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Asturonethorius

How this U wing build? Which,what 2 ships go with it?

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On 3/15/2017 at 3:23 PM, Asturonethorius said:

So here is the 3 large ship list I go, went with, after I bought a U Wing at my local game store.

Cassian U Wing base: 27, total: 37 Have

Wired 1 Proxy

FCS 2 have

Jyn Erso 2 have

Jan Ors 2 Proxy

Experimental Interface 3 Have

YT 2400, Vrill Base: 32, total: 36, Have.

Flechette Cannon 2 Have

Rey 2 Proxy

Blue U Wing Base: 23, Total: 27, Have.

FCS 2 Have

Tactician 2 Proxy

Chopper 0 Proxy

 

Tactician, Flechette Cannon stress ships, so that Vrill, gets 3 dice attacks.

Another Benefit is that if a enemy ship gets 2 stress, they are dead in water, no actions, easier to hit, damage, hit less, do less damage.

Chopper, Cassian help deal with stress. Jyn, and Jan  hand out focus, evade tokens.

FCS gets free target locks, action economy.

EI gets extra action economy, so that can get a max of 4 focus tokens, up to 3 of them can be given to YT 2400 Vrill, that can help 3 dice flechette Cannon, and 3 dice PWT to hit, damage, and where 1 of the up to 3 focus tokens, if left over can be stored on Rey on YT 2400.

The focus, evade tokens, can be put on blue 23 point base, 27 total, to help it survive to help it stress with Tactician, So that YT 2400, would be able to use 3 dice.

List is balanced between offense, defense, lots of Hull, shields in 26 points in, of combined Hull, Shields, with about 8.7 combined Hull, Shields per each of the 3 ships on average.

 

 

 

 

I've played Vrill more than most.

Unless the ship giving out the stress is higher PS than Vrill (i.e. 3) then they are stressing opponents after Vrill fires. See where I'm going here? Flechette on Vrill has to hit and tactician has to "hit" at range 2 etc., otherwise they will often clear stress next round before Vrill fires. This also means that when you are firing flechette, you are not firing your "extra die" turret either. I'm not saying it can't be done, it's just not going to happen as often as you would like to happen is my thoughts.

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So Bacca how about?

100 points

Cassian U Wing Base: 27, Total: 37

Wired 1

FCS 2

Jyn 2

Tactician 2

EI 3

Vrill YT 2400 Base: 32: Total: 36

Flechette Cannon 2

Rey 2

Blue Pilot U Wing Base: 23: Total: 27

FCS 2

Jan Ors 2

Chopper 0

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On 3/14/2017 at 4:38 PM, Asturonethorius said:

Results: 1 hit, 1 eyeballs, 3 blanks:

Pilot ability to reroll a die: now its 1 hit, 2 eyeballs, 2 blanks.

TL is spent 2 blanks are rerolled, into 1 hit, 1 eye. Now Results are 2 hits 3 eyes.

Then Wired rerolls 3 eyes, resulting in 1 more hit, 2 more eyes.

Then 2 focus tokens are spent changing the 2 eyes into 2 hits, for a final result of 5 hits.

And thats on a bad initial roll of 1 hit, 1 eye, 3 blanks.

Hi everyone,

Didn't see it mentioned, so just an FYI.

But dice cannot be re-rolled more than once,  so assuming the below happens

"TL is spent 3 blanks are rerolled, into 1 hit, 2 eye. Now Results are 2 hits 3 eyes."
 

Then yes you can spend 1 focus token to change those 3 results to hits resulting in 5 total hits. 

 

 

 

 

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Yes that was mentioned to remind me of the rule that I had tenporarily forgotten.

And I had either did not know, or forgotten that 1 focus can modify 3,4 eyes into 3,4 hits, and had temporarily wrongly  thought that it was 1 focus per each eye.

I appreciate reminders, corrections, but dont need multiple reminders, as 1,2 is enough.

Also as I said before, the point of the example, even tho its technically wrong about the multiple rerolling, the example does show how, why WIRED upgrade card is good, ok, in SYNERGY, CONJUNCTION, COMBINED with other things for ONLY 1 ONE SQUAD POINT.

