XG-1 "Star Wing" Assault Gunboat Thread

By FTS Gecko, in X-Wing

1 hour ago, Yakostovian said:

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.

I jumped in at Wave 3, afer a beer-fuelled demo game over the holiday season. I've admittedly spent a crazy amount of money on the game since, but I still wouldn't call it a money sink. At least, not compared to some of the alternatives.

13 minutes ago, FTS Gecko said:

I jumped in at Wave 3, afer a beer-fuelled demo game over the holiday season. I've admittedly spent a crazy amount of money on the game since, but I still wouldn't call it a money sink. At least, not compared to some of the alternatives.

Yeah. We could be playing MtG. Or the Star Wars CCG. Or for those of us that are truly crazy enough to value objectives like in the Star Trek CCG. Version 1.:unsure:

39 minutes ago, Yakostovian said:

Yeah. We could be playing MtG. Or the Star Wars CCG. Or for those of us that are truly crazy enough to value objectives like in the Star Trek CCG. Version 1.:unsure:

I used to play WH40K and WFB. Being able to carry 5 tournament lists in a single shoebox-sized bag is much more manageable.

1 hour ago, Yakostovian said:

Star Wars CCG

Rest In Peace Decipher. You did a wonderful job.

until operatives.

and Episode one.

4 minutes ago, GrimmyV said:

Rest In Peace Decipher. You did a wonderful job.

until operatives.

and Episode one.

and the 2 extra non-compatable Star Wars collectable card games.

and embezzling by the Finance VP.

FTFY.
I personally didn't mind operatives, but card-type bloat became a real big problem near the end of its life. And then WotC got the license, and made an abysmal failure of a card game to coincide with the release of AotC.

4 minutes ago, Yakostovian said:

FTFY.
I personally didn't mind operatives, but card-type bloat became a real big problem near the end of its life. And then WotC got the license, and made an abysmal failure of a card game to coincide with the release of AotC.

Well, WotC failing goes along with AotC failing too. It’s like it rhymes, like peotry.

also shame on Decipher for never releasing GUNBOAT.

I had an idea for a TIE fighter themed squad, perhaps some of you have thought of a similar squad before:

2x TIE Defender

  • Δ Squadron pilot
  • TIE/x7

2x Gunboat

  • Ν squadron pilot
  • Harpoon missiles (could use other stuff)
  • Long range scanners

I would give this a go as soon as I get another Delta squadron pilot card, and have time to play - I've been a bit short on that this year. It should be a decently durable list.

21 minutes ago, Infinite_Maelstrom said:

I had an idea for a TIE fighter themed squad, perhaps some of you have thought of a similar squad before:

2x TIE Defender

  • Δ Squadron pilot
  • TIE/x7

2x Gunboat

  • Ν squadron pilot
  • Harpoon missiles (could use other stuff)
  • Long range scanners

I would give this a go as soon as I get another Delta squadron pilot card, and have time to play - I've been a bit short on that this year. It should be a decently durable list.

Yeah. that's a really solid looking squad, haven't had the chance to give it a try yet though. x7 Deltas are great blockers and solid all-round ships, the issue the Nus may have is managing to reload, reposition and reacquire target locks for a second salvo.

4 hours ago, Infinite_Maelstrom said:

I had an idea for a TIE fighter themed squad, perhaps some of you have thought of a similar squad before:

2x TIE Defender

  • Δ Squadron pilot
  • TIE/x7

2x Gunboat

  • Ν squadron pilot
  • Harpoon missiles (could use other stuff)
  • Long range scanners

I would give this a go as soon as I get another Delta squadron pilot card, and have time to play - I've been a bit short on that this year. It should be a decently durable list.

I actually flew almost that exact list a few weeks back it did very well, the poonboats got their shots in and slamed off to reload but the enemy couldn't chase because the defenders were running circles around them.

I played anther game with my Vessery TIE/D and Nu Gunboats build last night. I played like crap, but was able to win in the end. Came down to a single Nu vs Psycho Tycho (the other boat and Vessery having died, and taking my Opponent's Han with them). Caught Tycho with one health at range 2 with a full power, fully modded HLC. Behold the power of GUNBOATS! (and Defenders)

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14 hours ago, FTS Gecko said:

Yeah. that's a really solid looking squad, haven't had the chance to give it a try yet though. x7 Deltas are great blockers and solid all-round ships, the issue the Nus may have is managing to reload, reposition and reacquire target locks for a second salvo.

Do you think the list might be better if I switched the poons for cannons? perhaps ion cannons each?

