Good Horton Builds

By Revanchist, in X-Wing

I have been messing around with trying to get Horton into my Rebel squads, but I'm not sure how to put him in. Right now what I am thinking is:

Horton + ICT

Prototype

Han + Gunner + EH

Is this list any good? What other good lists are there that feature Horton?

Horton is a tough build, given his point cost I feel biggs needs to be there for some protection later on

Here is my build based on spoiled cards:

34 Horton: Proton Torp, Proton Torp, Munitions Failsafe

37 Wedge: PtL, Engine Upgrade, R2 Astro

29 Biggs: R2-D2

Horton is going to do some nasty work at long range and Wedge is always deadly. Hopefully Biggs can protect them long enough to do their thing.

The way I see it is that Horton needs to focus every turn to make the best of his ability. You'll be aiming to reroll as many blanks anyway, so combined with focus that should really up the chances of scoring those hits.

Adding Kyle, with VI, Recon specialist and giving them both blaster turrets instead of ions will put focus to even more good use.

This gives you two Ps8 ships at 29 points each, leaving you 42 points to kit out the rest of the squad, such as two rookies.

Here is my build based on spoiled cards:

34 Horton: Proton Torp, Proton Torp, Munitions Failsafe

37 Wedge: PtL, Engine Upgrade, R2 Astro

29 Biggs: R2-D2

Horton is going to do some nasty work at long range and Wedge is always deadly. Hopefully Biggs can protect them long enough to do their thing.

I think putting munitions fail-safe on Horton is a bit of a waste.....Horton does not miss with protons. but I think the list would work fine right now. I might try it this week.

I might actually drop R2-D2, and fail-safe to give Horton an ion turret as well. Just because he is likely to be your closer. Or once Biggs goes down, they might go for Horton, but that leaves a PLT Wedge as the closer. The more I think about this list the more I like it.

Edited by negative9

Hmm. Interesting thoughts.

I'll have to test some more and see how often I actually need the Failsafe on him.

I like him with Ions and Flechettes

funny how we keep making lists with cards that wont be out for 6 months. I guess you guys are as torn up into this game as I am.

So, something like this then: http://geordanr.github.io/xwing/?f=Rebel%20Alliance&d=v2!8:-1,1,1,2:-1:-1:;7:0,-1,1,6:-1:-1:;47:-1,37,38:3:-1:

This is the list with only released stuff in it, features Horton, Dutch and Kyle. Dutch is of course rolling around with R5-K6 and Kyle is in the standard Pez Dispenser build. Plenty of torpedoes and some turrets are where your punch is going to be coming from, and Dutch should help everyone to stay on target. Also 99pts for initiative.

Horton can be a tough build because of cost but keep in mind he should be a support ship and not the focus of the build. thats what y-wings are for. try:

http://xwing-builder.co.uk/view/44993

Start with Ion, Flechette, Proton Torpedo and Munitions Failsafe with an R2 unit. If you're feeling ambitious, you can drop a point by switching out the Ion for Blaster Turret, since it's pretty good at range 2 with him! The purpose of the flechette is actually to miss: you roll off the hits and crits (unless you're sure you'll destroy your opponent with the damage) and cause stress repeatedly with it.

From there, you can basically build your squad in whatever fashion you like, since Horton is great on his own. Give him an ally with either R3-A2 and/or Flechette to make the whole stress giving situation even more effective.

I have been messing around with trying to get Horton into my Rebel squads, but I'm not sure how to put him in. Right now what I am thinking is:

Horton + ICT

Prototype

Han + Gunner + EH

Is this list any good? What other good lists are there that feature Horton?

I wouldn't put an ICT on Horton, his ability only works at range 2 and 3, and the turret only has range 1 and 2. Horton is clearly designed for torpedoes. That being said, he has highest PS for any Y-wing, so he is pretty likely to get his torpedoes off. I think I would just give him two torpedoes and be done with it.

If you really want to maximize him put a pilot with squad leader next to him. That way he can TL and Focus and pretty much guarantee 4 damage.

But remember the first focus is taken care of by the torpedo.

Edited by Hrathen

Horton Salm — Y-Wing
Blaster Turret
Flechette Torpedoes
Proton Torpedoes

"Dutch" Vander — Y-Wing
Blaster Turret
Flechette Torpedoes
Proton Torpedoes
R5-K6

Biggs Darklighter — X-Wing
R2-D6
Draw Their Fire
Hull Upgrade

Could work ok ish.

Horton Salm

-R2D6

-Push The Limit

-Proton Torpedo

-Proton Torpedo

Rookie

Rookie

Rookie

=100pts

R2 Gives Horton the much needed Elite skill. Now, Horton is looking at optimizing his torpedo strikes by locking on/focus/Horton RR.

3 Rooks gives you your other 3 ships.

Not sure if this is the best...but it's how Horton works best. Locked/focused torpedoes. He's a monster.