Basically if someone makes a good point, but mispells a word, the mispelling of the word does not invalidate the point made.

Often times some people will point out the mispelled word to try to invalidate the point made.

If reminding about the rule is important, because its important to get the rule right thats good.

But reminding about the rule in order to try and invalidate a point made, when the point is valid, regardless, of whether the rule wrongly applied or not, whatever.

The point of Wired is so that can reroll eyes into evades, hits on offense, defense, in order to try to not have to use focus token, so that can use the focus token on either the offense attack, defense, AFTER you attacked, defended, and because when combined with other dice rerolling, modification, etc, the synergy, stacking of dice changing, modification, helps you to try to get MAXIMIZED RESULTS on both offense, defense, all for only 1 one squad point. 

That point was clearly shown thru the example even tho in the example you can't legally reroll the same dice more then once, over and over again, etc.

If going to correct, point out that multiple rerolling of the same die, dice, is illegal:

1. Check to see if that has been already done.

2. If the rules correction does not invalidate the point being made: Say something like:

"FYI, independent, aside, away from your point, you cant reroll the same dice more one rerolling of the dice. This is not to try to invalidate your point. This is just a rules correction for your benefit, so that you, others dont get the rule wrong."

Somebody saying something like that, is all that is needed, wanted, unless the point is invalidated by the rules correction.

But even if the point were to be invalidated by the rules correction, it really only needs to be said 1 time, 2 at most.

This is why its important to read, skim all the comments before posting a rules correction, so that dont get 1,2,3,4,5 people posting the same exact rules correction.

That said I do appreciate people trying to help people know the rules by posting rules corrections on what can, can't do, whats legal, not legal, etc.

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The ONLY bad things about Wired is that need a way to get stress to use Wired, like EI(but if have EI, probably use anyway, whether have Wired or not), and then either lose action, because stressed, or BMST'ed, because stressed, an or need a way to remove stress like a green maneuver, which loses maneuverability, or Cassian, or Tycho, or Inspiring recruit. So have to build around Wired, other things, to use Wired, but would probably use those other things whether have Wired or not.

Now because of that, those couple bad things about wired, if wired costed 3,4,5 points, instead of 1 point, then wired would be overcosted bad, but at 2 points, wired would be just barely ok, and at only 1 one point, wired is good.

Wired has helped me hit more often, take less hits, damage, so thats awesome for only 1 one point.

 

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Epixca why is Finn so good, and in so many list? What am I not seeing?

What I see: cost 5 for Finn crew card to add 1 blank to result.

Now if had Millenium falcon,3 attack dice base, at range 1, for 4 attack dice. And if you had some combination of pilot ability, LW, Wired, etc, that would let you reroll both eyes, blanks, then in that kind of case, adding 1 blank result to your 4 attack dice, would be like having 5 attack dice in a way, and would make it possible to get 5 hits on a 4 dice attack.

Now if added something like the Jan Ors HWK 290 to give extra attack die to go from 4 attack dice, 5 hits, to 5 attack dice, 6 hits, that would be good.

But is that good enough to justify spending 4,5 SP in Finn, and 3 to 13 more SP to maximize, make Finn work, get the most out of Finn.

Im not sure its worth the cost. And might be able to get a bigger bang out of those 7 to 17 points, that would have been spent on Finn, by spending those points somewhere else.

Also Finn is more of a OFFENSIVE crew card, and with a higher cost of 4,5, either gives you less room for other cards, or have to go with just 2 ships, instead of 3 ships, and lesser number of Hull, shields, with 2 ships, instead of 3 ships, want more, other cards in addition to Finn.

Because of that Finn seems like overcosted, and only workable, good, awesome, etc, in certain list, combinations, 2 ship builds, etc.

But maybe I am missing something, not seeing something.

So if thats the case, why is Finn good, used in a lot of list, and what am I not seeing about Finn?

 

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7 hours ago, Asturonethorius said:

So Bacca how about?

