Leaks for the upcoming Wave XI have been revealed from GAMA 2017, to much excitement. Without further ado, let's check out some of the additions due later in the year:
In part 3 of our deconstruction of X-Wing Worlds squads, we looked at the notorious Palp Aces. But for the final part of this series, it is back to the Rebels with an equally famous Fat Han build. It stepped away from the meta at some stage during the last few waves of releases, but it certainly has the limelight surging brightly upon it now that Thomas has paired an A-Wing ace with the "old" (or shouldn't that be "young?") Han himself.
Thomas Mooney - 2016 X-wing Top 4
If anyone ever asks for a user-friendly build for Rebels, then you can't look much further than some sort of outfitted YT-1300. With a forgiving manoeuvre dial, 360-degree firing arc, and plenty of slots for upgrades, this infamous smuggling ship is one of X-Wing's most popular, at least on the Rebels side. With both of his pilots working at pilot skill 9 and the squad totaling 97 points, Thomas has really opted for flexibility to ensure he gets the drop on other pilot skill 9 aces, such as Soontir Fel, Whisper, and Dengar, in the initiative bid.
Han Solo built in this configuration ensures a number of things. Firstly, damage output: whatever he is shooting at is going to get hit. Between his pilot ability and Predator, you won't need to be taking target locks or focus actions. Rather, you'll want to use the Engine Upgrade to get into a superior position or use the evade action as per the title. With re-rolls galore, backed up with Luke Skywalker, there isn't a great deal you will not be able to hit.
With the evade action, combined with C-3PO, the damage that this 1-agility based ship takes is severely mitigated. This is made obvious by how well Thomas placed at Worlds. Of course, large base ships need some sort of wingman and the man for the job comes down to Jake Farrell.
Jake Farrell can almost be considered the Rebel version of the Inquisitor, however he wants to stay at range 1 to not only get the maximum amount of red dice but also have a chance to unleash that 5 dice proton rocket. If he manages to sit outside of primary arc, autothrusters kicks in, making him a real thorn in the side of enemy ships.
With Veteran Instincts pushing Jake to pilot skill 9, there is a greater degree of flexibility to the squad in terms of who moves first to capitalise on any given situation. Both ships also have options to boost, furthering this flexibility.
What this A-wing lacks in sheer firepower it truly makes up for in finesse and action economy. Combined with Push the Limit, Jake Farrell can get away with 3 actions per turn, providing the first is a focus. This triggers a free boost or barrel roll, allowing him to get into a superior position attacking, or out of arc altogether. Then Push the Limit can be triggered allowing for a third action. Initially, I think an evade token would be the go-to, however once that initial joust is over with, a focus, boost and target lock at range 1 of an enemy is sure to wipe the smile off their face when those proton rockets come screaming in.
I do enjoy this squad because it goes back to the basics of X-wing. When you combine a classic arc dodger with a 360-degree firing arc ship, you have the basics of a successful list.
Whether it's Fat Han or RAC/Whisper, the key roles remain the same, and regardless of wargame genre, the hammer-and-anvil tactic is alive and kicking in X-wing.
So what are the keys to victory against a squad like this? Do you focus on the large based ship whilst Jake continually digs deeper? Perhaps dropping the arc dodger first is the way to go?
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In part 1 of this series, we examined the winning list run by Nand Torfs using the Manaroo squad. Today, we'll be checking in with the runner up's build, the Rebel Regen.
Kevin Leintz - 2016 X-Wing Runner-Up
Kevin ran a Rebel 'Regen' list, starring Luke Skywalker's apprentice Corran Horn, and supported by Miranda Doni (or, of course, it may have been the other way around).
If there was a definitive list of ships which repeatedly perform at all levels of gaming in X-wing, then Corran Horn would be at the top of it. Whilst the E-wing combines the best elements of an X-wing's fire power and the A-wing's agility, the extra upgrades really give it some bite.
As is the case with most top-tier lists, we see Push the Limit in use here. This iconic upgrade which allows for double actions really goes a long way in ensuring action economy, and in essence people build their game around that very fact. Corran Horn is one of the definitive pilots to use this with.
Adding Fire Control System does a few things. Firstly, it mitigates the reason to take a Target Lock as an action, rather using the two actions available to barrel roll and boost to arc dodge, or alternatively focus and evade if you're heading into the thick of it. Whatever the situation, you have appropriate options available. Another reason of course is directly related to Corran's pilot ability. Whatever you attack and do not kill, you then have the option to unload on again during the end phase (with a target lock, this time).
The regeneration capabilities come from R2-D2. Any green manoeuvre will allow the E-wing to regain a shield. The E-wing boasts 4 green manoeuvres, which on it's own isn't particularly amazing. However, combined with the ability to barrel roll as well boost, it somewhat minimises the opponent predicting where Corran will end up.
With 7 upgrade cards aboard the K-wing, you can be very confident that this swiss army knife approach to X-wing provides enough utility to make a massive impact every game. Miranda's pilot ability is simply wonderful. In the opening joust at range 3, the Homing Missiles can effectively have an extra red dice used with them. Nobody likes 5 dice being thrown at them, ever.
The real tricks come from the bombs however, and these aren't normal run-of-the-mill munitions, but rather Sabine has tinkered with each of them adding some splash damage to the already controlling and crippling effects of Conner Net and Ion Bombs. Partnering with Corran, this allows some fierce engagements to be setup and dictated on the Rebels' terms.
Advanced SLAM allows you to get into some solid positions to drop that Conner Net or gain some much needed distance to lick wounds and return to the fight with a few extra shields.
Finally Twin Laser Turret provides Miranda a excellent way to consistently deal out the damage from afar if needs be.
I really like the look of this list and even tried it although I'm sure I suck hard because I hardly ever play Rebels and I imagine the learning curve with this squad can be steep. What do you like about this list? How would fly against it?
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Hardcore war gamer at heart and a huge fan of tabletop games. I use any excuse to get my family involved. Join me as I play and review games while trying not to epically fail.