XG-1 "Star Wing" Assault Gunboat Thread

By FTS Gecko, in X-Wing

2 hours ago, thespaceinvader said:

Flechette would be fantastic if it could stack stress, but without the ability to do so it's just a little limp, because you can't benefit anywhere near as much from mass fire.

So disappointing that Ion Cannons aren't usable with XG1.

I think the best I've seen someone get out of Flechette is with Rainbow TIE/D's (1 each of Tractor/Ion/Flechette). When you're looking at control lists, combining the two is pretty great.

When it comes to the cannons on their own merits, though, Ion is a lot more reliable. Stress effects each ship (and occassionally pilot) differently - some can be near crippled by it, some can basically ignore it, some can even benefit from it. Corner cases aside, a ship that gets ioned is doing a speed one straight next turn no matter what.

Stress control is typically only meaningful if a: stacked with other stress, b: applied very early in the combat phase, c: stacked with ions (because ionised ships don't usually clear stress), or d: some combination of the above.

That's why I don't like Flechette in isolation, because it typically doesn't do any of those.

Flechette/Tractor/Ion is a nice loadout though. But it's still 3 /Ds.

Here's a random question from the Tie Fighter video game, does the Gunboat have any special paint jobs in it? I have the paint scheme from XWing Alliance.

Edited by Cap116
Posted earlier than expected
23 minutes ago, Cap116 said:

Here's a random question from the Tie Fighter video game, does the Gunboat have any special paint jobs in it? I have the paint scheme from XWing Alliance.

I remember them having different paint schemes to represent the different squadrons, typically red or blue, with the occasional green or yellow. That might just be my mind playing tricks on me. Guess I need to fire up the game and find out.

35 minutes ago, Cap116 said:

Here's a random question from the Tie Fighter video game, does the Gunboat have any special paint jobs in it? I have the paint scheme from XWing Alliance.

They had a red strip on the engines. Can't remember on X-wing, but I guess it would be the same.

tBxf9Gx.png

The paintjob we all know and love first appeared on X-wing vs TIE Fighter.

Thanks, and in other good news, the Gunboats are on page 1 again...

Taking Gunboats into the fray in the Hyperspace Qualifier today. First competitive matches with them, should be interesting!

4 hours ago, FTS Gecko said:

Taking Gunboats into the fray in the Hyperspace Qualifier today. First competitive matches with them, should be interesting!

Make us proud!!

So, does anyone have tips for keeping these things pointed at enemies after the first pass? This is always where my lists go south using them - it's really hard for me to work in the reload and second pass without using all the upgrades.

9 minutes ago, Polaritie said:

So, does anyone have tips for keeping these things pointed at enemies after the first pass? This is always where my lists go south using them - it's really hard for me to work in the reload and second pass without using all the upgrades.

Slam far away then come back in like a fresh pass, can be a problem in tourneys cause it's a few rounds between shots.

Edited by Dabirdisdaword

I only played the first three rounds of the Hyperspace Qualifier due to time - won 2, lost 1. Gunboats are a lot of fun to fly, ordnance builds don't seem to be quite as clunky as I first feared.

Final record for the weekend won 5, lost 4 across all events, with three different lists played. My main event list performed the worst! ?

4 hours ago, FTS Gecko said:

I only played the first three rounds of the Hyperspace Qualifier due to time - won 2, lost 1. Gunboats are a lot of fun to fly, ordnance builds don't seem to be quite as clunky as I first feared.

Final record for the weekend won 5, lost 4 across all events, with three different lists played. My main event list performed the worst! ?

My main list won me zero games, Boba won me three and Dash won me one. Can’t blame my main list though, it was Kylo/QD/Academy and someone else did well with something similar....

It all goes to show though, I should’ve flown Gunboats instead!

7 hours ago, Polaritie said:

So, does anyone have tips for keeping these things pointed at enemies after the first pass? This is always where my lists go south using them - it's really hard for me to work in the reload and second pass without using all the upgrades.

Lightning Reflexes :)

Or spend at least two rounds to turn around. Don't try to be able to shoot again as soon as possible or you will face a range 1 engagement.

Just run away after the first pass with some combination of 3 bank/straight, and only then think on turning. Sometimes you will want another round flying away, although in that case you will want to end with the ship one 90º turn away at most of facing the new attack route.

