Instincts (29)

1x Wedge (29)

1x Rookie Pilot (21)

1x Rookie Pilot (21)

Edited by The_Brown_Bomber

I went away from 4 x-qings to two different lists:

Wedge

biggs

R5

Rookie

Gold squadron

Ion cannon

And

Wedge

Swarm

Biggs

R5

Rookie

Blue squadron

It is all a variant on the 4 x-wing list, but my favorite is the y-wing addition since it gives me a lot more tactical flexibility.

Edited by nimdabew

I went away from 4 x-qings to two different lists:

Wedge

biggs

R5

Rookie

Gold squadron

Ion cannon

And

Wedge

Swarm

Biggs

R5

Rookie

Blue squadron

It is all a variant on the 4 x-wing list, but my favorite is the y-wing addition since it gives me a lot more tactical flexibility.

yeah Y-Wings r very underrated. ant they decent against swarms too. Dutch is awesome. great ability.

R5 on Biggs is kinda useless. Any skilled pilot will target everyone at him turn 1&2 and he won't really have chance to use it.
Better get swarm tactics on wedge to make sure that if you come up against a high PS force you can get Biggs to fire first and thusly get atleast some attack dice out of him before he dies....maybe preventing his death by shooting his potential attacker out of the sky with wedge's help

Not exactly 4 x-wings but I took 2 Red squad, Biggs and a B-wing with autoblaster against my mates 7 academy pilots and bomber and nailed him to the wall!

I like this one:

31pts •Biggs Darklighter

- Stealth Device, R2-F2

26pts •Garven Dreis

21pts Rookie Pilot

21pts Rookie Pilot

Biggs has 4 defense dice and picks up a focus from Garven for more defense (lots of squads shoot after PS6). Can typically survive early exchange with hardly a scratch ...

Squad 4 [100pts]

1x Wedge + Swarm Tactics (31)

1x Biggs (25)

1x Rookie Pilot + R2 Astromech (22)

1x Rookie Pilot + R2 Astromech (22)

During the Kessel Run (wave 1, I know, but still) I ran this same squad, except dropping the R2's in favor of upgrading one rookie to a red. With that team, I took 3rd at two events.

I still like and will always like the idea of 4x squads, but for all the firepower they bring to the table, they don't bring enough varaiety for me anymore. I like playing with squads of different types of ships (it's the same reason I've generally stayed away from TIE swarms until recently), rather than a bunch of the same thing.

I'm a fan of the following list. Won a local tourney with it.

Wedge w/ PTL, R2

Biggs

Rookie

Rookie

I fly them in two groups of two, setting up on opposite sides of the board so one pair can flank the enemy, with Biggs supporting Wedge. I let the rookies take their own hits so I can save Biggs' health for protecting Wedge. I also will have Biggs fall back out of range 1 of Wedge when he gets low on health. It's funny how often people will decide to shoot at Wedge instead of Biggs, even if Biggs only have 1-2 hull left and Wedge is untouched. Especially if Wedge is at R1. This gives Biggs a turn or two more of survivability, and then he covers for Wedge again once Wedge gets low on health.

When I win, I typically only lose 1 ship, though it's not always Biggs. I've lost rookies and Wedge and had Biggs live through it. And typically the losses are self induced poor flying. Side note... Wedge at R1 with PTL is very deadly.

I've used the following, and find it works pretty well.

Wedge, Marksmanship, R2

Rookie, R2

Rookie, R2

Rookie, R2

R5 on Biggs is kinda useless. Any skilled pilot will target everyone at him turn 1&2 and he won't really have chance to use it.

Better get swarm tactics on wedge to make sure that if you come up against a high PS force you can get Biggs to fire first and thusly get atleast some attack dice out of him before he dies....maybe preventing his death by shooting his potential attacker out of the sky with wedge's help

Really? Well crap. I will just give up altogether since my gaming experience doesn't mirror yours.

R5 has "saved" biggs (moreso getting rid of the 2 damage crit or -1 agility ship crit) more times than I can count, ensuring that he lives for one more ships worth of firing to make whoever he is shielding live that much longer. For 1 point, it is a no brainer. Just because R5 doesn't save a ship every time they hit the space mat doesn't mean it doesn't work when it is really needed.

I've been planning to use 4 x's in my upcoming game this weekend. I was going to stick to something more basic, i like ease of use and still think i would have fun running it:

4x rooks all w/ stealth 96pts

- leaves 4 points for flavor, r2d2, a torp, or 4 r2 units

or

4x rooks all w/ torps 100pts

A guy in my group has had a lot of success with:

[37] Wedge Antilles (Push the Limit, R2 Astromech, Engine Upgrade)

[21] Rookie Pilot

[21] Rookie Pilot

[21] Rookie Pilot

I know this squad has also been discussed here on the forums. I haven't been brave enough to run it, because of the bullseye on Wedge. I suppose it's best if you delay Wedge just one round while the Rookies try to weaken a target or two for Wedge. Wedge comes in at an angle using Boost to adjust his arc for maximum damage on weakened opponents, or to avoid enemy arcs. Wedge is great. Wedge with two actions and the ability to reposition is just awesome!

Anything with Wedge + Biggs is bound to work decently.

how about...

1x Biggs (25)

1x Luke + R2D2 + Draw Their Fire (33)

1x Rookie Pilot (21)

1x Rookie Pilot (21)

or

1x Luke + Veteran Instincts (29)

1x Wedge (29)

1x Rookie Pilot (21)

1x Rookie Pilot (21)

I vote the first list of these two. The more ships you have, the better Biggs gets, and adding DTF+R2-D2 on another ship only makes Biggs better.

Don't forget the classic.

Rookie +shield x4

Not sure how it still fairs after wave 3 but I reckon its still formidable

I agree. It's very good in my opinion, not so easy to kill

I like the idea of Rookie + Engine Upgrade x4... seems like it would never miss a shot due to positioning

There's one person in the group I play with who runs a 4 X list to good effect:

Wedge w/Swarm Tactics

Garven w/R2

2 x Rookies

100 points on the nose.

Who, me?

:)