There would obviously be a decrease in damage, but there would be no need to reload before each shot, plus an added spot of control. I think it would be best to have the 'boats symmetrical, but would you advocate having an ayssymetric gunboat loadout? What would be the advantages/disadvantages?

6 hours ago, Infinite_Maelstrom said:

Do you think the list might be better if I switched the poons for cannons? perhaps ion cannons each?

There would obviously be a decrease in damage, but there would be no need to reload before each shot, plus an added spot of control. I think it would be best to have the 'boats symmetrical, but would you advocate having an ayssymetric gunboat loadout? What would be the advantages/disadvantages?

There's definitely advantages to both. Harpoons have great damage output, and looking at the success of 3NuQD they can definitely work, you just need to be aware that it will take a couple of rounds to do the reload/reposition/target lock combo, so you may want to stagger your engagement to help keep them involved (or switch their role to blocker once they've fired their missiles).

Ion Gunboats offer an element of control which can really help, especially against low agility targets who'll fun it difficult to avoid the effect. They can also keep eyes on target more often as well with slow moves. Is the trade off of control for burst damage worthwhile? The more we play, the more we'll find out I guess!

20 hours ago, Alpha17 said:

I played anther game with my Vessery TIE/D and Nu Gunboats build last night. I played like crap, but was able to win in the end. Came down to a single Nu vs Psycho Tycho (the other boat and Vessery having died, and taking my Opponent's Han with them). Caught Tycho with one health at range 2 with a full power, fully modded HLC. Behold the power of GUNBOATS! (and Defenders)

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Played a pair of pick-up games today. First was with my standard Dual Defender list, but I decided to give Vessery's Gunboats a shot at game two. My opponent brought a Palps Aces list of Rexler x7and the Inquisitor, along with the normal Palpmobile. It wasn't even remotely close. He tried to arc dodge/get inside the gunboats' HLC range one with the Inquisitor, but left Rexler out in the open for my entire list to take down. One turn of fire (and a ton of really good rolls) and he went down. Push on, and focused fire on the shuttle, and burnt it down after two turns of fire, and ioned the Inquisitor the next turn. At this point, my opponent conceded because we both knew how things were going to end. Can't say I blame him. The die were against him the whole game, and his opening set up was expecting harpoons rather than the HLC I actually had (he didn't realize that until round two) I'm really liking this list. It's got a nice bite at range, and isn't shabby at close range work. When flown correctly, it's extremely powerful. I'm really loving the GUNBOATS as just that, gunboats, not missile boats. Seems like people just don't expect that.

And, for purely thematic, nostalgic TIE Fighter PC game reasons, I love teaming Defenders and Gunboats up.

Edited by Alpha17
2 minutes ago, Alpha17 said:

Played a pair of pick-up games today. First was with my standard Dual Defender list, but I decided to give Vessery's Gunboats a shot at game two. My opponent brought a Palps Aces list of Rexler x7and the Inquisitor, along with the normal Palpmobile. It wasn't even remotely close. He tried to arc dodge/get inside the gunboats' HLC range one with the Inquisitor, but left Rexler out in the open for my entire list to take down. One turn of fire (and a ton of really good rolls) and he went down. Push on, and focused fire on the shuttle, and burnt it down after two turns of fire, and ioned the Inquisitor the next turn. At this point, my opponent conceded because we both knew how things were going to end. Can't say I blame him. The die were against him the whole game, and his opening set up was expecting harpoons rather than the HLC I actually had (he didn't realize that until round two) I'm really liking this list. It's got a nice bite at range, and isn't shabby at close range work. When flown correctly, it's extremely powerful. I'm really loving the GUNBOATS as just that, gunboats, not missile boats. Seems like people just don't expect that.

HLC Gunboats are the best, especially with linked battery. I get people who try to gun for range one and then realize "Oh, this isn't Dash. He's still kinda threatening at range one!" Cause most often I have a focus/reroll, so I'm getting something through.

With the right escort, they can demolish anything, you just gotta approach em right.

