XG-1 "Star Wing" Assault Gunboat Thread

By FTS Gecko, in X-Wing

Btw: Still a bit confused by XG-1 Assault Configuration.
Wouldn't it be better worded like "[...] You may perform one [cannon] secondary attack."
As it is now one could read it as you can attack with both cannons you have installed.

2 minutes ago, RogueLeader42 said:

Btw: Still a bit confused by XG-1 Assault Configuration.
Wouldn't it be better worded like "[...] You may perform one [cannon] secondary attack."
As it is now one could read it as you can attack with both cannons you have installed.

No, because it's not itself an attack. It's not granting you an attack and then stating how to do it; it's just saying that cheap cannons are immune to Weapons Disabled tokens, essentially.

....though the greens aren’t good on the boat, it might just work sweet a few times? If so, Vessery would like this wingman:

32 Rho Squadron Veteran (21), O-S1 Loadout (2), Adv. Slam (2), Push the Limit (3), Harpoon Missiles (4)

1 hour ago, clanofwolves said:

....though the greens aren’t good on the boat, it might just work sweet a few times?

you can't think about the greens in isolation

you have to think about where you'll end up after SLAM off of a green manuever, because that gives you a massive amount of positioning flexibility that isn't obvious from the initial dial

The more I think about the Funboat, the more I think I really want to keep it cheap and cheerful, and I really think that Long Range Scanners are going to be worth their weight in gold on this ship.

Nu Squadron Pilot - XG1 Assault Configuration, Ion Cannon, Long Range Scanners (22 points)

Nu Squadron Pilot - Harpoon Missiles, Long Range Scanners (22 points)

That's it.

I'm pretty sure these are going to be my go-to builds on release, for a lot of the reasons @Stay On The Leader describes above. The Nu is well priced as a filler ship, the Rho (with EPT) is as well, but invites more spending. Vynder and Karsabi just look too expensive for elite pilots, especially given their middling Pilot Skill.

But those Nu Squadron Pilots... first turn Target Locks means that Black One/Expert Handling aside, you should have full mods when you get into attack range, but it's the price point that makes them gold for me, because you can slot two of them neatly in alongside two Delta Squadron TIE/x7 pilots.

I have massive respect for x7's, even after the nerf. They're exceptional blockers, and even the game's top aces don't particularly enjoy facing them one-on-one in an endgame scenario. Now set two of them up alongside two tough Ion Cannon carriers, or AOE ordnance jousters, and see where that can take you. x7s racing in to get in the way and block. Ion Cannons targeting an actionless opponent, forcing a one straight. The Gunboats then moving to block as the x7's white K behind the enemy. There's real synergy there, and a lot of health on the board to back it up.

No Advanced SLAM, no shenanigans from XG-1 or OS-1? Doesn't matter - SLAM will be the escape method, used to move quickly across the board and reposition, or adjust angle of attack if necessary. You don't always need to make use of every mechanic, sometimes keeping it simple is enough.

I like your reasoning, @FTS Gecko.

But I still think Vynder with my Frankenstein Attack Upsilon and maybe an Accuracy Corrector Punisher (which is better than it sounds) or a Striker ace is my way to go.

But that's why I'm getting two: so I can try two Nus and two Deltas. Even though I will probably never get Harpoons. Oh well. AHMs it is!

Edited by Celestial Lizards

Again, what is the best mod for these ships? Chips, LRS, or ASLAM?

1 minute ago, Celestial Lizards said:

Again, what is the best mod for these ships? Chips, LRS, or ASLAM?

LRS for XG-1s

ASLAM for OS-1s

otherwise, I'd honestly fly a bomber instead. I do not believe the stat increase and SLAM (instead of barrel-roll) makes up for the point increase.

7 minutes ago, ficklegreendice said:

LRS for XG-1s

ASLAM for OS-1s

otherwise, I'd honestly fly a bomber instead. I do not believe the stat increase and SLAM (instead of barrel-roll) makes up for the point increase.

Cannon slot might.

Shift-S Space (100)

Rho Squadron Veteran (32) - Alpha-class Star Wing
Crack Shot (1), XG-1 Assault Configuration (1), Long-Range Scanners (0), Heavy Laser Cannon (7), Linked Battery (2)

Rho Squadron Veteran (32) - Alpha-class Star Wing
Crack Shot (1), XG-1 Assault Configuration (1), Long-Range Scanners (0), Heavy Laser Cannon (7), Linked Battery (2)

•Colonel Vessery (36) - TIE Defender
Intensity (2), TIE/x7 (-2), Twin Ion Engine Mk. II (1)

if I can make it, taking this to regionals... I think :D

since I’m going to be disengaging anyway, intensity down side seems pretty minor

1 hour ago, Lobokai said:

Shift-S Space (100)

Rho Squadron Veteran (32) - Alpha-class Star Wing
Crack Shot (1), XG-1 Assault Configuration (1), Long-Range Scanners (0), Heavy Laser Cannon (7), Linked Battery (2)

Rho Squadron Veteran (32) - Alpha-class Star Wing
Crack Shot (1), XG-1 Assault Configuration (1), Long-Range Scanners (0), Heavy Laser Cannon (7), Linked Battery (2)

•Colonel Vessery (36) - TIE Defender
Intensity (2), TIE/x7 (-2), Twin Ion Engine Mk. II (1)

if I can make it, taking this to regionals... I think :D

since I’m going to be disengaging anyway, intensity down side seems pretty minor

No Maarek Stele?

1 minute ago, Odanan said:

Maarek Stele

I’m hoping Kylo in a Silencer to tell the truth, knock the Rhos to Nus and have 9 points to gun up either Emo or Blackout... especially if Blackout has a nice pilot ability

but yeah, Stele would be more thematic

Request for Reinforcements Acknowledged.