Horton rerolling flechettes to miss is awesome. Nice gimmick but worth it?

I paired him with Ibitsam and 2 other low point pilots and got solid returns. High PS + damage spikes + Ibitsam's rerolls too make for a fun pairing... add in some of the other new stuff coming in and it'll be a blast! And I don't even like Rebel {scum}

Cool ideas. Here's another I was thinking of:

Horton + BT + R2-D2

Kyle + RecSpec + Moldy Crow + BT + ST

ORS + APL + Gunner

Alternatively I could replace BT &/or R2-D2 with PTs

Horton rerolling flechettes to miss is awesome. Nice gimmick but worth it?

I paired him with Ibitsam and 2 other low point pilots and got solid returns. High PS + damage spikes + Ibitsam's rerolls too make for a fun pairing... add in some of the other new stuff coming in and it'll be a blast! And I don't even like Rebel {scum}

Horton can only reroll blanks, so the intentional rerolling wouldn't work.

Horton Salm — Y-Wing

Blaster Turret

Flechette Torpedoes

Proton Torpedoes

"Dutch" Vander — Y-Wing

Blaster Turret

Flechette Torpedoes

Proton Torpedoes

R5-K6

Biggs Darklighter — X-Wing

R2-D6

Draw Their Fire

Hull Upgrade

Could work ok ish.

Dutch Vander is awful with blaster turret. Daddy need his target locks.

Horton with 2 Protons and R2

Dutch with an Ion and R2

Biggs with your favorite defensive upgrade.

Bring it.

I don't really feel any need to protect a Y-Wing with Biggs. Instead I think they need to hit as hard as possible in the first pass. Consider:

Horton + Ion + 2 protons = 38pts

Dutch + Ion + Advanced Proton = 34pts

Garvin +R2D6 + VI = 28pts

Horton on Crack (100 Points)

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Horton Salm + Ion Cannon Turret + Flachette Torpedoes

Airen Cracken + Swarm Tactics + Ion Pulse Missiles

2x Blue Squadron Pilot

The Flachettes give Horton a 3-dice strike in the first engagement, and if he gets a focus from Cracken, it is the same thing as a TL+focus stack. He could even focus first and use Cracken to lock higher PS targets. Those two are both hitting at PS8, and if they dump their munitions into the same target, it is likely stressed an ionized. After that Horton can get his turret into range and keep it locked down. Cracken boosts one of the Blues to PS8 as well, so that is a fair number of dice going downrange early in the first exchange. If you kill the Z-95 first, I have lost my smallest gun while the B-wings keep hammering you. If you kill a Blue first, Horton is wreaking havoc, and Airen just swarms the other one. After the first exchange, Horton is not really competing for the free action, so he can peel off and set up Range 1 shots for the heavy hitters. This list has persistent control on top of a control "alpha" strike and can weather the loss of the first ship without much drop off in damage potential.

I've been playing around with these still refining so some days they're hit or miss...

http://geordanr.github.io/xwing/?f=Rebel%20Alliance&d=v3!s!8:0,-1,1,70,49:-1:6:;82:54,-1,-1:-1:-1:;84:-1,69:-1:-1:

Horton - ICT, Proton, R2D6 - Opportunist, Hull

Wes - Wingman

Hobbie - R3A2

Strip tokens with Wes, Ionize or Torp with Horton, Apply Stress with Hobbie.

Wingman is there so Horton can Keep up with the X-Wings easier and more use Opportunist more frequently.

Basic Ion + Stress Lockdown attempt

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http://geordanr.github.io/xwing/?f=Rebel%20Alliance&d=v3!s!8:0,-1,1,5:-1:-1:;0:10,-1,2:-1:-1:;83:30,-1,3:-1:-1:

Horton - ICT, Proton, R5D8
Wedge - Squad Leader, R2 astromech
Pokins - DTF, R2D2

R5D8 on Horton to increase survivability after shields drop.

Wedge with Squad Leader for extra actions or supporting R5D8.

Pokins with DTF + R2D2 because He's the cheapest EPT + Astromech and Luke is to expensive..

The Idea is that IF all 3 are alive SL isn't needed, IF Horton loses Shields, Porkins can protect him from a crit while R5D8 repairs.

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hopefully one of these works for you, either way I found these builds pretty fun to use. the lists themselves even offered confusion at ability selection that a few of my opponents had to scratch their heads on who to kill first.

Edited by IvlerIin

I've heard good things about R2-D6+Deadeye with Horton, high PS and high HP means he should be able to get both salvos off, and if they are flechettes it will still be cheap enough to throw a turret on

Horton w Prots x 2

Dutch w ICT

Airen

Proto w Concussions

What about Horton with:

-R2-D6

-Marksmanship

-BTL-A4

-Twin Laser Turret

This will let you reroll blanks and makes all of your focus results hits and one of them a crit. Thoughts?