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LagJanson

T65 Xwing challenge - help me build a list

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I'm more competitive with T65s than any other ship. I don't understand it but it likely comes down to how I visualize the map and my particular play style. I don't always win, nobody is claiming that insanity, but I do well and I have fun with them.

My list building is poor though. Tonight I flew three reds and Tarn to victory.

Tarn Mison - R7

Red - R3-A2

Red - Targetting Astromech

Red - Seismic torpedo

Integrated Astro where appropriate.

Thoughts and improvements are appreciated. No Biggs though. At least not in the kill Biggs strategy - I hate being confined to close formations. I need to be free to split up if required to reposition and force opportunities.

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I'm going to break a rule and bring up a biggs list. You don't have to fly in formation with every ship, but with a group od jousters controlling who your opponent can shoot is so strong. Here you go:

Biggs (26)

-r4-d6

-intergrated astro

Tarn Mison (26)

-m9-g8

-ia

Red squad (24)x2

-r2

-ia

You could lose a little durability by droping the 2 red squadrons for:

Hobbie (27)

-Targeting Astro

-ia

Rookie pilot (21)

You would lose 1 hit point, but you would pick up the "rebel defender" and a ps 2 blocker.

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Biggs is fine, except when he's there solely to keep a bigger vulnerable target alive. I can use him to split fire with a list like the above. That's an option! The Ps2 Rookie is still a pretty potent threat too, if maneuvered to trap.

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I know it would probably mean dropping one fighter, but Wes is very powerful in the meta today. Stripping tokens cannot be overemphasized against things like... oh I don't know, x7 defenders. It really puts a hurt on them even if Wes does no damage. 

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Wes Janson (28)

Veteran Instincts (1)

R3-A2 (2)

Integrated Astromech (0)

 

Wedge Antilles (29)

Opportunist (4)

R2-D2 (4)

Integrated Astromech (0)

 

Tarn Mison (23)

R7 Astromech (2)

Proton Torpedoes (4)

Integrated Astromech (0)

 

Token stripping, agility reducing classic X-Wing list minus Biggs.

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I'm more competitive with T65s than any other ship. I don't understand it but it likely comes down to how I visualize the map and my particular play style. I don't always win, nobody is claiming that insanity, but I do well and I have fun with them.

My list building is poor though. Tonight I flew three reds and Tarn to victory.

Tarn Mison - R7

Red - R3-A2

Red - Targetting Astromech

Red - Seismic torpedo

Integrated Astro where appropriate.

Thoughts and improvements are appreciated. No Biggs though. At least not in the kill Biggs strategy - I hate being confined to close formations. I need to be free to split up if required to reposition and force opportunities.

Drop the seismic and the targeting Astro.

Upgrade R7 to M9 G8

Get an R2 and IA for the Reds.

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More hit points and better dice mods instead of tricks that might fail. I'd fly that.

I'm more competitive with T65s than any other ship. I don't understand it but it likely comes down to how I visualize the map and my particular play style. I don't always win, nobody is claiming that insanity, but I do well and I have fun with them.

My list building is poor though. Tonight I flew three reds and Tarn to victory.

Tarn Mison - R7

Red - R3-A2

Red - Targetting Astromech

Red - Seismic torpedo

Integrated Astro where appropriate.

Thoughts and improvements are appreciated. No Biggs though. At least not in the kill Biggs strategy - I hate being confined to close formations. I need to be free to split up if required to reposition and force opportunities.

Drop the seismic and the targeting Astro.

Upgrade R7 to M9 G8

Get an R2 and IA for the Reds.

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I would say Targeting Astro is generally better than R2 astro on a T-65, if you can spare the extra point.

 

How about:

Tarn w/ R7 + integrated = 25

2 rookies w/ targeting astro + integrated + flechette torps = 25 x 2

1 rookie w/ targeting astro + integrated + seismic torp = 25

100

 

Alternatively, if the seismic ain't doing much, you can drop it to put M9-G8 on Tarn (or another flechette torp).

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I disagree with targeting Astro vs R2. R2 really opens up your dial if you do happen to make the 1 red maneuver on the T-65's dial. Also with all the other stress inducing shenanigans out there, more options for shedding stress is better than the 4K target lock you can do probably 1 time, maybe 2 times in a game.

Targeting AM really shines on a T-70 with pattern analyzer for fully modified attacks.

M9-G8 is going to work for Tarn more than once a round and he can as his action TL a friend to get them dice mods, and if he gets targeted he can mod the dice of his attacker, every time he is targeted.

M9-G8 > R7.

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Actually I find both droids are quite helpful and it is a question of sacrifice. That little target droid got his points against some Fangs last night and was one of my two surviving fighters. Stressbot the other. I may Kturn an Xwing more than the average pilot in order to find positioning. I think it is points and availability being the issue. At the moment I have two R2s vs one target adtromech. That can change.

