Rogue Squadron: Triple-E

All Wing Report In

E-Wing “Etahn A’baht”  (E-Wing Expansion) (39 pts)

When an enemy ship inside your firing arc at Range 1-3 is defending, the attacker may change 1 of its Hit results to a Crit result.

  • System– Advanced Sensors (E-wing/Lambda Shuttle Expansion): Immediately before you reveal your maneuver, you may perform 1 free action. If you use this ability, you must skip your “Perform Action” step during this round.
  • Elite Talent– Push the Limits (A-wing/Imperial Aces Expansion)– Once per round, after you perform an action, you may perform 1 free action shown in your action bar. Then receive 1 stress token.
  • Astromech– R2 (Y-wing Expansion)- You may treat all 1- and 2-speed maneuvers as green maneuvers.

2x E-Wing “Knave Squadron”  (E-Wing Expansion) (30 pts)

No Pilot Ability.

  • System– Advanced Sensors (E-wing/Lambda Shuttle Expansion): Immediately before you reveal your maneuver, you may perform 1 free action. If you use this ability, you must skip your “Perform Action” step during this round.


Lock S-Foils in Attack Position

A few weeks ago I took a look at a triple TIE Defender list. This week I got a chance to try a triple E-wing list. Instead of equipping three with cannons, E-wings special upgrades system upgrades and astromechs. And they are cheap enough that you can take two of the cheap ones and have one named pilot. Etahn is a great force multiplier, guaranteeing a crit for every attack, which can be devastating at times.

Because of that, they work best flying in a tight formation. Bringing all their attacks on a single opponent. With the barrel roll, they can swing into a tight line or spread out around asteroids, still staying mostly together.

Advanced Sensors are incredibly useful. The advantage of being able to take an action before moving can not be over stated. One turn, I started out on top of asteroid so was able to barrel roll off thanks to Advanced Sensors. Instead of losing an action two turns in a row, and potentially taking two points of damage, I only lost one action and one hitpoint.

They are also very useful for throwing off your enemies plans. In the first game, I took my ships up the middle of the asteroid field. After barrel rolling them into a single file line, the next turn I barrel rolled them all to the right and flew out of the field in the middle of the map. My opponent had taken a sharp right, anticipating meeting me as I came out of on his side of the map. This put me in a position to get a few unopposed shots.

Now, the major downside to this squad is the same as the Defender; only three ships, most low PS. You’re firepower isn’t great and you’re shooting after everyone else. And you also have one less hitpoint than the Defenders. The maneuverability is overall greater, as you don’t have those ugly red sharp turns (though you lose a 1 hard turn).  The advanced sensors make up for the red K-turn, which is the Defenders main advantage. They also have a nice option of taking an evade action. This can help make them tougher to hit.

I played two games with them and lost both, compared to the Defenders one win, one loss. However, both games lasted longer and I think I could have pulled of a win in at least one of the games had I not made some bad piloting choices or had some different die results (or not been facing Corran Horn with R2-D2 and a shield upgrade. He should have died like three times).



You can try a few variations in order to get three E-wings into a list; many more than you can for three Defenders. You could fly three Blackmoon with Advanced Sensors. Or three Knave’s with Advanced Sensors and Hull Upgrades. This would make them as tough as three Defenders. An extra hitpoint is never a bad thing.  You could also substitute in Corran for Etahn, dropping PTL and on some turns getting four attacks.

Dropping Advanced Sensors in favor of astromechs or FCS is an option but loses some of this builds versatility. Having the ability to take an action before a K-turn or before running into an asteroid is useful.