Jans or and the rookie squad

By RedFive, in X-Wing

he did not think about board position with his shuttle....moved too close to a edge and tried to hover. he got stuck.

as for Nien Nunb over chewy.....yes the green manuvers were VERY VERY helpful in keeping her out of stress tokens and having her ability always ready.

i got one ion token on teh large ship. and one token on a small ship. so the ION was iffy.

I think Nien is better on Jan than Chewie as well. You need to be using her ability every turn there is shooting, and you MUST ensure she sheds the stress for the next combat phase. When I run Jan, Nien always proves to be invaluable. In my list I did put a Shield Upgrade on her though to give her a little bit of cushion.

With 1 shield and 4 hull, Chewie seems wasted to me.

The point of Jan isn't to surive, but rather to hand out that extra dice. Since she can do so at range 1-3 she should idealy always be at long range, which makes her a poor target choice.

But being able to drop stress easily with Nien makes her better at what you're trying to do with her.

Chewie with Kyle on the other hand would be a good choice.

he did not think about board position with his shuttle....moved too close to a edge and tried to hover. he got stuck.

as for Nien Nunb over chewy.....yes the green manuvers were VERY VERY helpful in keeping her out of stress tokens and having her ability always ready.

i got one ion token on teh large ship. and one token on a small ship. so the ION was iffy.

Another thing to consider with the Ion Turret vs Blaster Turret is how often the Blaster Turret will be able to deal more than 1 damage.

Way I see it, the Blaster Turret only wins against the Ion for the percentage of times you can roll all 3 as hits/crits with no spare focuses, or how often you roll 2 or more that your opponent whiffs their evasion, or when the 1 damage you deal is a Crit. None of these are particularly likely, so the ability to fire without spending an action to set it up wins, in my book.

Another thing to consider with the Ion Turret vs Blaster Turret...

IMO the only time you should use a Blaster Turret, is when you can put the Recon Spec on the ship, any other time and it's completely worthless.

The problem then however is you just spent 7 points to maybe do more damage then the ion does at only 5 points. Plus if you are denied actions you can't use it at all.

The Blaster Cannon is IMO a good fit for Kyle who you want to have the Crow and Recon on already, but for Jan, I'd rather use the Ion because you want Nien to help shead stress, which means you can't take the recon spec, to help fire the thing.

I have a similar concern with blaster vs. Ion. I would love to shave a few points here and there, especially off of a ship that will likely die soon but I just don't know if the blaster turret is going to pull any weight were the ion will at least get 2-3 shots off.

I have used the Ion with Jan exclusively and with a focus token, you will get hits through for 1 damage and the movement penalty. With the Blaster, you can't fire without a focus token, meaning that unless you use recon, you have no modification chances and are likely to get 1 hit through.

The Ion just comes out better. Also, for those times that you roll well with the Ion cannon without using focus, you then have it for defense.

I don't expect Jan to do damage, I expect her to help others do it, occasionally ioning a ship and staying alive is her job.

I don't expect Jan to do damage, I expect her to help others do it, occasionally ioning a ship and staying alive is her job.

Exactly, she's a support unit and works best when used as such.

Another thing to consider with the Ion Turret vs Blaster Turret...

IMO the only time you should use a Blaster Turret, is when you can put the Recon Spec on the ship, any other time and it's completely worthless.The problem then however is you just spent 7 points to maybe do more damage then the ion does at only 5 points. Plus if you are denied actions you can't use it at all.The Blaster Cannon is IMO a good fit for Kyle who you want to have the Crow and Recon on already, but for Jan, I'd rather use the Ion because you want Nien to help shead stress, which means you can't take the recon spec, to help fire the thing.

Regarding the blaster on kyle, I fond due to handing out focus even with recon and mouldy that i run out of focus tokens too often, so use the ion.

Jans Or - 25 pts:

Veteran instincts [1 pts](PS bumpedfrom 8 to 10), Nien Nunb[1 pts] for extra focus and a Ion Turret [5 pts].

ship total = 32 pts.

3x Rookie pilots in X wings - 21 pts:

2 of them are at [21 pts] and one of them is equiped with PT for [4 pts]

squad total = 67 pts.

fleet toal = 99 pts.

Surprised no one commented on this yet, Rookies don't have an Elite Pilot slot.

Edit: I can't read, I thought it was Push the Limit... I also can't find the delete comment button :(

Edited by Nosilloc

LOL, no sweat. it s a proton Torp.

the list is pretty solid as is and was very very fun to pilot. i really appreciate all of the suggestions. adding Nein Nunb and the ION is truely the way to go with this flight.

although i still want to try a few named pilots this will be one of my stand by lists. not sure its tournoment worthy, buts its a solid choice for casual play.

illl keep think up stuff to post guys....stay tuned.

i was thinking of doing a Youtube channel for reviews, battle reports and just some fun. ill post up the first pilot video and see how it does, if it gets good responce i might do a regular show.

With 1 shield and 4 hull, Chewie seems wasted to me....

You only need one shield for Chewbacca to work.

Chewie is never a waste! He is half price of other directly comparable upgrades.

He is better the higher his ship's agility is as well(mathematically speaking). Therefore the Hawk is the best EV for that upgrade in the game.

Edited by JaceMoonstrider

My question is about that Proton Torpedoes upgrade. I really like my ordnance...probably too much to be competitive, but it's fun. But in this case, I wonder about putting those 4 points towards an Engine Upgrade on Jan. If she banks for her green maneuver, she can add a Boost to make a full 90 degree turn. If she jets out of trouble with a Straight 4, Boost can help her by setting her up to come back to the fight more easily the next round.

Did you feel that Engine Upgrade would have been helpful in maneuvering Jan out of trouble/into position?