Also, if you are using more than one Gunboat, attacking from different angles and running away to different directions is usually quite helpful on getting nice shots.

Edited by Kharnete

@Kharnete and @Green Doo both have it right. SLAM is one of the Gunboat's biggest weapons - using it they can be both incredible blockers and hit-and-run specialists, but you need to think a round or two ahead and plan to get out of dodge and reposition for your next attack run.

Lighning Reflexes is probably best with XG-1 cannon users, giving you another option to stay on target. OS-1 missile users probably prefer Push the Limit or Advanced SLAM for repositioning and reloading.

On 3/22/2018 at 5:08 AM, clanofwolves said:

Sure, Rebels need sooooo much help right now. (dripping sarcasm)

While Rebels don't need a boost, in a Game called X-Wing, where the X-Wing is one of the least optimal choices? I think that bears a revisit.

Though, I like to fly Imperials, and I would love to see a Punisher fix, but I'm not holding my breath.

More on the original topic, I am probably going to try running a list including Vader, a Defender, and a Alpha-Class Starwing Gunboat. Any suggestions?

GUNBOAT is no slip of a girl, she is a beautiful strong woman and flies very differently than those fancy flirty arc dodgers. She hits hard, flies fast and thinks 5 steps ahead. Or at least should. Otherwise you might as well fly one of those regen turret things.

10 minutes ago, Yakostovian said:

While Rebels don't need a boost, in a Game called X-Wing, where the X-Wing is one of the least optimal choices? I think that bears a revisit.

More on the original topic, I am probably going to try running a list including Vader, a Defender, and a Alpha-Class Starwing Gunboat. Any suggestions?

I too have a love for X-Wings, but it's turret trash that is destroying the game. Arced ships all need to come back and turrets need to be dumpstered somehow...ugg.

As far as a Vader, Defender, Gunboat list, that sounds solid on paper. If you run LRS on the Gunboat, then Vessery seems a go-to for the Defender; if you're running chips on the Boat, then Ryad, of course. Vader's build could go VI or Pred, I prefer the latter, but Engine Vader and MKII the Defender if you're planning on tourneys. Juke seems to be a good run for the Defenders too, as long as you can run block-free. Tell us what you come up with.

Cheers!

12 minutes ago, Yakostovian said:

While Rebels don't need a boost, in a Game called X-Wing, where the X-Wing is one of the least optimal choices? I think that bears a revisit.

I've found my love of the humble T65 totally rekindled since the arrival of the Flight Assist Astromech. A free Boost or Barrel Roll action (alongside essentially a free Shield Upgrade via Integrated Astromech) gives these birds a whole new lease of life. Their ability is useful across the PS scale as well, from Rookies to Wedge. Took them to Hangar Bay over the weekend, with sexy results.

3 minutes ago, FTS Gecko said:

I've found my love of the humble T65 totally rekindled since the arrival of the Flight Assist Astromech. A free Boost or Barrel Roll action (alongside essentially a free Shield Upgrade via Integrated Astromech) gives these birds a whole new lease of life. Their ability is useful across the PS scale as well, from Rookies to Wedge. Took them to Hangar Bay over the weekend, with sexy results.

That does seem to be a good start, but we shall have to see how the Saw's renegades pack expands our good ol' T-65 options. Even with FAA and IA, I'm still convinced it is a sub-optimal choice. Those two do help significantly, but I'm not prepared to call it a "fix."

8 minutes ago, clanofwolves said:

I too have a love for X-Wings, but it's turret trash that is destroying the game. Arced ships all need to come back and turrets need to be dumpstered somehow...ugg.

As far as a Vader, Defender, Gunboat list, that sounds solid on paper. If you run LRS on the Gunboat, then Vessery seems a go-to for the Defender; if you're running chips on the Boat, then Ryad, of course. Vader's build could go VI or Pred, I prefer the latter, but Engine Vader and MKII the Defender if you're planning on tourneys. Juke seems to be a good run for the Defenders too, as long as you can run block-free. Tell us what you come up with.

Cheers!

I'm not a fan of turrets, but TLT and autoblaster have been my bane. I've played in 5 or 6 tournaments total, each with no more than 16 players, and I've been dead last in each and every one of them. With one exception, I've flown scum every time, and the lone exception I was running a borrowed list, because I somehow left my gear at home in front of my car.

