Fantasy Flight’s X-Wing Miniatures game offers a wide variety of different ships and pilots, making it difficult for people to always know what to fly or how to combat them. This series will focus on giving you insight on how you can best use them to defeat your opponents. ‘X Gonna Give It To Ya’, focuses on the X-Wing and its pilots.

Wedge's Card

Wedge’s Card

[dropcap]F[/dropcap]or anyone familiar with the Rogue Squadron games or really most of the Star Wars Legends line of novels, it is unquestionable that Wedge Antilles is the king of kings, alpha and omega, and just a plain stud when it comes to starfighters. Every time we see him in the movies he is in a flight suit ready to shoot down Imperials and see the missions for Rogue Squadron through. Where as Luke was always a good pilot, Wedge was a great pilot and was very much a hero of the Extended Universe for this reason. This translates very well into the miniatures game, as we see Wedge is a pilot skill of 9 and is without question the ace of the X-Wing. Combined with the fact that he is always one of the first to shoot and his ability which reduces enemy agility values by 1 (to a minimum of 0), Wedge should always being putting in work with his guns.

To really drive the point of how good his ability is, you have to consider most Imperial fighters have an agility of 3, making them a bit harder to hit on average. However, Wedge reduces it to 2, and since he’s shooting at a value of 3 suddenly the dice go from being even to advantageous for a Rebel player. It also effectively negates the defense bonus given at range 3, so it keeps the dice equal against most TIEs and any Rebel skirmishers. This bonus is also just applicable to attacking, so let’s say you decide to load up Wedge with proton torpedoes and suddenly his target is in even more trouble.

Since Wedge is in an X-Wing, the problem of maneuvering him around the board isn’t huge but can be a massive danger. Considering that the X-Wing can only to a speed 4 K-Turn, it’s not great at turning around to deal with harassing fighters. This ship is a really good all around flyer, but doesn’t really excel in the skirmishing an A-Wing can do or the straight survivability one can expect from a Y-Wing or a B-Wing.

Prepare Your Fighters for Launch

[dropcap]W[/dropcap]hen it comes to squadron building, one of the best pieces of advice I was ever given was to build your offensive pilots with defensive upgrades and vice versa. For the longest time, whenever I would run Wedge he’d have R2-D2 and a shield upgrade at the very least. This would increase him to a total hit points of 6, and R2-D2 would allow him to recover lost shields as long as he would do green maneuvers. A squadron I was running for a bit looked like this:

Attrition, a Defensive Build

Proton Torpedoes as featured in X-Wing.

Proton Torpedoes as featured in X-Wing.

  • Wedge Antilles (29)
  • R2-D2 (4)
  • Shield Upgrade (4)
  • Wes Janson (29)
  • Shield Upgrade (4)
  • R5-P9 (3)
  • Kyle Katarn (21)
  • Recon Specialist (3)
  • Moldy Crow (3)

What this squad did well was attrition other forces, at least to a point. Wes and his build depended on Kyle’s ability to hand out focus tokens for him to restore shields and Kyle wasn’t much of a threat. However, he did have to be targeted otherwise both the X-Wings would be recovering and fighting your squadron to a draw every time. Another one I actually ran at a tournament with great success was:

4×4 (XXXX). Or, a General Offense 

  • Wedge Antilles (29)
  • Push The Limit (3)
  • R2 Astromech (1)
  • Biggs Darklighter (25)
  • Rookie Pilot x2 (42)

Now with this squad, it was all about Wedge getting multiple actions a turn. Sure, the stress was a rough addition but the R2 astromech turns all of your 1 and 2 speed maneuvers into green so the stress would be removed. That combined with Biggs’ ability to draw away enemy fire made this a very tough squad to facedown. It handled swarm, but the way to handle swarm with a squad like this is to really use the terrain to your advantage.

Three Amigos, or Superfriends, or Wedge, Wes, Luke. Or, Hyper Offense

  • Wedge Antilles (29)
  • R2-D2 (4)
  • Shield Upgrade (4)
  • Wes Janson (29)
  • Veteran Instincts (1)
  • R3-A2 (2)
  • Luke Skywalker (28)
  • Marksmanship (3)

This is another 100 point squad (I seem to have a problem with initiative) that I really enjoy running, but it doesn’t do very well to swarm. With this, we have Wes going first and completely screwing up your opponents tokens; whether he is shooting off their bonuses or taking stress to stress them, the amount of light control he adds is really strong. It also features Luke Skywalker with Marksmanship, which is something I touched on earlier with giving your defense pilots offensive upgrades. And finally, we have what is basically my staple Wedge build, allowing him to survive and stick around to put out damage.

Defeating Wedge

However, much like Ozymandias Wedge Antilles is not immortal. As I mentioned earlier, the maneuverability of the X-Wing does nothing compared to the skirmishers like most of the TIEs or A-Wings, so a pursuit-minded opponent can make it a losing proposition fast in the joust game. The tried and true (but seemingly forgotten) tactic of focusing your fire really does hurt Wedge, especially since he has no real defensive tech to stop it. With a below average agility of 2, the X-Wing really depends on being able to take a hit or two and not much more. Flanking against Wedge will shut him down as he can’t easily turn to face targets. The biggest issue with pinning him down is if your opponent takes Biggs, which simply means that Biggs has to be shot down first.

Wedge Antilles is very deserving of his pilot skill 9. Whether it’s his exploits on the table or the silver screen, he is very much a true ace of the Rebellion. His being only available in an X-Wing is fitting, as that’s what we see him in the majority of the time on the screen and in the video games. Combined with the amount of upgrade slots and each respective slots amount of possible out fittings, this truly is a pilot to both play and fear.