100 points

Cassian U Wing Base: 27, Total: 37

Wired 1

FCS 2

Jyn 2

Tactician 2

EI 3

Vrill YT 2400 Base: 32: Total: 36

Flechette Cannon 2

Rey 2

Blue Pilot U Wing Base: 23: Total: 27

FCS 2

Jan Ors 2

Chopper 0

Whats the best way to play this list as far as rock, debris, etc, placement, and set up, formation, when to separate, what to do for the first 1,2,3 turns, rounds, etc?

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14 hours ago, Asturonethorius said:

Epixca why is Finn so good, and in so many list? What am I not seeing?

What I see: cost 5 for Finn crew card to add 1 blank to result.

Now if had Millenium falcon,3 attack dice base, at range 1, for 4 attack dice. And if you had some combination of pilot ability, LW, Wired, etc, that would let you reroll both eyes, blanks, then in that kind of case, adding 1 blank result to your 4 attack dice, would be like having 5 attack dice in a way, and would make it possible to get 5 hits on a 4 dice attack.

Now if added something like the Jan Ors HWK 290 to give extra attack die to go from 4 attack dice, 5 hits, to 5 attack dice, 6 hits, that would be good.

But is that good enough to justify spending 4,5 SP in Finn, and 3 to 13 more SP to maximize, make Finn work, get the most out of Finn.

Im not sure its worth the cost. And might be able to get a bigger bang out of those 7 to 17 points, that would have been spent on Finn, by spending those points somewhere else.

Also Finn is more of a OFFENSIVE crew card, and with a higher cost of 4,5, either gives you less room for other cards, or have to go with just 2 ships, instead of 3 ships, and lesser number of Hull, shields, with 2 ships, instead of 3 ships, want more, other cards in addition to Finn.

Because of that Finn seems like overcosted, and only workable, good, awesome, etc, in certain list, combinations, 2 ship builds, etc.

But maybe I am missing something, not seeing something.

So if thats the case, why is Finn good, used in a lot of list, and what am I not seeing about Finn?

 

So, you have to think of Finn as an extra attack die. Like you said, it's the difference between 3 and 4 dice. Fin naturally works well with TLs and Lone Wolf, so let's just get that out of the way. Out of all the options for crew that Rebels have, he is basically the best offense crew. If you drop everything on your U-Wing and then add FCS and Finn, you will be effectively be rolling 4-5 dice every turn, with rerolls. If you look at all of the other crew options, there just isn't anything quite like it, except for maybe Palp and some of the Scum crew. When Wookies come out, they will be better, but until then, I like Finn more than the others. I hope I cleared some things up.

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Yes you did, and thanks. FCS, LW, Finn, would be awesomely good offensively, for the U Wing.

But it would also turn the U Wing into a somewhat semi glass cannon ship that would be focus fired, ganged up on, destroyed in 1.5, 2, 2.5 turns if not more defensive.

Also if try to add more defense in addition to Finn, then even more SP.

As it is now, without adding more defense, which cost even more SP, it is already to much SP, and I would have to either just go with Finn, FCS, LW, and have U Wing be a somewhat semi glass cannon that destroyed quickly, and or would have to change, and or drop other ships, and other upgrades on other ships, and or change, scrap whole list altogether.

So because of that Finn just is not a good fit in this list, on U Wing, as glass cannonish, not enough SP, too offensive, not enough defense.

The list as is has good balance between synergy, producing, giving out focus, evade tokens, good action economy, ok, somewhat semi good offense, good defense, ok agility, good hull, shields, good attrition, 3 big ships, etc.

Thats good for this list.

Finn does not fit 

Like I said Finn seems like he would only fit in certain list.

The best kind of ship, list is a 2,3 ship list, where the Finn ship has something like 3 attack dice, 3 agility, 3,4 hull, 3,4 shields, boost icon for autothrusters, evade icon to take evade actions, in addition to focus actions, and a 25 to 28 SP value so ship with LW, FCS, Finn not too expensive, not above 34 to 39 points.

