Xwing with Engine Upgrade and R2

By AlexW, in X-Wing

I'm just curious if anyone's played a bit with a couple of X-Wings (of any type) with Engine Upgrades and then maybe an R2 astromech thrown in for good measure.

Seems like it would create a fast and maneuverable X-Wing, if a bit expensive. It would seem most effective on Red Squadron or a named pilot but then it gets especially pricey.

Put it on two X's and have the other two be A-Wings, since they have Boost to start with in the first place. If you're really good, you could also get the enemy to fire at the A's while the X's come in from behind. Here, try this...

2 Red Squadron Pilots, R2 Units, Engine Upgrade

2 Green Squadron Pilots, Push the Limit

I find great success in doing an XXBB squad, where the Xs are Rookies with Engine Upgrades, and the Bs are Blues with Advanced Sensors.

Extra mobility all around means I get 3 dice and asteroid mastery!

My alternate build is replacing the Engine Upgrades with R5 Astromechs and Hull Upgrades, but that kind of has to wait until Imperial Aces comes out for me to try it correctly ;-)

As a bonus, each ship is exactly 25 points!

Edited by DraconPyrothayan

The R2 unit that makes all 1-2 speed maneuvers green would work well. All your boosts would also get to be green :D

@UnfairBanana, as a boosting does not count as executing a maneuver, it is not green, correct?

@UnfairBanana, as a boosting does not count as executing a maneuver, it is not green, correct?

Correct. Boosts are not maneuvers.

However, the 1 forward from being Ionized IS green now :)

@UnfairBanana, as a boosting does not count as executing a maneuver, it is not green, correct?

Correct. Boosts are not maneuvers.

However, the 1 forward from being Ionized IS green now :)

I was going to say when did FFG change the Ionized maneuver, but then realised that they didn't and the R2 would make it green.

I'm just curious if anyone's played a bit with a couple of X-Wings (of any type) with Engine Upgrades and then maybe an R2 astromech thrown in for good measure.

Seems like it would create a fast and maneuverable X-Wing, if a bit expensive. It would seem most effective on Red Squadron or a named pilot but then it gets especially pricey.

What's the thought process behind this? The cheapest x-wing you could field with this set up is 26 points.

It's always nice to have more green maneuvers, but this build shouldn't be stressed out all that often. So, I don't understand the R2 unit. Boost is nice for little corrections, but the X-wing can also be slow played where this won't be needed all that often.

Adding a stealth device and a R2 unit would only be 25 points for a Rookie. You could field 4 of those in a 100 point game. Here I can see the R2 unit being needed as the low SP will cause them to stress more often and the Stealth Device makes them harder to hit.

Honestly though, my favorite X-wing build is Biggs with R2D2 and a Shield Upgrade. It forces your opponent to target him and R2D2 (along with an extra shield to regenerate) keeps him in the game.

The thought behind the R2 is coming out of K turn you could hard or bank 2 and still have a boost or other actions, that issome significant manuever out of stress, but yes it is expensive.

I really like Howler's pairing, very interesting and something I might try.

The new astromech with the Ewing gives you TL and boost. Not quite the same but cheaper and more offensive. I don't think you need the R2's with boost as the xwings already slow roll well and can chase pretty well without too much trouble. If you're trying to get them to catch up to awings maybe.

Luke + Engine + R2 + PTL is a fun ship to fly - though it is pricey at 36 points... Given cheaper rebel ships inbound - this could be fun to break out again - though r2d2 works well, but trades maneuverability options for shield regen.

You can fly that luke with 4 concussion missile toting z-95s :) or 5 naked z-95s with 4 points to spare...

Edited by Ravncat

Luke + Engine + R2 + PTL is a fun ship to fly - though it is pricey at 36 points... Given cheaper rebel ships inbound - this could be fun to break out again - though r2d2 works well, but trades maneuverability options for shield regen.

You can fly that luke with 4 concussion missile toting z-95s :) or 5 naked z-95s with 4 points to spare...

Luke +R2D2+DTF is generally considered better. Particularly alongside Biggs.

"Crit? What crit?"

Sure - if you're playing a defensive formation game, and hoping to use biggs as your bodyguard. If you're playing an offensive positional game; Luke + r2d2 + DTF is not so great, no one to draw fire from... Interceptor Luke and Turtle Luke need require different playstyles. It's hard to say which is better.

I think the E-Wing's dial is going to be almost as Green as an A-Wing so you won't need a generic R2.