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Ockh

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  1. Performance update on my list posted above. It has limitations that some lists and/or a skilled player will exploit mercilessly. In the last two days I've gone 3/3 with the list. It does well when I can lure them into a joust where the Grays can shoot on turn 2 or 3. The lure is Wedge. If they don't take the bait, if I stuff up my approach and the Grays don't get a TL, or if they have some way to nullify TLs (i.e. Kagi), then I'm stuffed. I had a notable loss to another Rebel list with 3 X-wings with torps. The player simply outflew me on the approach and used his higher initiative pilots to erase a Gray in the joust while Wedge and Dutch were too far away. He then followed up by closing to range 1 of Wedge and Dutch. By the end he had taken out most of my ships, and I had only loosed 1 torp all game. I had another notable total loss against a list with Kagi, who is a hard counter to this list. Kagi hung out in the corner, sucked up all the TLs, neutering the Grays and Dutch, and I just couldn't reach Kagi before Redline and Whisper had made a mess of my ships. My key mistake was to set up Wedge and Dutch on the opposite corner to Kagi. I should have set up opposite and run him down ASAP. Also, Juke Phantoms and Defenders ruin Grays. With more practise (and skill!) I could probably perform better, but I can't see this list being terribly competitive. So yeah, I think @MasterShake2's original list is superior. Sure, a 4-ship torp joust is intimidating, but Y-Wings are too predictable, and the Grays are too low Initiative to reliably get the initial joust TLs they need. The 2 X-Wing & 2 Y-Wing gives the flexibility my list lacks. I'd be interested in others' experience with similar lists.
  2. I'm not sure Dutch needs Expert Handling and the R4. They both perform a similar function. With the R4, he can red barrel roll and clear the stress with a 1-2 manoeuvre next turn. I'd drop Expert and spend the points elsewhere, or keep Expert Handling and upgrade the R4 to and R3. I find R3 on Dutch good as his first lock is for his buddy, and the R3 lock is for him, allowing torp shots on two targets for the price of one TL.
  3. I played this variant the other day with success - went 2-0 (albeit not against top-tier lists and me flying Wedge poorly): T-65 X-wing - •Wedge Antilles - 61 •Wedge Antilles - Red Two (52) Proton Torpedoes (9) Servomotor S-foils (Open) (0) BTL-A4 Y-wing - •“Dutch” Vander - 53 •“Dutch” Vander - Gold Leader (42) Proton Torpedoes (9) R4 Astromech (2) BTL-A4 Y-wing - Gray Squadron Bomber - 43 Gray Squadron Bomber - (32) Proton Torpedoes (9) R4 Astromech (2) BTL-A4 Y-wing - Gray Squadron Bomber - 43 Gray Squadron Bomber - (32) Proton Torpedoes (9) R4 Astromech (2) Total: 200/200 View in the X-Wing Squad Builder Replacing Luke with Dutch reduces flexibility and late game manoeuvrability if/when Wedge goes down. But it means four ships with protons, and Dutch can hand Wedge a target lock meaning he should be able to double mod his two torpedoes. I scattered asteroids around the centre about range 1.5 from each other. I place the two Grays at I2, so they go down early, which enabled me to influence where my opponent placed, and then put down Dutch and Wedge in response. The Grays I placed at about range 3 from one side of the board heading into the asteroid field, but leaving room for them to 2-turn away if necessary. I then placed Dutch and Wedge at least range 3 from the Grays. The plan was to bait the opponent into attacking Dutch and Wedge, who are the greater threat (Wedge with torpedoes is terrifying, so is usually target #1), rolling them forward slowly while the Grays flanked through the asteroid field at higher speed, looking for TLs and torp shots. In both games they got torps off around turn 3 or 4. Dutch moves a bit ahead of Wedge to hand him a TL. Tactic worked well both games. I'm yet to master how to re-engage after the first pass, but as long as I have a TL, then a red K-turn with a Y-Wing to get a torpedo shot works fine. They don't have to be double modded to hit HARD. I tried to keep the Grays and Wedge + Dutch as separate elements that cover each other to prevent arc dodgers from avoiding all arcs. But I didn't fly against Soontir or Guri et al, so don't yet know how they'd go against them. I definitely need more practise with this list, but I see potential. I'll be taking it to a tournament in a few weeks, and will report back on results. I also welcome any tips on tactics.
  4. @MasterShake2 what do you think of going all out with proton torps at PS3, even if it means losing the aces? Something like this? T-65 X-wing - Red Squadron Veteran - 55 Red Squadron Veteran - (43) Elusive (3) Proton Torpedoes (9) Servomotor S-foils (Open) (0) T-65 X-wing - Red Squadron Veteran - 55 Red Squadron Veteran - (43) Elusive (3) Proton Torpedoes (9) Servomotor S-foils (Open) (0) BTL-A4 Y-wing - Gold Squadron Veteran - 45 Gold Squadron Veteran - (34) Proton Torpedoes (9) R4 Astromech (2) BTL-A4 Y-wing - Gold Squadron Veteran - 45 Gold Squadron Veteran - (34) Proton Torpedoes (9) R4 Astromech (2) Total: 200/200 View in the X-Wing Squad Builder I imaging having them all at the same PS would make manoeuvring easier. And I find X-Wings with foils closed to be an amazing torp platform - agile but still representing a serious threat. But are the aces essential to the list?
  5. Great write up. Thanks. I'm also flying X-Wings and giving Norra in a Y-Wing a spin too. Still early days, and much to learn in new 2.0 dynamics (especially after getting hammered by a FOTM Boba + Guri list), but enjoying it so far.
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