Aces Wild

With the Rebel Aces expansion for X-Wing Miniatures appearing in stores this week, I want to hit the ground running with the upgrades and pilots included within this pack. As you might have inferred from some of my previous post, Jake Farrell is going to be my primary A-Wing pilot for me thanks to his action economy boost, chaining movement actions off of focus actions/tokens. I also really like Keyan Farlander’s action economy, turning a stress token (normally a bad thing) into an offensive Focus token (a very good thing). Over lunch today, I looked at how I wanted to kit the two of them out and putting them both into a list to show off the new shiny toys.

Once the “turn & burn” phase of the battle begins, B-Wings are solid for me, especially with mid/high pilot skill and Advanced Sensors. I haven’t run any this way in quite some time though, as I’ve been using B-Wings as multiple generic pilots carrying Fire Control Systems in this slot exclusively for their action economy boost for the past few months. But with only one B-Wing and a heavily equipped one at that, it becomes an obvious target for the opponent, and I need to find a way to protect this huge point sink.

With that being said, I had a really hard time trying to figure out how to equip a B-Wing with the options included in Rebel Aces. The new B-Wing/E2 modification is extremely tempting in order to bring a Crew upgrade onboard, but there’s nothing that jumps out at me as a must-have. I can’t see Navigator working well with the B-Wing’s dial, R2-D2 only works well with crew if you have a lot of hull points. Nien Nunb would be a little helpful, but I can’t see needing to do 4 – straight maneuvers with a B-Wing that often. C-3PO isn’t very helpful, as the B-Wing will be taking concentrated fire when it is shot at. All in all, I just don’t see many desirable crew options to put on a B-Wing right now, and a dogfighting B-Wing isn’t complete without the utility option of adding Enhanced Engines as your Modification and having the Boost action available for your Advanced Sensors. Advanced Sensors for a Barrel Roll or a Boost before my K-Turn that I will use to feed stress to Keyan Farlander? Yes please!

The problem is, with Jake and Keyan both armed to the teeth, I don’t have the points to spare to bring Biggs as my 3rd ship, an obvious choice for an escort. In fact, there wasn’t points for an X-Wing at all. With only 16 points to spare in my current configuration, I was trying to figure out a way to slip in a cheap Z-95 Headhunter with an Ion Pulse Missile and the Deadeye upgrade for a first turn disruption shot. That turned out to be too expensive, only Lt. Blount (17 points plus upgrades) and Airen Cracken (18 points plus upgrades) have elite talent slots.

I stared at Jake’s A-Wing loadout for a moment, giving serious consideration to dropping his shiny new Proton Rocket (from Rebel Aces) for the Chardaan Refit (yet another Rebel Aces card), a net gain of 5 points, so I could afford Lt. Blount and a missile for him. But I really wanted to keep the new Proton Rocket, and a second read of the text revealed a really good reason to keep it.

Proton Rockets – Attack (Focus): Discard this card to perform this attack. You may roll additional attack dice equal to your agility value, to a maximum of 3 additional dice.

The Proton Rockets not only have a built in Deadeye option (no target lock required), but you don’t have to spend your Focus token to fire it either, which means you can potentially roll up to 5 dice, and spend a Target Lock and a Focus on the shot too, for an average of 3.75 hits! Keeping this in mind, I went to the other extreme, and put Proton Rockets on the Headhunter for now (pretty close to equivalent to Concussion Missiles for a Headhunter, trading a long range shot for the option of firing without a Target Lock if I get lucky and catch a key target like Howlrunner or Whisper bumping during movement and stuck adrift without their defensive buffs).

Here’s the final list I’ve come up with for the day:

Aces Wild

Keyan Farlander – 29
Push The Limit – 3
Advanced Proton Torpedoes – 6
Ion Cannon – 3
Advanced Sensors – 3
Engine Upgrade – 4

Jake Farrell – 24
A-Wing Test Pilot – 0
Outmaneuver – 3
Push The Limit – 3
Proton Rockets – 3
Stealth Device – 3

Bandit Squadron Pilot – 12
Proton Rockets – 3
Munitions Failsafe – 1

With essentially two and a half ships, it doesn’t look all that competitive at first. Really, it’s just an excuse to use lots of things from Rebel Aces in one list. But something tells me that it could be surprisingly good, provided that I can convince my opponent to break formation and dogfight with me. I’ll try it out this evening against anyone that cares to play against it at my local venue. Results to follow.

– The Tabletop General

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