Vessery & Gunboats does seem like a match made in heaven. I flew the following at the System Open:

Colonel Vessery - TIE/x7, Expertise, Stealth Device
Rho Squadron Pilot - Push the Limit, OS-1 Arsenal Loadout, Harpoon Missiles, Guidance Chimps x 2

...and had a lot of fun with the list. PtL on the boats actually works very well. But cannon variants do look like the much stronger option, even if they're more expensive. I'm thinking:

Colonel Vessery - TIE/x7, A Score to Settle, Stealth Device
Rho Squadron Pilot - Crackshot, XG-1 Assault Configuration, Heavy Laser Cannon, Linked Batteries, Long Range Scanners x 2

Nu HLCs with TIE/D Vessery sound like a lot of fun as well

31 minutes ago, FTS Gecko said:

Vessery & Gunboats does seem like a match made in heaven. I flew the following at the System Open:

Colonel Vessery - TIE/x7, Expertise, Stealth Device
Rho Squadron Pilot - Push the Limit, OS-1 Arsenal Loadout, Harpoon Missiles, Guidance Chimps x 2

...and had a lot of fun with the list. PtL on the boats actually works very well. But cannon variants do look like the much stronger option, even if they're more expensive. I'm thinking:

Colonel Vessery - TIE/x7, A Score to Settle, Stealth Device
Rho Squadron Pilot - Crackshot, XG-1 Assault Configuration, Heavy Laser Cannon, Linked Batteries, Long Range Scanners x 2

Nu HLCs with TIE/D Vessery sound like a lot of fun as well

I ran something similar with two Rhos kitted out like the bottom one but Vessery had V.I and Twin Ion Engine instead.

It wrecked everything except Dash.

4 hours ago, Warlon said:

I ran something similar with two Rhos kitted out like the bottom one but Vessery had V.I and Twin Ion Engine instead.

It wrecked everything except Dash.

I hate that fracking ship.

On 01/04/2018 at 4:01 AM, Arma Quattro said:

I hate that fracking ship.

Push the Limit Rhos have Dash's number. He can't hide from the Harpoons.

2 hours ago, FTS Gecko said:

Push the Limit Rhos have Dash's number. He can't hide from the Harpoons.

Hiding from PS4 pilots' arc ? Yes he can.

Sadly, that kitchen pan moves way too well for what regards me. :(

9 hours ago, FTS Gecko said:

Push the Limit Rhos have Dash's number. He can't hide from the Harpoons.

Nah man, you need to call Lord of Jank vynder with advanced SLAM, advanced proton torpedoes and a healthy bid

Edited by ficklegreendice
3 hours ago, ficklegreendice said:

Nah man, you need to call Lord of Jank vynder with advanced SLAM, advanced proton torpedoes and a healthy bid

I'm running something similar at the Campaign Against Cancer this weekend, but stripped down and no bid.

Major Vynder — Alpha-class Star Wing 26
Push the Limit 3
Homing Missiles 5
Advanced SLAM 2
Os-1 Arsenal Loadout 2
Ship Total: 38
Delta Squadron Pilot — TIE Defender 30
Twin Ion Engine Mk. II 1
TIE/x7 -2
Ship Total: 29
"Quickdraw" — TIE/sf Fighter 29
A Score to Settle 0
Fire-Control System 2
Lightweight Frame 2
Special Ops Training 0
Ship Total: 33

That Vynder build leads me to a question on OS-1 - now we've had some time to fly these bad boys, what's the thoughts on the action economy situation? What's best - Push the Limit, Advanced SLAM or both? Can you happily get away with one of the two?

- Push allows any combination of two actions, at the cost of a stress (not such a bad deal with the Gunboat's greens).
- Advanced SLAM allows a 2nd action following a SLAM - no no stress, but your first action is decided for you.
- And obviously Push & Advanced SLAM gives the best action output, allowing you to SLAM, then Reload and Target Lock in a single turn.

Push as the Elite Talent obviously locks out a lot of other choice options, and Advanced SLAM as your Modification locks out Long Range Scanners and Guidance Chips (with an ace like Vynder or Karsabi there's also an argument that Vectored Thrusters might be valuable, probably more so on cannon builds though).

I tried out a pair of PtL/OS-1/Chips Rhos last week, and I can honestly say I didn't really miss Advanced SLAM. I can't think of too many occassions when the third action would have made a massive difference, and Guidance Chips helped me retain my lock on a number of occassions.

The only gunboat pilot who wants Advanced Slam is Major Vynder (I'm still trying to get her first name officially recognised as 'Louise', by the way. So she can be Vynderloo...). And Black One Poe wrecks her day completely. Having tried both, Karsabi is far more effective in more matchups. And still lots of fun.

Karsabi has his own pilot ability to lose the weapons disabled but that also stops Adv Slam. He's best off using HLC.

The generics don't gain much from slamming because they are lower PS. Vynder's PS is barely high enough at 7 to have a decent idea of where opponents will be, but getting VI means losing out on getting enough action economy for ordnance. She could use a cannon, but one damage plus a possible stress is far too ineffective for her cost.

A Rho could have PTL, Harpoons, ordnance title, and Adv. Slam - but costs too much for what you get. Drop the title and Adv Slam, get GC or LRS instead and save 4 pts.