How to beat Ions

By Crabbok, in X-Wing

So the nastiest build I've seen is one using 2 B-Wings, and 2 Y-Wings. Each ship has an ion turret / Ion Cannon. It's very nasty. I'm not sure I can beat it with a normal build. I think it's something you might need a very specific build to beat.

So I'm thinking one way to beat ions is to bring turrets.

Option A) :

blank.gif?v58 Kyle Katarn + Blaster Turret + Moldy Crow + Recon Specialist (31)
blank.gif?v58 Lando Calrissian + Determination + Nien Nunb (46)
blank.gif?v58 Gold Squadron Pilot + Ion Cannon Turret (23)

I've got 3 turrets, free actions, and I believe Nien Nunb will turn an ionized 1 forward into a green maneuver. I could also swap determination for the falcon title.

For the Imperial side, I'm thinking this:

Option B):

blank.gif?v58 Bounty Hunter + Heavy Laser Cannon (40)
blank.gif?v58 Bounty Hunter + Heavy Laser Cannon (40)
blank.gif?v58 Dark Curse + Stealth Device (19)

It'll be difficult for them to ionize all of my ships this way, since the large ships take 2, and Dark Curse will be hard to hit regardless.

And finally:

Option C):

blank.gif?v58 Turr Phennir + Stealth Device (28)
blank.gif?v58 Soontir Fel + Push the Limit (30)
blank.gif?v58 Kir Kanos (24)
blank.gif?v58 Alpha Squadron Pilot (18)

four interceptors. It'll be hard for them to land any hits this way, and since they'll have low agility, I can zoom in and focus fire on the turret ships first, might be able to take out a Y-Wing on turn one... as they are the biggest threat to interceptors due to the turret.

Which do you like best?

To beat ions, you need to have high agility. Otherwise, assuming opponent is using Ywings, the moment you are ionized and cannot get the target inside your firing arc, you are pretty much dead if you are unable to dodge his subsequent ion attacks

Vader can be a good counter to a Y-wing if you give him the engine upgrade. He can get ioned, but on his move move 1 forward, boost 1 right/left and then barrel roll away and be out of range at range 3.

For B-wings you just have to be out of arc.

High damage eats this list. I ran it but instead of 2 y's i ran 2 HWK's ys are probably better because they can take more hits but if you get iond behind a ywing chances are youll be shooting him every turn. Im sure Xwings with high decent duablilty or bwings with be able to take this list on fine.

Simple: Remember Ion turrets only have R2 and take risks only when it is difficult for your opponent to take advantage of your ioned ship.

but the ion Cannon has R3, so between having 2 of each, it's not easy to ensure you are ALWAYS out of range of being ionized

1) Large ships with multiple firing arcs. They're difficult to ionize in the first place, and more difficult still to stay out of their firing arcs even when you know where they're going.

2) Use low PS ships to control your ionized ship's movement. Better to have a decent position with no action than an action with no shot.

3) Use low PS ships for action denial. Ion squads rely heavily on getting Target Locks to push their ion hits through. Deny them that and your ships will move freely more often.

4) For Rebels, use Biggs. If you're up against Y-wings with Ion Turrets, put him in their primary firing arc. No Ion Turrets. If you're up against B-wings with Ion Cannons, well, at least only Biggs will be ionized.

5) For Imperials, consider Captain Kagi. Life's a ***** when you can't Target Lock the thing you really want to Ionize.

Edited by Tawnos

Having Nien Nunb doesn't turn the straight 1 green.

As per rules, upgrade cards that affect negative abilities (such as turning white moves green or red moves white) take precedence.

Negative effects, from criticals, ion effects, or enemy ships, take precedence over positive effects.

Having Nien Nunb doesn't turn the straight 1 green.

As per rules, upgrade cards that affect negative abilities (such as turning white moves green or red moves white) take precedence.

Negative effects, from criticals, ion effects, or enemy ships, take precedence over positive effects.

From FFG's FAQ (under upgrade cards):

Q: If a ship with Nien Nunb or the R2 Astromech suffers the ion token effect and must execute a white 1 forward maneuver, can he treat it as a green maneuver?

A: yes.

You know, I actually have yet to see an ion token have any effect at all. The few times I have seen someone get successfully ioned was also their last damage card and it destroyed them.

Maybe I'll put together a list designed to use ions, just to see them in action.

Having Nien Nunb doesn't turn the straight 1 green.

As per rules, upgrade cards that affect negative abilities (such as turning white moves green or red moves white) take precedence.

Negative effects, from criticals, ion effects, or enemy ships, take precedence over positive effects.

From FFG's FAQ (under upgrade cards):

Q: If a ship with Nien Nunb or the R2 Astromech suffers the ion token effect and must execute a white 1 forward maneuver, can he treat it as a green maneuver?

A: yes.

My apologies on that one. Really need to memorize the faq

You know, I actually have yet to see an ion token have any effect at all. The few times I have seen someone get successfully ioned was also their last damage card and it destroyed them.

Maybe I'll put together a list designed to use ions, just to see them in action.

First time I flew a shuttle, I gave it an Ion Cannon. Forced my opponent onto an Asteroid, then parked in front of the asteroid as they tried to leave. They rolled a damage each time, ending in lethal!

Ions are highly effective. I recommend you give them a go again. Nothing like knowing exactly where your opponent if going to be and which way he will be facing. More than once I have ioned and opposing ship right off the board.

1) Large ships with multiple firing arcs. They're difficult to ionize in the first place, and more difficult still to stay out of their firing arcs even when you know where they're going.

2) Use low PS ships to control your ionized ship's movement. Better to have a decent position with no action than an action with no shot.

3) Use low PS ships for action denial. Ion squads rely heavily on getting Target Locks to push their ion hits through. Deny them that and your ships will move freely more often.

4) For Rebels, use Biggs. If you're up against Y-wings with Ion Turrets, put him in their primary firing arc. No Ion Turrets. If you're up against B-wings with Ion Cannons, well, at least only Biggs will be ionized.

5) For Imperials, consider Captain Kagi. Life's a ***** when you can't Target Lock the thing you really want to Ionize.

Biggs is actually simpler than that. As long as your opponent can target Biggs he can't target any of the other ships in range 1 of Biggs, regardless of arc (if that's what you meant I apologize). One of the reason why Biggs is so popular for escorting Bwing, and he also loves eating missiles.

Having Nien Nunb doesn't turn the straight 1 green.

As per rules, upgrade cards that affect negative abilities (such as turning white moves green or red moves white) take precedence.

Negative effects, from criticals, ion effects, or enemy ships, take precedence over positive effects.

From FFG's FAQ (under upgrade cards):

Q: If a ship with Nien Nunb or the R2 Astromech suffers the ion token effect and must execute a white 1 forward maneuver, can he treat it as a green maneuver?

A: yes.

I can't tell you how many times I've had to site this. I actually have a print out of the FAQ with all the rule changes/clarifications that I keep in my Core box.