And as noted, you will almost never want to if you're not using missiles/torps.
XG-1 "Star Wing" Assault Gunboat Thread
21 minutes ago, william1134 said:Ah yes but the drawback is that you cannot get target locks at all at ranges 1-2.
Yes, but GUNBOATS have not so good Action economy so at range 1-2 you probably wouldn't make a TL Action anyway. You would either Slam out of range or focus.
LRS gives you indirect action economy.
17 minutes ago, william1134 said:Ah yes but the drawback is that you cannot get target locks at all at ranges 1-2.
In my experience, the proportion of times I wished I had had a target lock after rolling the HLC dice while having Linked Battery is like 1 out of 5 or 6 times.
Very often I get a couple of hits, a blank and an eye. The focus takes care of the eye and the linked battery takes care of the blank.
Most of the time I do have a target lock on the defender and still don't spend it because Linked Battery is good enough, then I keep it for a later, unluckier attack.
OK then, question answered!
I will strap this modification to all of mine!
You know, OS-1 really, really needs the second sentence of the Vaksai title added on there. LRS/GC/AdSLAM MISSILEBOATS? Yes, please!
But I don't really care anyway. The only true GUNBOAT is a boat that carries guns anyway. OS-1 is not a GUNBOAT. #FakeGunboats
Also, did any of you notice how Rebel-biased the flavor text is on the Rho Squadron Veteran? I fixed it on my alt-arts:

14 minutes ago, Kieransi said:You know, OS-1 really, really needs the second sentence of the Vaksai title added on there. LRS/GC/AdSLAM MISSILEBOATS? Yes, please!
But I don't really care anyway. The only true GUNBOAT is a boat that carries guns anyway. OS-1 is not a GUNBOAT. #FakeGunboats
Also, did any of you notice how Rebel-biased the flavor text is on the Rho Squadron Veteran? I fixed it on my alt-arts:
Nice!
(but you are missing a letter in "Missleboat")
50 minutes ago, Odanan said:Nice!
(but you are missing a letter in "Missleboat")
Shhh... thats my secret business model for these cards. You have to pay extra if you want it spelled right. ![]()
Thanks. Nice catch.
Edited by Kieransi13 minutes ago, Kieransi said:Shhh... thats my secret business model for these cards. You have to pay extra if you want it spelled right.
Thanks. Nice catch.
Does the missing letter come in lootboxes? ![]()
3 minutes ago, Suriel said:Does the missing letter come in lootboxes?
No, I was worried that I'd get sued and lose my liscence. Now you just have to spend about 40 hours crafting responses to my posts.
My LGS sold all their gunboats in one day. A box just came in the mail from MM.... it is filled with Gunboats I am certain. Excited am I.
I know u guys like LRS, I'm liking adv slam for defensive focus when I slam away and coming around again. Gawd I wish it worked with lightning reflexes.
Woo! Sun's out Gun's out! Just picked up my 3 Gunboats from my LGS! Need to put some squadron markings on all those gray panels now.
4 hours ago, Hos said:I know u guys like LRS, I'm liking adv slam for defensive focus when I slam away and coming around again. Gawd I wish it worked with lightning reflexes.
I am not sure.
Isn't the "after executing a maneuver" and "after performing a SLAM action" actually the same instant, since performing a SLAM action consists on performing a maneuver in your dial?
If they are the same instant, then both Lightning Reflexes and Advanced SLAM would trigger at the same time, and you could choose to resolve Advanced SLAM before Lightning Reflexes, right?
1 hour ago, Azrapse said:I am not sure.
Isn't the "after executing a maneuver" and "after performing a SLAM action" actually the same instant, since performing a SLAM action consists on performing a maneuver in your dial?
If they are the same instant, then both Lightning Reflexes and Advanced SLAM would trigger at the same time, and you could choose to resolve Advanced SLAM before Lightning Reflexes, right?
No. Because performing the maneuver is 'nested' inside the SLAM action.
QuoteTo SLAM, choose and execute a maneuver on the ship's dial. The chosen maneuver must be the same speed as the maneuver that ship executed this round. Then assign that ship a weapons disabled token.
"Execute the manoeuvre" finishes when you finish....well...executing the manoeuvre (at which point you can lighting reflexes if so inclinded). The SLAM action doesn't end until after you assign the weapons disabled token, by which time you've already turned around and stressed yourself, so no Advanced SLAM action.
5 minutes ago, Magnus Grendel said:No. Because performing the maneuver is 'nested' inside the SLAM action.