13 minutes ago, clanofwolves said:

I too have a love for X-Wings, but it's turret trash that is destroying the game. Arced ships all need to come back and turrets need to be dumpstered somehow...ugg.

As far as a Vader, Defender, Gunboat list, that sounds solid on paper. If you run LRS on the Gunboat, then Vessery seems a go-to for the Defender; if you're running chips on the Boat, then Ryad, of course. Vader's build could go VI or Pred, I prefer the latter, but Engine Vader and MKII the Defender if you're planning on tourneys. Juke seems to be a good run for the Defenders too, as long as you can run block-free. Tell us what you come up with.

Cheers!

Vessery goes very well with Vader, too, because of ATC.

26 minutes ago, Yakostovian said:

That does seem to be a good start, but we shall have to see how the Saw's renegades pack expands our good ol' T-65 options. Even with FAA and IA, I'm still convinced it is a sub-optimal choice. Those two do help significantly, but I'm not prepared to call it a "fix."

Sub-optimal? Depends what you're comparing it to, I guess. If you're looking at like-for-like ships in similar price brackets, a 22 point Rookie Pilot with FAA/Integrated is definitely now better than a 22 point B-Wing Blue Squadron Pilot, and it's probably also better than the more expensive 24 point T-70 Blue Squadron Novice.

Pardon the heresy, but it probably compares quite favourably with a 22 point Harpoon/LRS Nu Squadron Pilot as well. Ordnance and SLAM is great, but the added mobility from a free barrel roll/boost action can go a really long way, makes Rookies excellent blockers and really helps keep eyes on target. What 34 point Rebel ace could fill in for Quickdraw in a 3 x FAA/Integrated Rookie build? I've been using Deadeye Nera for fun, but she's not on the Imperial Ace level.

At the top end of the scale, Wedge is starting to see use again and people are theorying about Wes builds too. With Saw's Partisans on the horizon, we may see the final pieces to the puzzle before long.

Edited by FTS Gecko
1 minute ago, FTS Gecko said:

Sub-optimal? Depends what you're comparing it to, I guess. If you're looking at like-for-like in similar price brackets, a 22 point Rookie Pilot with FAA/Integrated is definitely now better than a 22 point B-Wing Blue Squadron Pilot, and probably also better than the more expensive 24 point T-70 Blue Squadron Novice.

Pardon the heresy, but it probably compares quite favourably with a 22 point Harpoon/LRS Nu Squadron Pilot as well. What 34 point Rebel ace could fill in for Quickdraw in a 3 x FAA/Integrated Rookie build? I've been using Deadeye Nera for fun, but she's not on the Imperial Ace level.

At the top end of the scale, Wedge is starting to see use again and people are theorying about Wes builds too. With Saw's Partisans on the horizon, we may see the final pieces to the puzzle before long.

Perhaps my comparison is the problem here. I benchmark what I see as optimal based on the ships I frequently fly against, which thus far, is mostly a Ghost/Sheathipede/Attack Shuttle, JM5K, Scurggs, Auzitucks, and Rey/Poe.

33 minutes ago, Yakostovian said:

That does seem to be a good start, but we shall have to see how the Saw's renegades pack expands our good ol' T-65 options. Even with FAA and IA, I'm still convinced it is a sub-optimal choice. Those two do help significantly, but I'm not prepared to call it a "fix."

I'm not a fan of turrets, but TLT and autoblaster have been my bane. I've played in 5 or 6 tournaments total, each with no more than 16 players, and I've been dead last in each and every one of them. With one exception, I've flown scum every time, and the lone exception I was running a borrowed list, because I somehow left my gear at home in front of my car.

The only turrets I give a pass to are the wave 1-3 ships, even though Fat Han is still a sore memory for many. But how can you be mad at Y-wings and HWKs? TLTs are actually balanced on these things.

Oh and Aggressors, the Imperial successor to the old BTL-B.

And Decimators. Gotta love Decis.

So, basically it’s Easy Mode Dash, Miranda, Nym, toilet seats and any other turret-plus that I’m forgetting.

Oh yeah, ghost. Spooky.

GUNBOAT can still beat them all.

Edited by GrimmyV

I jumped in well after Fat Han, TLT HWKs and TLT Y-Wings. I had been hemming and hawing about whether or not to jump into this money-sink right between waves 9 & 10, and didn't start playing semi-competetively* until summer of 2017.

*Semi-competetively meaning placing last in each of 5-6 tournaments.