Sekac 3,506 Posted November 12, 2015 So I've used this 3 ace synergy list a few times and I really like it: 33: Jake w/ Test Pilot, VI, PtL, Prockets, Autothrusters 34: Wedge w/ BB-8, PtL, Integrated Astro 33: Jan w/ TLT, Wired, Nien Nunb Okay, so Jake isn't exactly using any new tricks, but he's an awesome ace ship and IMO, the best possible place to start for a 3 ace rebel list. It's really hard to fit 3 aces into a rebel list as a lot of them end up in the 40ish point range, but Jake at 33 is efficientand reliable. Wedge has always been my favorite X-wing Pilot by far, and I used him all the time up through wave 4. Sadly, he's fallen off, but BB-8 brings him some new life! At PS 9, he can take advantage of BB-8 the most and that droid plus PtL makes him action efficient without being too spendy. You do not want to be on the receiving end of a focused+TLed shot from Wedge. This old dog has some new tricks. Jan I've never really used. She was just too **** expensive for the 1 damage she could do with an Ion cannon, but somehow doubling that seems totally worth it. I still don't want to over spend on her so after the obligatory TLT I just gave her 'Ol Slobberface to she could clear the stress and stay in formation, and Wired because she's always stressed when she shoots and she has 2 attack rolls, and who knows how many defense rolls in a turn. That 1 point EPT goes a long way on this ship. The inherent risk with any 3 ace list is that you never feel like you have quite enough hull points. A few bad roles and you lose a ship early and the game is quickly out of reach. This list is my attempt to address that. So I've got two PS 9 aces that do 3 actions a turn (including repositioning) and a PS 8 support ship that does consistent damage and, more importantly, ups the damage on the other 2 ships to ridiculous level. If I get Wedge and Jake into range 1 of a ship and Jan in TLT range, these ships can do up to 12 damage in a turn before considering crits. That's a dead YV-666 in one turn, before it gets to shoot! The crazy thing is, it can dish put that kind of damage pretty reliably. 6 dice procket attacks or 5 dice Wedge attacks are absolutely brutal. So far, my games tend to work out the same way. Jake and Wedge obliterate something, Wedge dies very shortly after. Jan gets largely ignored and Jake slips in behind the enemy and the game is over. 2 dangerJ and ObiWonka reacted to this Quote Share this post Link to post Share on other sites
timg_83 127 Posted November 12, 2015 I like this list a lot! Might try this myself, as I've been looking for an excuse to run a t-65 again and I've always loved the 33pt Jake. Quote Share this post Link to post Share on other sites
Sekac 3,506 Posted November 12, 2015 It's a hoot. A little tricky on the approach because you don't want to expose Wedge too early. I usually sprint forward with all 3 ships on the first turn, but then slow down with Wedge while the others keep racing ahead. This forces the enemy to joust with Wedge and allow an A-wing behind them, or try to chase an A-wing and Jan through some asteroids while Wedge goes unmolested. They usually bite on Wedge which is fine. He always does significant damage before he's brought low. Quote Share this post Link to post Share on other sites
Jarval 1,530 Posted November 12, 2015 (edited) Right, I know what list I'm trying the next time I play now... Edited November 12, 2015 by Jarval Quote Share this post Link to post Share on other sites
thespis721 12 Posted November 12, 2015 This has actually been my main list since the new core came out. I've won a tournament and usually place top 3 with it. And that's without he integrated astro on wedge (because it's not out yet). It stinks against TLT and has some issue against swarms, especially the crack shot variety. It's baller against aces lists though. I flew against a Luke/R2D2, Regen Poe, B-wing list. I eliminated the entire list in 3 turns. The key to killing this list besides bad luck is to kill Jan first. It's tempting to kill Wedge because of all the damage he deals and people who lose against me swear they need to kill Wedge but every time I have lost, Jan goes down first. Giving a modified red die every turn is huge. I suggest one thing. Remove Nien Numb. Try and get initiative for Jake and Wedge. I know most Soontir lists are 98 points but if you can hit a 100 point ps9 list or win an initiative roll on a 99, this list flies. Quote Share this post Link to post Share on other sites
Gausebeck 197 Posted November 12, 2015 Looks like a great list and a lot of fun to fly. I've generally thought of Jan as too expensive, but Wired is a nice boost, and here she's placed where her ability can do the most benefit -- stacking on top of attacks that are already extremely likely to get through. As thespis721 mentioned, it seems like it would have a tough time vs. swarms (not much value in obliterating one target) and lists that are all Y-Wings (or B-Wings, I guess) where hyper-accurate attacks aren't as important and you just have a lot of health to chew through. Has that been your experience? Quote Share this post Link to post Share on other sites
ObiWonka 7,081 Posted November 12, 2015 Everyone else has already said it, but this looks like a great, fun list. Quote Share this post Link to post Share on other sites
Sekac 3,506 Posted November 13, 2015 I haven't yet used this against any true swarms but I am definitely wary of them. I think 5 ships is the most I've faced. I go with the 3 biggest rocks as they're the most disruptive. I like to build asteroid clusters at distance 2 from the sides and about range 3 from the opponents side. This way, a swarm that deploys in the corner usually has to spend 2 turns doing long straight maneuvers before they can cut to the inside. Also, Wedge can make a swarm's focused fire far less dangerous than it would otherwise be with BB-8. He's able to fudge range bands very effectively, and blocking him is much harder than more traditional aces like Soontir Fel. And even if he does get blocked, it's still not a big deal as he'll have a focus anyway. The only way to rely block him is to block both barrel rolls and put a ship in front to make him bump. 3 ships to pin down an X-wing is a fair exchange I say. But that's the general idea. The trick is implementing that. Certainly possible though. Against 4 TLT, it's just a numbers game. This list can kill a Y-wing a turn at range 3, but that requires prefect rolls on my part, and very, very flawed rolls by opponent. Or crits bail me out. The general strategy would be to trade dice with only 2 TLTs on the first engagement; the game will probably be largely decided here. I probably won't kill it, but it should be hurting bad. I take some damage. Next turn, Jake moves in for the procket shot on a healthy Y, and between the 2 remaining ships, I should be able to wipe both severely wounded ships out. At this point, the 2 remaining TLTs will finish off Wedge or Jan. On the next turn, another Y will get hammered and I'll probably be down to Jake. Jake vs one healthy Y and one crippled one is a matchup I'm pretty comfortable with. But if I don't stick to that script exactly, it'll be a rough game for sure. The lack of initiative bid does concern me definitely, but I don't know if a 1 point bid is worth the loss of greens for Jan. She really needs to clear that stress and being able to keep up with the other ships keeps her protected. If I decide to go with the bid, if be tempted to drop wired too and really swing for it. But if I don't get the bid, Jake makes a good blocker! Quote Share this post Link to post Share on other sites