Welcome to Rogue Squadron, pilot! In this series, we will be looking at different squadrons you can fly in Fantasy Flight Games X-Wing miniatures game. We give you the squad, what expansion pack all of the upgrades come from and then give you the low down on how best to fly it. Strap in and get ready to fly.
All Wings Report In
Attack Shuttle “Sabine Wren” (Ghost Expansion) (29 pts) (PS 5)
Immediately before you reveal your maneuver, you may perform a free boost or barrel roll action.
- Elite Pilot Talent- Push the Limits (A-Wing/Imperial Aces Expansions): Once per round, after you perform an action, you may perform 1 free action shown in your action bar. Then receive 1 stress token.
- Turret- Autoblaster Turret (Most Wanted Expansion): Attack (2, Range 1): Attack 1 ship (even a ship outside your firing arc). Your Hit results cannot be canceled by defense dice. The defender may cancel Crit results before Hit results.
- Crew- Kanan Jarrus (Ghost Expansion): Rebel Only- Once per round, after a friendly ship at Range 1-2 executes a white maneuver, you may remove 1 stress token from that ship.
A-Wing “Gemmer Sojan” (Rebel Aces Expansion) (22 pts) (PS 5)
While you are at Range 1 of at least 1 enemy ship, increase your agility value by 1.
- Elite Pilot Talent- Snap Shot (Heroes of the Resistance/Upsilon Shuttle Expansions): After an enemy ship executes a maneuver, you may perform this attack against that ship. Attack (2, range 1): Attack 1 ship. You cannot modify your attack dice and cannot attack again this phase.
- Title- A-Wing Test Pilot (Rebel Aces Expansion): Your upgrade bar gains 1 Elite Pilot Talen upgrade icon. You cannot equip 2 of the same Elite Pilot Talent Upgrade cards. You cannot equip this if your pilot skill value is “1” or lower.
- Missile- Chardaan Refit (Rebel Aces Expansion): A-Wing only. This card has a negative squad point cost.
Sheathipede Shuttle “Ezra Bridger” (Phantom II Expansion) (20 pts) (PS 5)
When defending, if you are stressed, you may change up to 2 of your Focus results to Evade results.
- Astromech- R3-A2 (Rebel Transport Expansion): When you declare the target of your attack, if the defender is inside your firing arc, you may receive 1 stress token to cause the defender to receive 1 stress token.
- Elite Pilot Talent- Trick Shot (Heroes of the Resistance Expansion): When attacking, if the attack is obstructed, you may roll 1 additional attack die.
- Crew- Hera Syndulla (Ghost Expansion): Rebel only. You can reveal and execute red maneuvers even while you are stressed.
T-70 X-Wing “Blue Ace” (TFA Core) (29 pts) (PS 5)
When performing a boost action, you may use the 1 Hard Turn templates.
- Astromech- Flight Assist Astromech (Phantom II Expansion): You cannot attack ships outside your firing arc. After you execute a maneuver, if you did not overlap a ship or obstacle and there are no enemy ships inside your firing arc at Range 1-3, you may perform a free boost or barrel roll action.
- Modification- Integrated Astromech (T-70/Heroes of the Resistance Expansion): X-wing only. When you are dealt a Damage card, you may discard 1 of your Astromech Upgrade cards to discard that Damage card.
- Tech- Primed Thrusters (Heroes of the Resistance/TIE Silencer Expansion): Small ship only. Stress tokens do not prevent you from performing boost or barrel roll actions unless you have 3 or more stress tokens
Lock S-Foils in Attack Position
I took this list to a recent tournament just for the hell of it. Regionals season is over and since I’m not participating in anything higher than that it was time to get back to lists that were more about fun than being competitive. Naturally, I went 1-2 for the day. But I had fun flying it and had at least a chance at winning those loses.
I wanted to fly something with four ships where no single ship was a linchpin. So I avoided any kind of real synergy abilities. Each ship can operate independently. They all have their own particular niche which differs from the rest of the list. This keeps your opponent guessing who to shoot first. Because none of them are that scary.
Sabine or Blue Ace are the most likely targets because of their three dice attack. They are the biggest damage threats. They are also the most slippery of the bunch. Sabine can be tough to pin down once she gets close to you thanks to pre-move boost/barrel roll. Blue Ace with his hard boosts that can trigger even when stressed can end up in some interesting places.
If you play it well, this can force your opponent to flounder around trying to pin those ships down. It also leaves them dealing with the facet you never want, a Str-Ezra flying for several rounds. This isn’t the most annoying stress dealing build, no Gunner or Tactician, but it does have the full maneuver dial available. Finally, Gemmer, while the weakest link, can actually be quite annoying if you end up 1 v 1 with her bonus defense die and Snap Shot potential.
Variations
Gemmer is the weak link. You could easily sub her out for a Green Squadron with VI and gain Autothrusters. That maintains your spread of Pilot Skill 5’s and switches your bonus defense from range 1 to range 3. You could also switch out Snap Shot for something else, like Intensity or Crack Shot and give Ezra Wired. That ups his threat a little bit.
You could drop Autoblaster Turret on Sabine for Targeting Computer. Then you can use her pre-move PTL combo to gain good offense instead of good defense.
Wayne Basta
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