How would you approach/fly against this?

By Blail Blerg, in X-Wing

Let's say you see this across the table.

Colonel Jendon (26)
Intelligence Agent (1)
ST-321 (3)
Gamma Squadron Pilot (18)
Cluster Missiles (4)
Seismic Charges (2)
Gamma Squadron Pilot (18)
Concussion Missiles (4)
Seismic Charges (2)
Scimitar Squadron Pilot (16)
Concussion Missiles (4)
Seismic Charges (2)
Total: 100

Using your standard go-to build, how would you approach maneuvering and playing against this?

Also, in turn, what could I do to give you the hardest time?

take out the gammas first. 6 hull can take some doing so hit one hard and fast with everything u have. watch those seismics as they can getu ur low PS pilots if ur not anticipating them dropping them. without engine upgrade Jendon is somewhat of a sitting duck if u get in behind him - watch for the stall move tho.

1) Give you initiative. I play a PS 4 list, so if you have initiative you have to drop your bombs before you see where my ships are going, and you have to attempt to get your target locks before I move closer to you. Your best counter would be to consider dropping the intelligence agent to get to 99 points and get choice of initiative more reliably.

2) Split up and try to converge on you as I enter shooting range, to minimize the bombs. I want everyone in range to focus on a single target, but coming from different angles so that you can't just drop all the bombs and hit my whole squadron. The biggest thing you can do to complicate this is to be patient with your bombs. The longer you keep that threat on the table the harder it is to keep avoiding potential bomb traps. Just don't lose ships with bombs still loaded.

3) Get a range 3 engagement to open the game. Your missiles are range 1-2 only, and your bombs are obviously not useful yet. I've got a four-ship B/X-wing list, so I have a big advantage in attack dice in that situation and can hopefully kill or cripple a bomber before you get into effective range and significantly reduce your alpha strike. The counter to that is difficult, you need to end the final pre-shooting turn just outside range 3 with all of your ships, and then sprint in to range 1-2 as fast as possible. Obviously this means being good at guessing range and making sure you approach head-on and don't have to turn to face me instead of taking long straights.

4) Get behind the shuttle. With no engine upgrade or advanced sensors the shuttle is effectively dead the moment your bombers die and even a single surviving ship gets behind it. Unfortunately for you, there is no counter. Unless your opponent screws up and lets you get a shot you are never escaping this situation, and might as well concede defeat and save everyone the trouble of playing it out to make it official.