Worst kind of ship for Finn, would be a 2,3 attack die, 0,1 agility, 2,3 hull, 2,3 shields, no boost icon, no evade icon, was 29 to 33 SP.

So Finn not for every ship, list, and probably not good for this specific list.

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6 minutes ago, Asturonethorius said:

Yes you did, and thanks. FCS, LW, Finn, would be awesomely good offensively, for the U Wing.

But it would also turn the U Wing into a somewhat semi glass cannon ship that would be focus fired, ganged up on, destroyed in 1.5, 2, 2.5 turns if not more defensive.

Also if try to add more defense in addition to Finn, then even more SP.

As it is now, without adding more defense, which cost even more SP, it is already to much SP, and I would have to either just go with Finn, FCS, LW, and have U Wing be a somewhat semi glass cannon that destroyed quickly, and or would have to change, and or drop other ships, and other upgrades on other ships, and or change, scrap whole list altogether.

So because of that Finn just is not a good fit in this list, on U Wing, as glass cannonish, not enough SP, too offensive, not enough defense.

The list as is has good balance between synergy, producing, giving out focus, evade tokens, good action economy, ok, somewhat semi good offense, good defense, ok agility, good hull, shields, good attrition, 3 big ships, etc.

Thats good for this list.

Finn does not fit 

Like I said Finn seems like he would only fit in certain list.

The best kind of ship, list is a 2,3 ship list, where the Finn ship has something like 3 attack dice, 3 agility, 3,4 hull, 3,4 shields, boost icon for autothrusters, evade icon to take evade actions, in addition to focus actions, and a 25 to 28 SP value so ship with LW, FCS, Finn not too expensive, not above 34 to 39 points.

Worst kind of ship for Finn, would be a 2,3 attack die, 0,1 agility, 2,3 hull, 2,3 shields, no boost icon, no evade icon, was 29 to 33 SP.

So Finn not for every ship, list, and probably not good for this specific list.

I would say do Lone Wolf OR FCS. 2 Reroll abilities is too redundant, since you can't reroll the same dice twice. I suggest FCS over Lone Wolf in this case.

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About the only way I could see sticking Finn in there would be to stick Finn 4,5, Jyn 2, Lonewolf 2, that way, could drop wired 1, EI 3, Tactician 2 for dropping 6 points, then replacing those 6 points with 10 points of Finn 4, Jyn 2, FCS 2, Lonewolf 2, on cassian, thus keeping the 37 point Cassian intact.

Then taking FCS off blue pilot U wing, putting tactician, Jan Ors on 27 point Blue Pilot U Wing.

But as others have pointed out, blue U Wing at pilot skill 2 does not shoot before Vrill, which needed to turn on Vrills 3 attack dice .

Could put tactician, Finn on Cassian, instead of Jyn, and move Jyn to Blue Pilot U wing alongside Jan Ors, and hope that Finn, FCS, LW, Tactician, on cassian, combined with getting evades from Jan Ors on Blue U Wing is enough defense, action economy, etc, to help Cassian Survive longer if targeted, ganged up on.

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100 points

Vrill YT 2400: 32, 35 total

Tractor Beam 1

Rey 2

Cassian U wing: 27, 38 total

LW 2

FCS 2

Finn 5

Tactician 2

Blue U wing: 23, 27 total

Jan Ors 2

Jyn 2

This, that might work.

I just wonder, worry about IF Cassian is defensive enough with LW, FCS, tactician, evades, focus from Jan Ors, Jyn on Blue U wing, good action economy, good playing, flying, to survive long enough if ganged up on.

Getting a possible 5 hits on 4 attack dice, at range 1, is pretty good, if can survive long enough to do, get that.

 

 

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I dont know yet, it sounds fun to fly, but in theorycraft stage of the build.

I Need to play it, to test it, but on paper it seems at least semi good, ok, fun.

You might want to ask others opinions before you try it out.

If you do try it out, can you please tell us how it does over 2,3,4 games.

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I bought the U-Wing and T70 X-Wing to go with my Force Awakens starter set, purely going with the ships I like. 