"Execute the manoeuvre" finishes when you finish....well...executing the manoeuvre (at which point you can lighting reflexes if so inclinded). The SLAM action doesn't end until after you assign the weapons disabled token, by which time you've already turned around and stressed yourself, so no Advanced SLAM action.
Thanks.
I suspected that the nesting would be the problem.
I understand as I look at my lovely, yet unflown, hangar-ed Gunboat fleet and read the flight reports of those brave pilots who have taken these birds into the evil traps of the Outer Rim before me. They usually go on about how LRS is the better way to go, better than the Imperial designed system of Advanced Slam. However, in my theory-crafting, it seems you'd really want Advanced Slam in combat as there isn't very good action economy otherwise on these amazing gun platforms, unless you have a support ship. Am I nuts? I realize I need to get in some actual hours in flying these birds before I completely lean on my typical sarcasm and indefensible pride and look dismissively at seasoned pilots in the briefing room, as they tell us rookies how to set up our systems and computer settings before taking flight to defend the Empire. I best be careful with my unfounded opinions, huh?
Edited by clanofwolves4 minutes ago, clanofwolves said:I understand as I look at my lovely, yet unflown, hangar-ed Gunboat fleet and read the flight reports of those brave pilots who have taken these birds into the evil traps of the Outer Rim before me. They usually go on about how LRS is the better way to go, better than the Imperial designed system of Advanced Slam. However, in my theory-crafting, it seems you'd really want Advanced Slam in combat as there isn't very good action economy otherwise on these amazing gun platforms, unless you have a support ship. Am I nuts? I realize I need to get in some actual hours in flying these birds before I completely lean on my typical sarcasm and indefensible pride and look dismissively at seasoned pilots in the briefing room, as they tell us rookies how to set up our systems and computer settings before taking flight to defend the Empire. I best be careful with my unfounded opinions, huh?
ASLAM for missiles. And if you're running a Jamming Beam-Tractor Beam Nu
1 hour ago, clanofwolves said:I understand as I look at my lovely, yet unflown, hangar-ed Gunboat fleet and read the flight reports of those brave pilots who have taken these birds into the evil traps of the Outer Rim before me. They usually go on about how LRS is the better way to go, better than the Imperial designed system of Advanced Slam. However, in my theory-crafting, it seems you'd really want Advanced Slam in combat as there isn't very good action economy otherwise on these amazing gun platforms, unless you have a support ship. Am I nuts? I realize I need to get in some actual hours in flying these birds before I completely lean on my typical sarcasm and indefensible pride and look dismissively at seasoned pilots in the briefing room, as they tell us rookies how to set up our systems and computer settings before taking flight to defend the Empire. I best be careful with my unfounded opinions, huh?
Hey, build what you like to fly! Most of my lists end up being very atypical and suboptimal just because I like flying things a certain way that most others don't, and I really like flying a list that's truly my own. One huge idea behind LRS is that it's free, so if you're spamming tons of boats, it's cheaper and saves you money for fancy cannons while still helping you out. Another big one is that with true GUNBOATS (XG-1 title), you often don't have an attack (or don't have a great one) whenever you do SLAM. However, the more I look at it, the more I think PTL-AdvancedSlam MISSILEBOATS (what I'm calling them with the OS-1 title) are the way to go. True GUNBOATS probably still like LRS because it's free and still really helps them, but MISSILEBOATS really, really want to be able to SLAM, Target Lock, and maybe Reload as well. And if you've got cannons on your GUNBOAT that cost two or less, Advanced Slam might really be the way to go (like CelestialLizards said).
Still waiting for my 2 gunboats in the mail. Loading them with HLC, XG-1, LRS, and Linked Battery (maybe crackshot?) seems like a good/popular combo around here. I only play casually with friends/family, so I'll probably build a squad with Vessery and 2 Nu's or Rho's since I like Tie Defenders a lot too. I don't play often enough to be a good pilot, so I'm all about that alpha-strike.
How are people loading out Gunboats with ordnance? I'm not familiar with SLAM mechanics, since I've never owned any ships with SLAM till now.
8 hours ago, clanofwolves said:I understand as I look at my lovely, yet unflown, hangar-ed Gunboat fleet and read the flight reports of those brave pilots who have taken these birds into the evil traps of the Outer Rim before me. They usually go on about how LRS is the better way to go, better than the Imperial designed system of Advanced Slam. However, in my theory-crafting, it seems you'd really want Advanced Slam in combat as there isn't very good action economy otherwise on these amazing gun platforms, unless you have a support ship. Am I nuts? I realize I need to get in some actual hours in flying these birds before I completely lean on my typical sarcasm and indefensible pride and look dismissively at seasoned pilots in the briefing room, as they tell us rookies how to set up our systems and computer settings before taking flight to defend the Empire. I best be careful with my unfounded opinions, huh?
