XG-1 "Star Wing" Assault Gunboat Thread

By FTS Gecko, in X-Wing

17 hours ago, thespaceinvader said:

It's bad.

TIE/D is bad.

It's sad.

Was really disappointed that Linked Battery turned out to be nothing that would benefit a TIE/D in any way.

Curious though, does anyone think it would be worth taking on a standard Defender over TIE/x7?

Edited by DarthEnderX
4 hours ago, DarthEnderX said:

Was really disappointed that Linked Battery turned out to be nothing that would benefit a TIE/D in any way.

Curious though, does anyone think it would be worth taking on a standard Defender over TIE/x7?

No. Not even slightly.

5 hours ago, DarthEnderX said:



Curious though, does anyone think it would be worth taking on a standard Defender over TIE/x7?

I'd still prefer TIE/D over standard when I'm not taking TIE/x7.

6 hours ago, DarthEnderX said:

Was really disappointed that Linked Battery turned out to be nothing that would benefit a TIE/D in any way.

Curious though, does anyone think it would be worth taking on a standard Defender over TIE/x7?

No. x7 ups the survivability so much, and for the same points as a Linked Battery standard Defender you could get a TIE/D with Flechette Cannon for a second shot and stress-dealing mechanic. Personally I'd take a second shot over a single reroll every day of the week. ****, for one point less you can get a second shot with a Tractor Beam or Jamming Beam, which can be even more useful than a single reroll.

10 minutes ago, FTS Gecko said:

No. x7 ups the survivability so much, and for the same points as a Linked Battery standard Defender you could get a TIE/D with Flechette Cannon for a second shot and stress-dealing mechanic. Personally I'd take a second shot over a single reroll every day of the week. ****, for one point less you can get a second shot with a Tractor Beam or Jamming Beam, which can be even more useful than a single reroll.

Tie Defender, TIE/D, Tractor Beam
Tie Defender, TIE/D, Jamming Beam
Tie Defender, TIE/D, Flechette Canon

or

GUNBOAT, TB
GUNBOAT, JB
GUNBOAT, Flechette
GUNBOAT, Ion Cannon

Best trolling lists ever!

Edited by RogueLeader42
3 minutes ago, RogueLeader42 said:

Tie Defender, TIE/D, Tractor Beam
Tie Defender, TIE/D, Jamming Beam
Tie Defender, TIE/D, Flechette Canon

Best trolling list ever!

Heck yeah this is goign to be hilarious. Personally I'd go jam/flechette/ion though.

I tried it once with tractor/ion/ion, and it was funny but terrible.

2 minutes ago, thespaceinvader said:

Heck yeah this is goign to be hilarious. Personally I'd go jam/flechette/ion though.

I tried it once with tractor/ion/ion, and it was funny but terrible.

Or use the GUNBOAT to bring TB, JB, Ion and Flechette to bear :D

Can you get all four in one list? That does have the potential to be hilariously mean, albeit I suspect it has the same issue as using sub-Mangler cannons on Scyks - it just can't do damage fast enough.

35 minutes ago, RogueLeader42 said:

GUNBOAT, TB
GUNBOAT, JB
GUNBOAT, Flechette
GUNBOAT, Ion Cannon

What's with all these Gunboats with only one Cannon?

27 minutes ago, DarthEnderX said:

What's with all these Gunboats with only one Cannon?

Hey, now! Just because some Gunboats have many cannons and some have only one doesn't change the fact that every Gunboat is unique and special in its own way, and we should be sensitive to that fact!

9 hours ago, DarthEnderX said:

Curious though, does anyone think it would be worth taking on a standard Defender over TIE/x7?

Yes. It could be nice. A free reroll cheaper than Predator for those generics. And you can save your focus for defense. Again, less damage output/board control but better dice management.

I still think TIE/D and Jamming Beam is better.