I don't understand this sentence...

Because pretty much any way you run the HWK, there's a better crew option then Chewie.

With the low shield and hull values of the HWK, Chewie is not going to keep it in the game that much longer, not if the other guy decides he really wants it gone.

With the low shield and hull values of the HWK, Chewie is not going to keep it in the game that much longer, not if the other guy decides he really wants it gone.

Jace is correct. At 4 hull + 3 shields (with Chewie) at 2 agility, a HWK will last through more attack dice rolled against it than any other small base rebel ship. If your opponent is busy focusing on Jan, then that leaves all your other fighters free to do damage. If your goal is to make none of your ships an obvious target (cost vs firepower & defense ratio), then Chewie is an excellent deterrent.

Because pretty much any way you run the HWK, there's a better crew option then Chewie.

I strongly disagree. If you run [named HWK] + Ion Turret + Chewbacca + Determination, then you can fly it right into the thick of the fight as if is a Y-Wing with an Ion Turret, but it will be WAY more survivable. With Jan you get the obvious benefit of +1 attack die on a friendly ship, and PS8.

My thought on the Chewie-HWK is this:

Jan Ors needs to clear stress, thus she flies with Nien Nunb.
Kyle Katarn needs focus tokens, thus he flies with a Recon Specialist.

Roark Garnet doesn't really need anything other than existence, and so Chewbacca is his best co-pilot.
Rebel Operative is too cheap to really 'need' anything, so I give them the oddballs (like Saboteur)

Chewie counts as +2 shields?

Chewie counts as +2 shields?

He's actually slightly better than +2 shields, as you can wait until a crit is incoming to discard him! He cancels 1 hit of your choosing, AND regens 1 shield.

Assuming 0 defensive dice and infinite shields, only 1/4 of shields will cancel a Crit. The more defensive dice you have, the more shields will cancel Crits, and the fewer shields you have, the lower the chances that one will do its duty.

Chewie counts as +2 shields?

Chewie is, at a minimum, at least as good as 2 shields.

Steps playing Chewie:

1) get dealt a hit or critical hit

2) If it's a critical hit, then look at the card and decide if you want to play Chewie (this was FAQ'ed)

If you decide to play (discard) Chewie, perform steps 3 and 4:

3) Discard the card.

4) Regain 1 shield token.

So you avoid taking 1 damage entirely, and then you regain a shield, so yes, that is equivalent to 2 shields. The best way to play Chewie, is to avoid playing him until either your ship would die, or you would take a critical with an effect that you are not willing to live with.

I knew I hated the rebels for more reasons that I typically remember. Chewie crew is just another.

My thought on the Chewie-HWK is this:

Jan Ors needs to clear stress, thus she flies with Nien Nunb.

Kyle Katarn needs focus tokens, thus he flies with a Recon Specialist.

Roark Garnet doesn't really need anything other than existence, and so Chewbacca is his best co-pilot.

Rebel Operative is too cheap to really 'need' anything, so I give them the oddballs (like Saboteur)

Jan: yes, but if you need to bank to stay within Ion range (very common) then Nien is useless. If you are flying her like an Ion turret Y-Wing (see above), then 1 bank isn't an uncommon maneuver anyway.

Kyle: I agree, although it would be interesting to see how Moldy Crow + Garven works out, since you could theoretically toss the same focus token back and forth between them for the entire game. In such a case you might be able to sneak Chewie on board.

Roark: yup, unless you're doing something else weird that we haven't though of, but undoubtedly exists!

Rebel Operative: Chewie is great! Rebel Operative + Ion Turret + Chewie = 25 points. I think that's better points for points than Gold Y-Wing + Ion Turret (23 points), both at PS2.

Edited by MajorJuggler

I knew I hated the rebels for more reasons that I typically remember. Chewie crew is just another.

I suggest a new strategy.

Let the wookie win. :D

Kyle: I agree, although it would be interesting to see how Moldy Crow + Garven works out, since you could theoretically toss the same focus token back and forth between them for the entire game. In such a case you might be able to sneak Chewie on board.

It works very very well. You can throw in "Dutch" OR "Ibtisam" as the third crewmember.

Flight Instructor has come in pretty handy on Roark in a few games. Better than Chewie? ...Hard to tell. Not usually better than Chewie, no, but sometimes the agility dice rerolls just help you out a ton!

In order for the flight instructor to be better than Chewie, he has to save you 3 damage. Chewie is a garaunteed save from 1 hit and regenerates a shield, protecting you from, effectively, 2 damage (which makes him objectively better than shield upgrade). That 1 hit, however, could be a critical hit (and, in fact, is the best way to play him). Critical hits range from moderately bad to severe, with the worst being ignore pilot abilities, drop attack/defense die, and the dreaded double damage. Chewie can save you from one of those, which at the worst would be two more damage, in addition to his shield regeneration. That means in order for the FA to be "better" than Chewie, 3 (or more) damage must be prevented.

Against swarms, that is pretty likely, as they are only rolling 2-3 dice and you'll likely be re-rolling blanks instead of focuses. Against higher skilled or more dangerous opponents, who roll 3-4 dice with dice modifications, you have a chance at re-rolling a focus, which is useless if you focused for defense, and has a chance to backfire by coming up a blank.

Guessing the meta is important when selecting upgrades. Given the persistant power of TIE swarms, and the fact that they just took the win in the NA nationals in August, I would place bets on slightly under half the squads flown at worlds being swarms. That said, FA has a good chance at saving you damage against that type of squad, so I'd probably take FA over Chewie in the HWK. In the Falcon, I'd still take Chewie, since the 1 evade means that garunteed damage prevention is better.

Edited by Eruletho