I think if you're going to take an actual second cannon in addition to HLC (if you're going that route) then Adv. SLAM is a good option.
Like I said in my thread the other day, I hardly ever SLAMmed in the two games I played, and the few times I did I wouldn't have had a shot afterwards anyways or was out of range of enemy guns so a defensive focus would have been useless.
I think k it depends on your playstyle, and heck with LRS I only had to use the TL once due to Linked Battery but it was good to have a safety net in case I just completely whiffed.
Now, if GUNBOATS could get both Adv. SLAM and LRS that would be amazing.
Also, since the GUNBOAT is the only other ship in the game with SLAM on it's action bar, the other being the K Wing, I think some get the idea that they have to use SLAM like the K wing (well, really just Miranda at this point) does. Where you have to slam out of arc, or past someone to drop a bomb or just to go a little faster. The GUNBOAT doesn't really need to unless it's running away or getting into a better position, and since it doesn't have a turret you actually have to turn the thing around at some point.
Really they could have just given the thing a white 4 forward with a red 5 k turn and taken SLAM away, and it wouldn't have changed it's effectiveness, I think. But I've also only played one build 2 times, so further playtesting may shut my mouth.
On 12/12/2017 at 1:37 PM, clanofwolves said:My LGS sold all their gunboats in one day. A box just came in the mail from MM.... it is filled with Gunboats I am certain. Excited am I.
I got mine special ordered, they were the last 4 gunboats in the shop, until I picked them up. The Empire is strong in Gunboat.
@Kieransi PTL is great fun on the gunboat, despite limited greens. I've had success with:
Rho Squadron Veteran (PTL, advanced SLAM, harpoon missiles, OS-1 Arsenal Loadout) - 32pts. I paired him with carnor and echo in early gunboat testing and handily defeated some scurrgs. He generally fired a harpoon, slow rolled in for a range one shot, then bugged out to reload and repeat. SLAM into a missile shot is great fun. This guy has some serious competition though from the linked battery HLC crackshot rho (same cost) or even a linked battery HLC Nu for only 28pts. In the missile department, the 22pt Nu with only a harpoon and LRS is also worth a look for threatening high damage on a budget.
Major Vynder (PTL, advanced slam, harpoon missiles, advanced proton torpedoes, OS-1 Arsenal Loadout) - 43 points. I paired him with RAC (VI, engine, kylo, dauntless, inspiring recruit) and it's a real fun list with serious speed. Vynder at PS7 was handy for bumping aces (as was the rho above) and pumping out damage. He's way too fat but he's lots of fun to fly, and is reasonably tough as long as you keep on slamming. Expertise is also another option for him
First time playing with the gunboat tonight... ran this list:
Rho Squadron Veteran (21)
Crack Shot (1)
Heavy Laser Cannon (7)
Linked Battery (2)
Long-Range Scanners (0)
XG-1 Assault Configuration (1)
Rho Squadron Veteran (21)
Crack Shot (1)
Heavy Laser Cannon (7)
Linked Battery (2)
Long-Range Scanners (0)
XG-1 Assault Configuration (1)
"Quickdraw" (29)
Veteran Instincts (1)
Fire-Control System (2)
Pattern Analyzer (2)
Lightweight Frame (2)
Special Ops Training (0)
Total: 100
View in Yet Another Squad Builder
Won 100-32, 100-0, 100-0
I was really surprised at how easy it was to re-engage with them after the initial combat. They missed very few turns of shooting.
2 hours ago, hawk32 said:First time playing with the gunboat tonight... ran this list:
Rho Squadron Veteran (21)
Crack Shot (1)
Heavy Laser Cannon (7)
Linked Battery (2)
Long-Range Scanners (0)
XG-1 Assault Configuration (1)Rho Squadron Veteran (21)
Crack Shot (1)
Heavy Laser Cannon (7)
Linked Battery (2)
Long-Range Scanners (0)
XG-1 Assault Configuration (1)"Quickdraw" (29)
Veteran Instincts (1)
Fire-Control System (2)
Pattern Analyzer (2)
Lightweight Frame (2)
Special Ops Training (0)Total: 100
View in Yet Another Squad Builder
Won 100-32, 100-0, 100-0
I was really surprised at how easy it was to re-engage with them after the initial combat. They missed very few turns of shooting.
They're also a lot more durable than one would think.
I remember some people complaining that they wouldn't be any good because they would die too fast, but 2 evade behind 7 health is fairly durable, especially when it's sporting 4 red dice at range 2-3.