I love the ship and some of the abilities are interesting, in a squad with Poe and Ello Asty I've enjoyed it. I'm not sure exactly the role that the U-Wing should be playing as yet, sometimes the abilities are amazing but other times it doesn't do much at all. 

As a newbie it seems a bit like a support X-Wing with a bit more in the way of shields and armour and less manoeuvrability. 

I love the sight of it cruising around with its two X-Wing escorts!

 

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The reason for both LW and FCS:

Yes it may seem a little redundant to have both.

But on offense, if you roll 2,3,4 hits, and 1,2 blanks, you might want to use LW to reroll instead of TL. But if roll 0,1,2 hits, 2,3 blanks, then probably use TL over LW.

On defense, FCS, TL does not reroll green defense dice. LW does, can reroll 1 blank green die.

Now as long as have 2,3 green dice, LW ok. And U wing has 2 green dice, 3 at range 3. Usually 1 green die is usually not enough for LW.

Now LW would be situational, and not always used, but it can help with much needed help on defense, and it only cost 2 SP points. If it costed 3, 4 plus points, I wouldn't run it.

Edited by Asturonethorius

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23 hours ago, Asturonethorius said:

100 points

Vrill YT 2400: 32, 35 total

Tractor Beam 1

Rey 2

Cassian U wing: 27, 38 total

LW 2

FCS 2

Finn 5

Tactician 2

Blue U wing: 23, 27 total

Jan Ors 2

Jyn 2

This, that might work.

I just wonder, worry about IF Cassian is defensive enough with LW, FCS, tactician, evades, focus from Jan Ors, Jyn on Blue U wing, good action economy, good playing, flying, to survive long enough if ganged up on.

Getting a possible 5 hits on 4 attack dice, at range 1, is pretty good, if can survive long enough to do, get that.

 

 

It's better. I think there are better options than Vrill, especially when using a Tractor Beam. Since you are shooting after Cassian, it's kind of a waste. Try this.

 

-Dash Rendar (36)

Push The Limits (3)

Heavy Laser Cannon (7)

-Rey (2)

Engine Upgrade (4)

-Outrider (5)

 

-Cassian Andor (27)

Veteran Instincts

Fire-Control System (2)

Hotshot Co-Pilot (4)

-Finn (5)

Countermeasures (3)

-Pivot Wing

 

-1 Point Initiative-

 

I like this one. Outrider/HLC can be difficult to fly, but just fly slow and boost out of range 1. Cassian can help clear any stress from PTL.

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I dont like 2 ships. I can see going to 2 ships, if there isnt the fit, and room points wise for 3 ships.

As long as all 3 ships, can do some good things, like do damage, defend, assorb damage, etc, then 3 ships can be better then 2.

Think about it this way:

In fantasy rpg, would you rather face 1,2 trolls, or 3,4 ogres? I know I would rather face the 1,2 trolls, instead of the 3,4 ogres.

Also when you fight monsters, enemy ships, you dont attack all, spread damage around, and instead attack 1 monster, 1 ship. Why? Because of if dont focus, gang up attack,but spread damage around, that means that more monsters, ships to damage, hurt you, instead of less monsters, ships to hurt you, as long as each monster, ship capable, good at hurting you.

Examples:

4,5,6 12 point Z 95's would not be better then 2,3 ships, because they wouldnt do damage, easily killed.

But 3,4 ships at 25 to 33 points per ship, with 4.5 to 7.5 points in upgrade cards per ship, where 3.5 hull, 3.5 shields, 3.5 attack dice, 2,3,2.5 agility, with EPT, Crew, an or systems, an or tech, an or title, an or modification, an or missiles, an or torps, an or etc, would probably be better then 2 ships with 4.5 hull, 4.5 shields, 1.5, 2 agility, 3.5, 4 attack dice, 29 to 38 points per ship, EPT, crew, system, tech, missile, torp, 7 to 13 points in upgrade cards.

The 2 ships, in the example,would only have a combined 18 points of combined hull, shields, etc, in the example.

