Thursday 11 May 2017

A Couple of Experimental Squads

So as the X-Wing meta shifts away from Aces, and since I've recently been catching up on purchases (I may have been a couple of waves behind) I've decided to build some lists experimenting with a couple of ships.

Scum Experiment

  • Dengar
  • Punishing One
  • Unhinged Astromech
  • Recon Specialist
  • Adaptability
Here is the Main Attacker of the list. His job is to put in most of the work damage wise. Recon Spec should give him a focus for his attack and a spare one for his retaliation . If he falls then the squad will struggle, but the other two should help prevent that.


  • 4-LOM
  • Veteran Instincts
  • Zuckuss
  • Mist Hunter
  • Tractor Beam
  • Collision Detector
A decent Secondary Attacker, he also offers Stress and Tractor based control elements. He is able to help put in work on the damage side of things, with the option of moving opposing ships via Tractor Tokens. I even have the option of using adaptability to make him and Dengar the same Pilot Skill, so that the Tractor Beam can be used before Dengar fires.
His ability to give away his stress is also very useful.


  • Unkar Plutt
  • EMP Device
  • Spacetug Tractor Array

And here is the truly experimental part. While he offers little in the way of offence (2 dice is merely okay),  His ability to block and give out Tractor tokens, alongside the Array to do it as an action should mess up with the opponents positioning and agility. The EMP Device is there as a "Just in Case", should a turn of Ion based control be needed.

This list was built to try out the Quadjumper as a blocker, so needed some muscle to put with it. The upgrades on Dengar were largely thrown together, so there is probably the most wriggle room on that ship to make changes. 4-LOM is fine as is, so it's a case of learning to block with Plutt and getting the optimal version of Dengar with the points left.


Rebel Experiment



  • Horton Salm
  • Twin Laser Turret
  • R2 Astromech
Firstly, a solid damage dealer. Susceptible to focus fire, you keep him out of the fight at Range 3 and use his ability to keep up a steady stream of damage. Simple, efficient, to the point.


  • Lieutenant Blount
  • Veteran Instincts
  • Adv. Homing Missiles
Another simple ship. His job is to choose a priority target, get a target lock and then give them a face up damage card. After that, he can block and add some shots. His missiles always hit, so hopefully the opposing damage deck will be unforgiving.


  • Bodhi Rook
  • Pivot Wing
  • Dash Rendar
  • Tactician
  • Collision Detector
The first experimental ship. My theory with the U-Wing is it is simply an X-Wing with more health and upgrade space. It's even similar in points and the title gives it the same agility! Bodhi's ability helps Blount get the target lock on the right target. Tactician gives a little control to the list too. Dash is there to deal with the larger base size.


  • Captain Rex
  • Sabine's Masterpiece
  • "Chopper"
  • Dead Man's Switch

The other experimental ship. Rex's job is to block, grant Suppressing Fire and then do some damage when the opponent finally decides they've had enough of his existence. Hopefully, by being ignorable in the early game, his Suppressing Fire helps mitigate some damage.


These are the lists I'll be trying out on Thursdays for a while, and tuning them until I am happy they are optimised, or they have proven to be wildly unviable.

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