I am finding it really hard to line up HLC shots with XG-1+PTL+LRS+LB. Since the gunboat cannot do koiograns or sloops, you need to rely on double SLAM turns, and then you cannot fire the HLC or the primaries.
My tests with OS-1+PTL+AdvSLAM+EM and homing missiles have been far more successful so far, with EM allowing for extra shots without having to reload the first two attacks.

29 minutes ago, Azrapse said:

I am finding it really hard to line up HLC shots with XG-1+PTL+LRS+LB. Since the gunboat cannot do koiograns or sloops, you need to rely on double SLAM turns, and then you cannot fire the HLC or the primaries.
My tests with OS-1+PTL+AdvSLAM+EM and homing missiles have been far more successful so far, with EM allowing for extra shots without having to reload the first two attacks.

Yeah, it's not a knife fighter by any strtch of the imagination - you need to hit and run if you're using non-XG cannons, and I mean really hit and run. Take your shot on the approach, then double 3-SLAM away (bank & straight), then SLAM again the following turn (double 2 or 3 turn). If you don't create as much distance as possible as quickly as possible, you're going to really struggle to get ships back in arc.

This likely means that you'll be shooting one turn in three, though. You can mitigate this by staggering approaches - approaching at different speeds and angles, with one Gunboat shooting while another SLAMS etc, or probably more effectively by mixing your Gunboats up in your list with other threats that can knife fight or turn quickly.

why would you PTL a linked battery HLC boat?

you got all your mods between LRS and linked with a normal focus action. So crackshot that sucker!

if the opponent is booking towards you, you gotta SLAM away from the opponent rather than making a U-turn where you'll be the only one getting shot. It's not a straight jouster (no k), unless it's Karsabi

Edited by ficklegreendice

All of my GUNBOAT build end up in the forties usually. Still getting two but have to be more mindful if I want two GUNBOATS with UGR and a Silencer.

rate my list:

Scimitar (TIE BOMBER) with Shuttle and Kylo (19P)

3 NUs (18) with
XG-1 (1), Mangler (4), Flechette (2) and Adv. SLAM (2)
3x 27 = 81

--> 100P

Stress them! Mangle them! Show them the dark side!

52 minutes ago, ficklegreendice said:

why would you PTL a linked battery HLC boat?

you got all your mods between LRS and linked with a normal focus action. So crackshot that sucker!

if the opponent is booking towards you, you gotta SLAM away from the opponent rather than making a U-turn where you'll be the only one getting shot. It's not a straight jouster (no k), unless it's Karsabi

I must be really unlucky, but linked batteries has really rarely made a difference for me with a 4 dice attack. I usually roll more than one blank.

I think I would almost prefer to change them with flechette or beams, so that I can attack at all after slamming, then use PTL for focus+TL. But then you become so previsible with the small assortment of greens to get rid of the stress.

I didn't have Crackshot or Expertise available for my tests.

Long range scanners make you commit to target a far ship, and then you need to start maneuvering around rocks and other ships with 2 and 3 speed slam maneuvers to put that ship in sight. I guess I just need to get better at it.

In any case I found the missile boat build much easier to play directly. With PTL you can target and focus /reload in the same round after slam, so you can always end firing at whoever ends in front of you with a bit of guessing if you are out-PS'd.

I think this ship is going to work best individually in a list that has aces to attract the attention of the opponent, rather than with multiple gunboats. Because with multiples, if you get a good match, you are going to totally pulverize your opponent, but if you get arcdodgers as opponents, they are going to chase you easily. Range 3 is long, and the Starwing cannot save itself just by slamming 3 all the time.

With LRS, you don't need to commit to target a ship if you're running linked. LRS gives you the option for an absolutely unethical alpha strike if the target wanders anywhere near your HLCs, but unlike ordnance they just don't care about having tokens in order to fire their weapons.

if running a SLAM cannon I can see PTL working, especially given how neat the dial + SLAM is when it comes to resolving stress.