And the 3 ships, in the example, would have 21 points of hulls, shields, each of 3 ships individually doing almost as damage as the individual ships in the 2 ship list do, but collectively, combined do more damage, then the 2 ship list.

Thats similar to my 3 ship list, compared to your 2 ship list.

Each of my 3 ships is getting 4 attack dice at range 1, has 2 agility, 3 at range 3, has 8 plus combined hull,shields, each, with lots of evade tokens, action economy, focus tokens, dice modification, rerolls, etc, with thru Jyn, Jan Ors, Rey, LW, FCS, Finn, Tactician, and the tractor beam, stress, can cripple opponents, and has a combined 26 hull, shield in list.

Compare that with:

18 hull, shields of your 2 ship list, 8 shields, hull less. Only get 1 more attack die on YT 2400, at the cost of a range 1 donut hole, with no blocker as with only 2 ships, the U wing cant afford to try to block for YT, lest it take lots of damage, get destroyed down to 1 ship.

And with so many, about 50 points on a somewhat semi glass cannon, less defensive ships, less defensive upgrade cards, your going to wish that some of those 50 points are, were allocated elsewhere, when one of your 2 ships is destroyed in 1.75,2.35, 2.75 turns, by 2,3,4 enemy ships ganging up on, focus firing with multiple attacks

The ONLY way I would fly 2 ships:

1 HUGE ship, 1 large ship

2 VCX, 32 combined Hull

1 VCX,1 YT 1300, or YT 2400, or Cassian U wing

In other words I would need to be getting 25 to 33 combined hull, shields, 4 attack dice, 5 at range 1, 6 if have Finn,  2,3 agility, 3,4 agility at range 3, lots of offensive, defensive dice mods, rerolling, lots of focus, evade tokens thru Jyn, Jan, Recon, Rey, etc, good action economy, offense, DEFENSE thru FCS, LW, Wired, Sensor Jammer, Elusiveness, Finn, PTL, EI, etc, IF I was to go to, run 2 ships.

Otherwise 3 ships better, at least better for me, more forgiving of playstyle, mistakes, etc.

In my 3 ship list, Vrill get 4 attack dice at range 1, when Cassian attacks, due to tactician stressing ships, turning Vrill on, 3 green dice at range 3, 2 at range 1,2, evade tokens, focus tokens from Jyn, Jan, and can store the extra focus on Rey, to be used when needed, wanted. Tractor Beam, when, if hits, when if used right, the TB token, stress combo on enemy ship, can be effective, good. I have seen some players be extremely good with tractor beams, stress, thus taking away enemy action, no focus, no evade, because they stressed, then lowering their 1,2,3 agility down 1 to 0,1,2 agility, less green defense dice, slam them into rocks, ships, so again no action, no shot, slam, fly them off edge of board, thus causing loss of 1 ship. ALL AT ONLY 1 SP POINT.

If I was to change anything about list, I could drop LW, or FCS, drop the tractor beam (As good as the tractor beam is, a 3 point cannon, at 100 points, or a 2 point flechette cannon at 99 points, initiative, could, would, should seem to be, could be better.

Or not run Finn

But whatever possible changes I either do or do not make, I am not changing this list from a 3 ship list to a 2 ship list, as the list is just fine, good, ok, semi great, etc, as a 3 ship list.

That said, maybe there are, is changes that would make it a even better 3 ship list.

If its great, awesome, fine as is, then ok, great, lets leave it the way it is.

If it can be improved, as a 3 ship list, thru different upgrade cards, then great, then lets do that.

If it can be improved as a 3 ship list, by adding, changing what ships I have to build around the U wing, as a 3 large ship list, or 2 large ship, 1 small ship, like the U Wing, B Wing, T 70, Green Pilot A wing, etc, then lets do that.

But no 2 ship list, unless its the U wing, Lothal VCX, which I dont have the VCX, with LW, and or Wired, and or Sensor Jammer, an or FCS, and or Finn, and or Jyn, and or Jan Ors, and or Recon, Spec, and or Rey, and or Lando, and or PTL, and or EI,and or etc, amongst the 2 ships.