M9 is an early to mid game droid on Tarn. R7 a late game closer. In an all Xwing list I think I need the early boost and can't depend on Tarn being the late game ship.

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I've been kicking this list around awhile, but never used it because I don't have enough X-Wings or IAs:

X-Wing: · "Hobbie" Klivian (25)

Targeting Astromech / R3-A2 (2)

Integrated Astromech (0)

X-Wing: Rookie Pilot (21)

R2 Astromech (1)

Integrated Astromech (0)

X-Wing: · Tarn Mison (23)

R7 Astromech (2)

Integrated Astromech (0)

X-Wing: · Biggs Darklighter (25)

· R4-D6 (1)

Integrated Astromech (0)

-- TOTAL ------- 100/100p. --

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Luke Skywalker-28

VI-1

R3-2

IA-0

 

31 total (30 if adaptability)

 

Tarn Mison-23

M9-G8-3

IA-0

 

26 total

 

That's 57 total with just those 2. Enough room to add your favorite pilot or a couple rookie pilots.

 

I haven't tried the Combo but I think if you added a Wedge or another juicier target I picture leaving Tarn with Luke long enough to TL him and give him the re-roll for the first attack and then split off after the exchange and TL the most likely to attack Luke on your way to help Wedge with Tarn. Or something to that effect. In the mean time it would probably all blow up in my face and completely suck on the table. I just think it makes Luke likely to survive awhile or really help Wedge dish out punishment on his attacks, and it gives survivability to Tarn because even if he's attacked more than once around you could just move the TL each time and force a re-roll of one dice for every attack.

Edited by Jwrein1202

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Maybe get as much damage as possible in those early round 1/2 of combat to take out a ship asap. Will make your Xwing life a lot easier. The Xwing Alpha strike:
 
Wes Janson (29)
Veteran Instincts (1)
Plasma Torpedoes (3)
Guidance Chips (0)

Wedge Antilles (29)
Crack Shot (1)
Proton Torpedoes (4)
Guidance Chips (0)

Luke Skywalker (28)
Crack Shot (1)
Proton Torpedoes (4)
Guidance Chips (0)

Total: 100

View in Yet Another Squad Builder

 
 
Wes with Plasmas fires before Wedge. If one plasma hit goes through, its two shields off your opponent, forcing him to use a token, and then Wes can strip the second token, giving crackshot Wedge with Proton Torp and Crackshot Luke the chance to punch through for some good damage. Wipe a ship off the board before it attacks, and 3 xwings may stand a chance.

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Tempting. It's an all or nothing initial dice roll joust. Not that Xwings do much else, I'll admit. I might give this one a try if I can. I like it better than the 'shoot Biggs first' trio.

I think though I might go with BloodVargana's suggested list. Might swap out one R2 unit for R2-D6 and trick shot though.

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The best thing about Protorps + Chimps on X-wings is that it gives you a really strong likelihood of 2+ crit attacks. If shields are down, no ship wants to take 2 or more crits in a single shot. Especially with Crack Shot pushing most of that damage through.

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Tempting. It's an all or nothing initial dice roll joust. Not that Xwings do much else, I'll admit. I might give this one a try if I can. I like it better than the 'shoot Biggs first' trio.

I think though I might go with BloodVargana's suggested list. Might swap out one R2 unit for R2-D6 and trick shot though.

Let us know how it goes!

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I disagree with targeting Astro vs R2. R2 really opens up your dial if you do happen to make the 1 red maneuver on the T-65's dial. Also with all the other stress inducing shenanigans out there, more options for shedding stress is better than the 4K target lock you can do probably 1 time, maybe 2 times in a game.

Targeting AM really shines on a T-70 with pattern analyzer for fully modified attacks.

M9-G8 is going to work for Tarn more than once a round and he can as his action TL a friend to get them dice mods, and if he gets targeted he can mod the dice of his attacker, every time he is targeted.

M9-G8 > R7.

As someone who flies R2 Astro with the T-65 it's actually really nice. It opens up the T-65 for push the limit and other stress giving EPTs as well as a stress counter. You might even feel brace and not use integrated on the high PS X-Wings (with VT or EI they are surprisingly agile dogfighters) regardless I think R2 Astro is far too easily overlooked as a single point option. Targeting Astro is nice on the K-Turn which makes him good for formation dependent X-Wings, and many X lists do fly pretty tight. R2 is better for a lone dog fighter style that is not often enough explored with the X.

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Maybe get as much damage as possible in those early round 1/2 of combat to take out a ship asap. Will make your Xwing life a lot easier. The Xwing Alpha strike:

 Wes Janson (29)Veteran Instincts (1)Plasma Torpedoes (3)Guidance Chips (0)Wedge Antilles (29)Crack Shot (1)Proton Torpedoes (4)Guidance Chips (0)Luke Skywalker (28)Crack Shot (1)Proton Torpedoes (4)Guidance Chips (0)Total: 100View in Yet Another Squad Builder

 

 

Wes with Plasmas fires before Wedge. If one plasma hit goes through, its two shields off your opponent, forcing him to use a token, and then Wes can strip the second token, giving crackshot Wedge with Proton Torp and Crackshot Luke the chance to punch through for some good damage. Wipe a ship off the board before it attacks, and 3 xwings may stand a chance.

