"Han & Boba Buddies":
Customized YT-1300 Light Freighter - •Han Solo - 75
•Han Solo - The Corellian Kid (54)
Trick Shot (1)
Engine Upgrade (9)
•Lando’s Millennium Falcon (6)
Escape Craft - •Outer Rim Pioneer - 30
•Outer Rim Pioneer - Skillful Outlaw (24)
Shield Upgrade (6)
Firespray-class Patrol Craft - •Boba Fett - 95
•Boba Fett - Notorious Bounty Hunter (80)
Trick Shot (1)
Shield Upgrade (6)
Total: 200/200 View in the X-Wing Squad Builder
"Vennie's AA Escort":
RZ-2 A-wing - •Greer Sonnel - 49
•Greer Sonnel - Kothan Si (36)
Primed Thrusters (8)
MG-100 StarFortress - •Vennie - 102
•Vennie - Crimson Cutter (67)
Trajectory Simulator (3)
Perceptive Copilot (10)
Proton Bombs (5)
Seismic Charges (3)
Skilled Bombardier (2)
•Paige Tico (7)
Pattern Analyzer (5)
RZ-2 A-wing - •Tallissan Lintra - 48
•Tallissan Lintra - Deadly Approach (35)
Primed Thrusters (8)
Total: 199/200 View in the X-Wing Squad Builder
Finally got around to converting my 1st edition collection over to 2nd, picked up some of the new stuff, and boy am I happy with the changes! I have a friend who doesn't play a lot, but loves to fly squads that I make for him to play against me, and I learned a lot through these two lists facing off. I'm certain after the point balance later this month, neither of these lists will look exactly the same, but I hope they can still maintain their core function(s). A-Wings in any form are my top favorite ship, so I couldn't wait to give them a go; wish they could have stayed on the table a little longer, though that may have been my own fault (or my friend's intuition).
Our game lasted 9 rounds. I used the Resistance Vennie and the two A-Wings, and let my buddy use the Boba/Han list (he's a huge fan of both characters, so I figured, why not?). Boba Fett is SCARY! By round 4, both of my A-Wings were vaporized by Boba (with a little help from Han). He completely ignored the fortress until after he had done away with both of my A-Wings, which was great squad commanding on his part. I hardly scratched either of his main ships until round 6 when I landed a lucky couple of Proton Bombs, after using some decent arcs and lucky Seismic Bomb launches to help strip some of the shielding earlier in the game; but by then, I was barely dragging Vennie along until Boba lined up the kill shot. Some major things I learned:
New A-Wings are FAST and very agile, and go down very quickly when caught out, especially when Tallissan doesn't line up her bulls-eye for the added defense.
Primed Thrusters are great when trying to arc dodge. I need to take advantage of these more frequently, Juke be damned.
Juke triggered quite often early, but because of the lower initiative pilots vs that high Han and Boba, it didn't happen as often as I would have liked. I think there could be a better upgrade for the slot considering how expensive it is for it's payoff.
Heroic doesn't want to trigger unless you don't need it. I'm tempted to ditch it and something else (maybe Juke?) to somehow bring something else entirely, though not sure what.
Star Fortress hits like a truck, is great at delivering bombs, though not great at relieving enough pressure to keep the bomb charges up.
Vennie's pilot skill is great if you had enough action economy to keep the turret moving around; I was only able to take advantage of it once, and the one time I could, I wasn't able to complete a maneuver, ergo no focus tokens to use. I'm wondering if another pilot would have been better for similar points (looking at Ben Teene, or a nameless pilot).
Paige Tico looks fun, but isn't a great pick if your enemy recognizes that her bomb drop is moot if her ship was the last to be destroyed (only ever got one chance to drop a bomb after attacking, coincidentally, the only bomb that didn't touch anything all game because of the round delay on its detonation).
Overall, I think I could have flown the A-Wings a little more conservatively, but I'm also looking for any tips on how to modify the list to streamline it a bit more. I will say that the Star Fortress almost functioned better as a shooting platform that launches bombs than being just a dedicated bomber, so maybe I could strip something/change something on its load-out.
Scum & Villainy Squad:
Boba-friggin-Fett. So difficult to get away from, and absolutely fearless about running into the firefight to get all of those re-rolls. On the 4th round, he was able to maneuver his way to obtain a sweet, sweet 3 dice re-roll from his pilot ability alone.
0-0-0 is a great crew card that only seems to have an upside: free calculate token, or opponent takes a stress. Because of his desire to stay in range 1 at all times, this card activated 5/9 rounds. Quite the return for such a cheap card. I never took the stress option, as I was concerned about getting my actions bogged down, though I wish I had a couple times after seeing both A-Wings go down in the same round.
BT-1 never triggered because of my conscious choice to avoid over-stressing myself when I was going to be near an arc. This WOULD HAVE combo'd so well with 0-0-0 had I let the latter use the stress option, so I'm tempted to keep it just to force opponents to give that free calculate token for fear of those disgusting criticals.
Trick Shot only triggered once, and only for Han, though I could tell my friend was doing the best he could to line up obstructed shots to make it happen. It was getting closer and closer to happening, which is no surprises considering how many firing arcs were at his disposal.
Han wasn't dead weight, but he was definitely flying a clumsy ship. The added shield from the docked craft, and ability to shoot while sitting on obstacles made it hard to put any fear into him. Because of my Seismic Charges, he didn't get many chances to Trick Shot.
After burning through the Escape Craft's shields, he decided to undock, only to be blown to smithereens the round he popped out via a single Proton Bomb. He wishes he had just left the ship docked to keep the co-pilot ability for longer. I don't blame him.
L3-37 is an interesting crew card. In an attempt to avoid a 3 dice roll resulting in a critical and a hit, when he forced me to re-roll, I ended up with 3 straight hits, causing potentially more hull damage than otherwise. I think this will be more useful against two or fewer dice rollers. The softer banks kept the Falcon stress free, though.
Greedo gunner is a disgusting booster, and even though most of Han's attacks were defended against effectively, those crits added up over time. He never made himself exposed to defend with the charge up, so great shooting on his part. This should be easy to pull off consistently since Han is one of the few Initiative 6 pilots.
In the end, I know which of these two lists I'd be taking if I wanted to put the hurt on someone: Boba Fett was MVP for sure, and being able to hug both slow and fast ships kept his effects triggering.
How would you alter either of these lists? I'm not looking for "meta powerful" unless either of them are already close to. Changes I've already considered:
Dropping Shield Upgrades for something else. Shields were helpful for the S&V list, but neither ship lost more than half of their hull points by the end of the game.
Juke on the A-Wings sounded great at first, but considering how quickly they blew up, I may want something more defensive like Elusive (cheaper, and all of those U-Turns could keep the charge up).
Heroic... worth it? Never saw it trigger all game. Although, it is one point...
Swapping pilots for the fortress (Ben Teene or generic), and dropping Paige Tico and/or Perceptive Copilot in favor of cheaper, more readily usable upgrades.
Trick Shot feels like a nice cheap option for anyone because it doesn't specify a firing arc, but it was only triggered once all game. I may keep or add more as flying gets better.
Thanks, and happy flying!