Otherwise Probably lets, should focus on improving the 3 ship list, and not trying to turn it into a 2 ship list.

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You seem to not to consider the manouvering aspect of  builds. A lot of yours include self-stressing elements on ships that are hard-pressed to get rid of that stress - a U-Wing that is using Experimental Interface either forgoes most offensive and defensive modification or only flies in straights and banks. Furthermore, it will never do 180° turns.

A ship like Dash Rendar in the build that has been posted here previosly however is a lot stronger than its statline suggests, because it can move after most enemies and then reposition with very strong moves. A one bank from a large ship covers a pretty significant distance. This gets amplified even further because a turreted ship doesn't care about its facing, so you are free to do any move neccessary to denie your opponents shots. The very best defense in this game is not being shot at.

Your latest list does not have this problem, which is good. I'd still say it could use improvement, here is what I'd do with those ships:

Cassian Andor (27)
Adaptability (0)
Fire-Control System (2)
Rey (2)
Tactician (2)
Pivot Wing (0)

Heff Tobber (24)
Collision Detector (0)
Jyn Erso (2)
Jan Ors (2)
Pivot Wing (0)

Eaden Vrill (32)
Heavy Laser Cannon (7)
"Chopper" (0)

Total: 100

View in Yet Another Squad Builder

Cassian loses Lone Wolf, because it is not realistic to have it active enough for it to make the points back with 3 large bases, who occupy a lot of board space. He also doesn't get Finn, because while that is not a bad card, it bloats the points so much that I'd rather keep Cassians attack medium sized and turn another ship into a heavy hitter. This list has 2 medium attacks that are modified well and one big gun that doesn't need to jump through hoops (Finn) to get there. Cassian gets Rey, because with FCS that makes for a really efficient ship. Adaptability is free and allows him to beat out Assajj Ventress in PS, who is a force to be reckoned with in the meta. Think about this: Being cheaper makes a ship more defensive, too, as your points are protected better.

Heff Tobber is the ideal platform for Jyn/Jan, as he can fly in close to block the enemy and take focus for himself, then pass a tokenstack to whoever needs it. Or the other way around. That means he doesn't give up his own mods when buffing another ship.

Eaden Vrill now doesn't rely on his ability to do damage. It will come into play when the enemy starts k-turning behind you or when they end up at Cassians range 2, but Heavy Laser Cannon is such good value that it is a lot better than concentrating points on Cassian.

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Cassian Andor (27),(36)

Adaptability (0)

Fire-Control System (2)

Finn(5)

Jan Ors (2)

Pivot Wing (0)

 

Blue Pilot U Wing (23),(25)

Collision Detector (0)

Chopper (0)

Jyn Erso (2)

Pivot Wing (0)

 

Wild Fringer YT 2400 (30),(39)

Heavy Laser Cannon (7)

Rey (2)

 

Total: 100

Ok I liked your list idea on how to improve, but not your exact arrangement.

Yes I know your Vrill can get 4 dice at range 1, when a ship enters the range 1 of the Donut Hole, and that it solves the problem of me not liking the 2,3 attack dice at, in the range 1, donut hole, and that I not like the donut hole. But thats in a 2 ship list. In the right 3 ship list, its ok. If a ship does enter range 1, then I still have 2 other ships that can attack, to make up for only getting to attack with 3 attack dice at range 1.

Yes I know that PS 2 of Wild Fringe is crap, but is worth it to make, fit the changes made.

I made Cassian both more powerful, and more defensive with, with Jan Ors, getting rid of the now not necessary Tactician, getting rid of the now not needed, but before was needed LW.

Had to go with Blue Pilot U Wing, points wise to fit, but the ship is quite the semi defensive focus battery with Jyn Erso, that can slow roll, line up as many ships in arc at range 2,3, and range 1 if necessary, as possible for Jyn ability.