25 minutes ago, Azrapse said:

I think this ship is going to work best individually in a list that has aces to attract the attention of the opponent, rather than with multiple gunboats. Because with multiples, if you get a good match, you are going to totally pulverize your opponent, but if you get arcdodgers as opponents, they are going to chase you easily. Range 3 is long, and the Starwing cannot save itself just by slamming 3 all the time.

But who flies arc dodgers? Ever? Just SLAM turn.

15 minutes ago, Celestial Lizards said:

But who flies arc dodgers? Ever? Just SLAM turn.

I am quite bad at predicting the meta, but I think the Starwing could be a predator to the Scurrg and the K-wing. If those get predators that keep them in line, the preys of the bombers (the arcdodgers) will come back to the ecosystem, and prey on the Starwings. The gunboats/missile boats are just jousters with a rocket in their butts, after all.

27 minutes ago, Celestial Lizards said:

But who flies arc dodgers? Ever? Just SLAM turn.

That's the problem with the terminology

See "arcdodgers" doesn't mean "low health, high as aces", it means "anything that can dodge arcs". This includes Miranda, nym and ESPECIALLY dash

Unless you were bring sarcastic, in which case shame on me :(

4 minutes ago, ficklegreendice said:

Unless you were bring sarcastic, in which case shame on me :(

Well...

Subtlety.

Edited by Celestial Lizards

I think I've figured out the squadron I'll be practicing most after these get released:

https://geordanr.github.io/xwing/?f=Galactic Empire&d=v4!s!268:150,-1,-1:56:-1:U.247,U.23;269:18,-1,243:61:16:U.-1,U.-1;269:18,-1,243:61:16:U.-1,U.-1&sn=Gunboat Squadron&obs=

I've tested several rolls with Karsabi, and between Linked Batteries and Wired, his offense is pretty great. Being able to SLAM and fire a Heavy Laser Cannon with abundant re-rolls is pretty awesome. The two Rho Squadron Veterans, on the other hand, will be throwing out Harpoon Missiles for their 4-dice offense. Sadly, these missiles will not always be modified, particularly when you need to reload and switch targets, but they'll still pack a punch.

20 minutes ago, Underachiever599 said:

I think I've figured out the squadron I'll be practicing most after these get released:

https://geordanr.github.io/xwing/?f=Galactic Empire&d=v4!s!268:150,-1,-1:56:-1:U.247,U.23;269:18,-1,243:61:16:U.-1,U.-1;269:18,-1,243:61:16:U.-1,U.-1&sn=Gunboat Squadron&obs=

I've tested several rolls with Karsabi, and between Linked Batteries and Wired, his offense is pretty great. Being able to SLAM and fire a Heavy Laser Cannon with abundant re-rolls is pretty awesome. The two Rho Squadron Veterans, on the other hand, will be throwing out Harpoon Missiles for their 4-dice offense. Sadly, these missiles will not always be modified, particularly when you need to reload and switch targets, but they'll still pack a punch.

I'm only getting two GUNBOATS and no copies of Harpoons, but I really like it.

Something like this:

Nu Squadron Pilot — Alpha-class Star Wing 18
Ion Cannon 3
Jamming Beam 1
Vectored Thrusters 2
XG-1 Assault Configuration 1
Ship Total: 25
Nu Squadron Pilot — Alpha-class Star Wing 18
Tractor Beam 1
Flechette Cannon 2
Vectored Thrusters 2
XG-1 Assault Configuration 1
Ship Total: 24
Nu Squadron Pilot — Alpha-class Star Wing 18
Flechette Cannon 2
Tractor Beam 1
Vectored Thrusters 2
XG-1 Assault Configuration 1
Ship Total: 24
Nu Squadron Pilot — Alpha-class Star Wing 18
Jamming Beam 1
Ion Cannon 3
Vectored Thrusters 2
XG-1 Assault Configuration 1
Ship Total: 25


Or swapping one of each cannon against Linked Batteries.