I can confirm that this technique can do some serious damage to even the likes of defenders. The problem is after that massive alpha you go downhill fast and can't repair. I suggest losing Luke's torps in favor of regen for him. Also Draw Their Fire Luke with R2-D2 is pretty good in my usage so long as he's with more dangerous allies like Wedge and Wes.

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What about

100 point Rouges

Wedge (37) – Expert Handling (2) R2-D2 (4) Vectored Thrusters (2)

Wes (31) – Adaptability + (0) R3A2 (2) IA (0)

Luke (32) – Predator (3) R2 Astro (1) IA (0)

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What about

100 point Rouges

Wedge (37) – Expert Handling (2) R2-D2 (4) Vectored Thrusters (2)

Wes (31) – Adaptability + (0) R3A2 (2) IA (0)

Luke (32) – Predator (3) R2 Astro (1) IA (0)

Protecting Wedge from stress is nice but with R2-D2 he becomes such a problematic target I feel he is even more guaranteed to be focused down, so I would be tempted to let the vectors go. Also R2 Astro is nice but I like it on a ship that self stresses. I don't feel that your Luke will do that much so it may well be more advisable to take an R5 at that point.

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My list at the moment is:

Wedge: Predator, R2-D2, Integrated

Luke:R5-P9, Draw their Fire, Integrated

Wes: R3-A2, VI, Integrated.

Not horrid not amazing.

Another option: Wedge: R2, PTL, VT

Hobbie: R2-D6, PTL, VT

Wes: VI, R3-A2, VT

This is a slight variant to the old opportunist Rogue teams but ends up far less predictable as Hobbie can now Barrel Roll and then TL to clear the PTL stress on his shot. Wedge meanwhile has access to all ones and 2s at PS 9 letting him dogfight with far more maneuverable ships and still have an action for hitting. Wes is mostly green locked but has options.

On both of these lists keep enemies stressed to force them to not K-Turn unless it's a defender, it really helps. Also R3 Astro isn't horrible with Wes, but I find that on both lists, especially the second you really want Wes to hit. Hobbie is the big problem on the second team, he shoots too late. The X-Wing's best defense is its gun first, regeneration second, then dice. Denying enemy shots by PS kills is vital to mitigating damage.

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Maybe get as much damage as possible in those early round 1/2 of combat to take out a ship asap. Will make your Xwing life a lot easier. The Xwing Alpha strike:

 Wes Janson (29)Veteran Instincts (1)Plasma Torpedoes (3)Guidance Chips (0)Wedge Antilles (29)Crack Shot (1)Proton Torpedoes (4)Guidance Chips (0)Luke Skywalker (28)Crack Shot (1)Proton Torpedoes (4)Guidance Chips (0)Total: 100View in Yet Another Squad Builder

 

 

Wes with Plasmas fires before Wedge. If one plasma hit goes through, its two shields off your opponent, forcing him to use a token, and then Wes can strip the second token, giving crackshot Wedge with Proton Torp and Crackshot Luke the chance to punch through for some good damage. Wipe a ship off the board before it attacks, and 3 xwings may stand a chance.

I can confirm that this technique can do some serious damage to even the likes of defenders. The problem is after that massive alpha you go downhill fast and can't repair. I suggest losing Luke's torps in favor of regen for him. Also Draw Their Fire Luke with R2-D2 is pretty good in my usage so long as he's with more dangerous allies like Wedge and Wes.

 

I did about a 100 practice rolls with this alpha strike and it is really hard for a Palp'd Defender to survive. Wes with Plasmas is just awesome, forcing that defender to use Palp and lose both tokens, or else take 2-3 shields damage. No matter what though, that focus token is gone, then the crack shot on Wedge and Luke negates the evade token and Palp. I think the worse case scenario I had was Defender lost all his shields, and that was with just atrocious rolls.

 

Many times I didn't really need the Proton Torp on Luke because the defender had 1 or two hull left with no tokens, and Luke primary with crackshot was enough to finish the job, so R2D2 wouldn't be a bad move.

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Just throwing it out there since everyone else is ignoring "No Biggs" too:

 

Tarn + IA + M9-G8

Biggs+ IA + R2-F2

Roark + Dorsal + Jan

Rookie + IA + R2

 

There's a tough nut to crack and you never lose him to fire before he gets to shoot.

It's more a guideline than an actual rule. I have flown the Biggs/Wes combo and it's just not my style. It works for others but I do more open style formations to catch Fel and Whisper. Ok, my success rate is much better for Fel than Whisper.

Not sure I get your list. Biggs using R2-F2 will have three agility unmodified. Do you use the droid or Jan?

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