Both Cassian, and Wild Fringer can hit HARD. Wild Fringe gets Rey, so that can slow roll, stock up some focus on Rey, start getting some range 2,3 shots off with HLC

Both Cassian and Blue Pilot can block for the YT Wild Fringer. Can pretty much put evade, focus tokens, on any of the 3 ships. Lots of balanced offensive, defensive, hard hitting, synergy balance, in this build.

Really like this build, except that range 1 donut hole. I dont think I will ever like range 1 donut holes in X wing, lol. But in this list, build I can at least put up with it, tolerate the range 1 donut hole, lol.

Thanks for the ideas, to you and Epixca, others.

This is probably the list I will finally go with.

Edited by Asturonethorius

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Bodhi Rook U Wing, PS 4: (25),(29 Total)

Collision Detector (0)

Jan Ors (2)

Tactician (2)

Pivot Wing Title (0)

 

Blue Pilot U Wing, PS, 2 : (23) , (32 Total)

FCS (2)

Finn (5)

Jyn (2)

Pivot Wing Title (0)

 

Eaden Vrill YT 2400, PS, 3: (32),(39 Total)

Heavy Laser Cannon (7)

Chopper (0)

 

Total: 100

 

Ok I solved the Donut Hole problem by dumping adaptation, EPT's, dropping Cassian, putting tactician back on, dropping Rey.

The U Wings are still defensive. Still can put evade, focus on any ship. Blue Finn Crew U Wing, and Vrill both still hit HARD. If a ship enters range 1 arc of Vrill, then can either turn on Vrill thru tactician, getting Vrill 4 dice at Range 1, or can TL on a ship at range 2,3 in Vrill Arc, and get 4 dice. Bodhi Rook TL ability is good, and has a higher PS then Vrill to turn Vrill on with Tactician to stress the ship that Vrill firing at range 1 with 4 dice, if ship stressed. 

The SP's are spread around better at 39, 32, 29 for a Total of 100

With list each ship in list is a threat, target, can make a case for each ship.

Bodhi can block, slow roll, stress for Vrill, hand out evade tokens with Jan, all of which can make Bodhi a target, that is defensive with Jan

Blue is balanced offensively, defensively, with Jyn, Finn, can hit hard, with Finn, FCS, Jyn, can hand out focus tokens with Jyn, all of which makes Blue a defensive, offensive target.

Vrill can either stay back, get 3 green dice, at range 3, while attacking with 4 dice, or can joust fire 4 dice at range 1. And can get tokens from Blue, Bodhi. So hits hard, if get focus tokens from Blue, can be defensive at range 3, if get evade tokens from Bodhi. So can be balanced, defensively, offensively, if get tokens, and can be a defensive, offensive target, at range 3, if get tokens.

Like this list the best.

Will probably fly this list.

Lol, I know I said that last time, but really do think this is the best configuration for this list.

Edited by Asturonethorius

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Ok now that I'm pretty sure I'm going to fly the above list, whats the best way to fly this, as far as rock, debris placement, set up, etc?

Do I joust them separate, or in formation?

Or do I have Blue Pilot Finn Jyn U Wing Joust, flank, block, keeping Bodhi, Jan semi angled, diagonaled, behind within range 3 for evade,while help blue block for Vrill, YT, then have Vrill, YT semi slow roll, stay behind Blue, Bodhi, while still staying within range 3 of Blue, Bodhi, so that can get either, both of evade, focus tokens from Blue, Bodhi?

Where should I set up the ships?

Separate, but within range 3 of each other?

Or together, within range 1,2, in formation, with Blue, Bodhi front, YT back?

Do I put behind debris, rocks?

Do I put to right, center, left, across from enemy ships, depending where enemy ships set up?

Reason ask, is that out of the about 7,8,9 games I have flown, I have only won once, with different list like YT 2400, B Wing, T 70, and T 70, B wing, A wing, and YT, B Wing, A wing, and YT, T 70, A Wing, Z 95, etc, different list, against some pretty good competitive veteran players, and I am still learning how to fly list, so could use the help, advice, on how to fly this list.

 

Edited by Asturonethorius

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