Welcome back to X-wing Friday! I am sure many of you are cashing out on the two new conversion kits and Wave 2 ships that got released this week. Kudos to you for keeping FFG rolling in it! It really is turning into an amazing game. However the more amazing it gets, the more amazing gimmicks come of it. They really know how to slap a new coat of paint on old miniature and make me want to buy it all over again. I heard the paper cardboard stock has gone through the roof.

For a while now I have been dreading First order, and the new Resistance passive modifications. Such as the EPT Fanatical, and the Gunner Finn with Rose, the Falcon Pilot Rey. I am not alone, many podcasts have commented about it. Even going as far as claiming the return of TWO SQUAD ships again. I found this hard to believe until one certain TIE/FO “NULLED” out the mechanics of coordinating at Initiative 7 just about any where on the map by simply equipping squad leader and biohexacryptic codes. “Null” is the 2.0 Tie version of Zeta Leader. Certain list have been popping up all over the internet such as. The following List. Which I have nicknamed “Kyl-Oh Shit button Null”

Null Or really any high PS ship F/0 can benefit from Squad leader and Hexcryoticbullshit. Null himself with an extra shield at only 44 POINTS! Null is considered the best for this mechanic because of his high initiative. Making him an amazing addition to any squad. Long Shot is another ship that can benefit from it. Being a ship that can throw an additional dice at range three keeping its distance but still being able to be in the fight. Personally, thought the whole internet lost their shit over nothing, I think its an easy mechanic to overcome. to begin with, you can only Hexcryocrack it once, and then you have to burn the target lock on the vessel. So it requires a two action step, that can leave your poor four hit point ship starving. Again its a gimmick tactic, such as Roark with Dash, or Jan Ors. A gimmick that can easily be shut down with good flying and target priority.

However in a three ship list, such as QuickDraw, Kylo and Null, The coordinating Tie/FO can be an amazing support ship, that will really help high initiative pilots, drop hammers before they drop the TIE. I favor this list the best. Its easy to build a Three ship list to practice against or with. I personally frown upon the two ship builds. I am not impressed by the “8 Dice Dash”, any decimator lists, or the new “Kyl-oh shit button Null”. I favor Three ace ship builds. The more meat you have, the more the girls will like you. I swear.

“You know what Drawde? I quit X-wing 1.0 due to the gimmicks. I want to actually fly. Do you have anything for me?” Sorry Timmy, GTFO. FFG revised X-wing to sell cardboard at Mile high prices, not to better a Man-boys toy game for the masses. Well lucky for you and my readers out there, I love fringe lists that require actual pilot skills or require a lot of blind praying . Please give me one moment while I put on my lab coat.

FRESH FRINGE AHEAD!

This is fresh from the LAB. I have been practicing this list on Vassal since they released points on the FFG website. Its starts off with Petty Officer Thanisson in the Upsilon. He is an amazing block at Initiative 1. He can set up a block and pattern analyze an action even when performing red maneuvers. Ideally you want to set up a block on a ship that enjoys stressing, such as Soontir or Han Scum gunner Boba. His ability lets him Tractor Beam for any ship in range 0 to 2. I threw in Hux as a crew. Hux has greatly improved since his original version. He is no longer just an upgraded Fleet officer, He is an action economy wrecking ball. The idea is to start turn 1 and target lock your tip of the spear ship, then Hold back the shuttle. When you are ready to coordinate on the ship, you can do so without restrictions thanks to Hexabug tech. This is great because you can double token all your ships. The two main jousters, Scorch and Malarus can take Evades, and then you can Hux your F/Os with a focus. I would suggest flanking with Scorch, and having him take a target lock. As to trigger his Crit ability. If you see your opponent going after your flanker, then just take an evade. I run this with a basic 3 point bid. To get the best of your I4 and I5 ships respectively. Tie F/O are interchangeable Legos. So feel free to experiment in your own lab with your variations but this is a very strong archetype.

THE “AUTO INCLUDES”

Here is a list of “auto includes” I ask you to consider. When Flying Kylo or any Tie/Silencer. I suggest you auto included Prime Thrusters. Why? Because of auto thrusters. The Silencer is a repositioning juggernaut with Primed Thrusters. Especially when taking Super Kylo. And Super natural Reflexes on Kylo is an ABSOLUTE MUST. Kylo essentially can do all four actions on his bar with a coordinate. He is a professor of macro actions economics. Another auto include is if you want to take an Low PS killer, ReCoil with Primed, Prokets and predator, make him a true predator of weaker ships. Prokets will only get a one time use but you can easily remove a useful utility boat, or plug into a heavy Hull ship, like a Falcon or a Redline and bring it to threshold in one shot. Electronic Baffle is going to be the last auto include I will ask you to consider on the Whoopsilon. Quickdraw with a six point shield upgrade, is your window to success with him. Black out with trick shot, DUH!

Prime Thursters on Tie- Silencer Kylo with Primed Thrusters and Super Natural Reflexes Recoil with Proton Rockets, Predator. Upsilon ships should carry Electronic Baffle. QuickDraw with Shield Upgrade. Black out with TrickShot

Thank you again, for reading! We will see you at the Final Table!

Drawde

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