Rho Squadron Veteran (21)
Crack Shot (1)
Harpoon Missiles (4)
"Mangler" Cannon (4)
Linked Battery (2)
Long-Range Scanners (0)
XG-1 Assault Configuration (1)

Rho Squadron Veteran (21)
Crack Shot (1)
Harpoon Missiles (4)
"Mangler" Cannon (4)
Linked Battery (2)
Long-Range Scanners (0)
XG-1 Assault Configuration (1)

Rho Squadron Veteran (21)
Crack Shot (1)
Harpoon Missiles (4)
"Mangler" Cannon (4)
Linked Battery (2)
Long-Range Scanners (0)
XG-1 Assault Configuration (1)

Total: 99

View in Yet Another Squad Builder

double crack Rho, crack vess sounds like a good time

not for your opponent, ofc

Crack Rhos with Vess were one of the first things that came to mind for me too, though I was looking at Flechettes over Linked, just for versatility when reengaging.

3 hours ago, NakedDex said:

Crack Rhos with Vess were one of the first things that came to mind for me too, though I was looking at Flechettes over Linked, just for versatility when reengaging.

Better than Vader/QuickDraw/Vess?

8 hours ago, FTS Gecko said:

The more I think about the Funboat, the more I think I really want to keep it cheap and cheerful, and I really think that Long Range Scanners are going to be worth their weight in gold on this ship.

Nu Squadron Pilot - XG1 Assault Configuration, Ion Cannon, Long Range Scanners (22 points)

Nu Squadron Pilot - Harpoon Missiles, Long Range Scanners (22 points)

That's it.

I'm pretty sure these are going to be my go-to builds on release, for a lot of the reasons @Stay On The Leader describes above. The Nu is well priced as a filler ship, the Rho (with EPT) is as well, but invites more spending. Vynder and Karsabi just look too expensive for elite pilots, especially given their middling Pilot Skill.

But those Nu Squadron Pilots... first turn Target Locks means that Black One/Expert Handling aside, you should have full mods when you get into attack range, but it's the price point that makes them gold for me, because you can slot two of them neatly in alongside two Delta Squadron TIE/x7 pilots.

I have massive respect for x7's, even after the nerf. They're exceptional blockers, and even the game's top aces don't particularly enjoy facing them one-on-one in an endgame scenario. Now set two of them up alongside two tough Ion Cannon carriers, or AOE ordnance jousters, and see where that can take you. x7s racing in to get in the way and block. Ion Cannons targeting an actionless opponent, forcing a one straight. The Gunboats then moving to block as the x7's white K behind the enemy. There's real synergy there, and a lot of health on the board to back it up.

No Advanced SLAM, no shenanigans from XG-1 or OS-1? Doesn't matter - SLAM will be the escape method, used to move quickly across the board and reposition, or adjust angle of attack if necessary. You don't always need to make use of every mechanic, sometimes keeping it simple is enough.

I'm pretty well on board with this. The relatively slow dial doesn't matter too much when you want to slow roll secondary weapons anyway - and the Ion Nu in particular is good right now and a cheap ioniser is something the Empire lacks.

It's gonna take a while to fit it into the empire's listbuilding game though.

10 hours ago, ficklegreendice said:

LRS for XG-1s

ASLAM for OS-1s

otherwise, I'd honestly fly a bomber instead. I do not believe the stat increase and SLAM (instead of barrel-roll) makes up for the point increase.

There's also the Reload action to consider. While the number of shots you're likely to get off isn't guaranteed, it's still an advantage that the Gunboat has over the Bomber (where you'd be paying 2 points for Extra Munitions).

10 hours ago, FTS Gecko said:

The more I think about the Funboat, the more I think I really want to keep it cheap and cheerful, and I really think that Long Range Scanners are going to be worth their weight in gold on this ship.

Nu Squadron Pilot - XG1 Assault Configuration, Ion Cannon, Long Range Scanners (22 points)

Nu Squadron Pilot - Harpoon Missiles, Long Range Scanners (22 points)

@Stay On The Leader

**** that's sexy...

2 of each of those and fill out the last 12 points with an Academy Pilot? The new BBBBZ?

10 hours ago, FTS Gecko said:

o Advanced SLAM, no shenanigans from XG-1 or OS-1? Doesn't matter - SLAM will be the escape method, used to move quickly across the board and reposition, or adjust angle of attack if necessary. You don't always need to make use of every mechanic, sometimes keeping it simple is enough.

Plus SLAM is good for extending range - pairing well with the get-out-of-dodge, reload, and relock approach required with Long Range Scanners and no Extra Munitions.

Of course, that depends. Reload action and then target lock requires you to get two turns 'clear' before coming back in to engage. I suspect that's not going to happen in practice.

1 minute ago, Magnus Grendel said:

Of course, that depends. Reload action and then target lock requires you to get two turns 'clear' before coming back in to engage. I suspect that's not going to happen in practice.

Take the risk on retaining your Target Lock? Ion Pulse, Homing, Advanced Homing, Harpoon, Cruise and Unguided don't require you to spend your lock: take the Target Lock on a priority target, use Focus to modify and you only need to re-acquire it once your original target has been destroyed. You can still use your Lock if you're anticipating a kill shot.

13 minutes ago, Magnus Grendel said:

Of course, that depends. Reload action and then target lock requires you to get two turns 'clear' before coming back in to engage. I suspect that's not going to happen in practice.

Yeah, it won't. SLAM is makes you very quick but on a 3x3 mat you'll run out road really quickly.

I suspect that the Gunboat might be the reason behind the recent rash of really good missiles that don't spend the lock.

Whether it turns out to have been a GOOD reason or not, is for the birds.