XG-1 "Star Wing" Assault Gunboat Thread

By FTS Gecko, in X-Wing

6 minutes ago, Gilarius said:

The generics don't gain much from slamming because they are lower PS.

Oh, I couldn't disagree more. Slamming makes them incredible blockers (still an important art in this day and age - PS works both ways, remember), allows them to swiftly cross the board or reposition effetively, or move into range to obtain target locks (or out of, if you're running LRS).

Rho - PtL, OS-1, Poon, Chips is a very solid ship all round for 30 points.

Slam as @FTS Gecko said, is great for blocking. Many foes have fallen into that unexpected trap.

Honestly I try to keep the GUNs as cheap as possible. Even the two points on Extra Munitions (that are wasted after the first salvo has been fired) seem necessary despite having qualms about them.

Fact is, a Deadeye Rhoboat that will fire two harpoons with Guidance Chips for two turns straight is a force to be reckoned with.

Even more if paired with other ships that you can't really ignore.

Using PTL on the GUNs *seems* to me an expensive tool to achieve a flexibility that such ships need and... need not.

If I had to spend 3 points I'd go with targeting synchronizer which paired with fcs (that is stapled onto quickdraw) allows even greater freedom. .. as long as quickdraw lives. ?

Edited by Arma Quattro

One thing that is nice about having PTL on a GUNBOAT is you can SLAM directly into touching another ship (one you don't want shooting at you) and then activate PTL for a second action (reload is particularly handy in that situation).

5 minutes ago, Boba Rick said:

One thing that is nice about having PTL on a GUNBOAT is you can SLAM directly into touching another ship (one you don't want shooting at you) and then activate PTL for a second action (reload is particularly handy in that situation).

Yup. Unlike ASLAM, nothing stops you PTLing off a SLAM bump.

45 minutes ago, thespaceinvader said:

Yup. Unlike ASLAM, nothing stops you PTLing off a SLAM bump.

Wow, I didn't even consider that little trick.

3 hours ago, FTS Gecko said:

Oh, I couldn't disagree more. Slamming makes them incredible blockers (still an important art in this day and age - PS works both ways, remember), allows them to swiftly cross the board or reposition effetively, or move into range to obtain target locks (or out of, if you're running LRS).

Rho - PtL, OS-1, Poon, Chips is a very solid ship all round for 30 points.

Sorry, I didn't write what I meant very clearly: slamming whilst having the title and advanced slam, so it can still try to fire is the part I think is wasted on generics. Slamming to get round the board etc is essential.

17 hours ago, Gilarius said:

Sorry, I didn't write what I meant very clearly: slamming whilst having the title and advanced slam, so it can still try to fire is the part I think is wasted on generics. Slamming to get round the board etc is essential.

I still disagree then :P - having used Rhos recently with the title, PtL and Poons, the added mobility from SLAM can be used to get super-early shots on opponents, or help set up killboxes. Being able to fire off a missile after a combination of two same-speed moves is pretty incredible regardless of PS, and keeps your opponent guessing when they set their dials.

32 minutes ago, FTS Gecko said:

I still disagree then :P - having used Rhos recently with the title, PtL and Poons, the added mobility from SLAM can be used to get super-early shots on opponents, or help set up killboxes. Being able to fire off a missile after a combination of two same-speed moves is pretty incredible regardless of PS, and keeps your opponent guessing when they set their dials.

Ok, maybe it's more a matter of my own lack of skill, or possibly the matchups with lists favoured by my friends - I struggle to get PS4 ships to still be able to shoot at the target they have locked. Poe with Black 1 is my nemesis! A non-slammed ship can still shoot its primaries at anything in arc which is better than nothing!

14 minutes ago, Gilarius said:

Ok, maybe it's more a matter of my own lack of skill, or possibly the matchups with lists favoured by my friends - I struggle to get PS4 ships to still be able to shoot at the target they have locked. Poe with Black 1 is my nemesis! A non-slammed ship can still shoot its primaries at anything in arc which is better than nothing!

Sure, there's going to be variations on personal preference and regular match ups. Poe is the bane of pretty much all ordnance users, and Countermeasures can cause issues as well. There's also alternatives - we know 3NuQD has been performing well as a list without any kind of action economy, and @Arma Quattro has pointed out Deadeye as an alternative.

I usually fly low PS generics, so maybe I'm just used to it. But I find SLAM really useful - dial in a 1 bank, and with a SLAM you can essentially turn it into a 3 bank. That final position difference only increases with the 2 and 3 speed manuevers and hard turns on top. Add a target lock afterwards with PtL or AdSLAM and you can really make life difficult for your opponent in the planning phase.

At least, so long as Black One isn't hanging around! :lol:

Front page is full of poopoo and I found this pearl from page 7..!

Anyway, I gave a shot for missile boat with ptl as it looked kinda funky. Glad I did, its a blast to fly, especially with cruise. I would never tried that one if I there wasn't this thread so cheers boys and girls sharing your ideas here :)

This is my The List now:

(35) Maarek Stele
(2) Lone Wolf
(-2) TIE/x7
(3) Hull Upgrade
Total: 38 points

(21) Rho Squadron Veteran
(1) Lightning Reflexes
(1) Xg-1 Assault Configuration
(0) Long-Range Scanners
(7) Heavy Laser Cannon
(2) Linked Battery
Total: 32 points

(21) Rho Squadron Veteran
(3) Push the Limit
(3) Cruise Missiles
(1) XX-23 S-Thread Tracers
(2) Os-1 Arsenal Loadout
(0) Guidance Chips
Total: 30 points

List total: 100 points

Peace & love & fly Gunboats

Back to page 1.

gunboat!

Greets from the Italian SOS with @FTS Gecko!

PTL, Adv. Slam, APT, Homing Missiles, Arsenal Load Out Vynder is my new favourite. Slamming around the board into R1 with a TL + Focus for some sweet, sweet APT action multiple rounds a game is so much fun. Keeps opponents on their toes.

5 hours ago, Arma Quattro said:

Back to page 1.

gunboat!

Greets from the Italian SOS with @FTS Gecko!

The Gunboat Club is running wild at the Italian Open, with the beautiful alt arts from @Kharnete!

Looking forward to meeting some more of the forummers - @Oldpara, @LordBlades how are you getting on?

"It's canon to have cannons"

Talking about the gunboat and the XG-1 Assault Configuration title... that doesn't work with Ion Cannons.-_-

6 hours ago, FTS Gecko said:

The Gunboat Club is running wild at the Italian Open, with the beautiful alt arts from @Kharnete!

Looking forward to meeting some more of the forummers - @Oldpara, @LordBlades how are you getting on?

Went 3-3 today, with awesome games all around. Signed in for hyperspace tomorrow. How about you?

55 minutes ago, LordBlades said:

Went 3-3 today, with awesome games all around. Signed in for hyperspace tomorrow. How about you?

2-3, dropped early to have a game with @Arma Quattro! Qualified for round 2, which was my goal, so good day all round! I'm signed up for the HQ as well, hopefully see you there!

So I had a wacky idea I might try running tomorrow.

Nu Squadron Pilot (18)
Linked Battery (2)
Autoblaster (5)
Long-Range Scanners (0)
XG-1 Assault Configuration (1)

Nu Squadron Pilot (18)
Linked Battery (2)
Autoblaster (5)
Long-Range Scanners (0)
XG-1 Assault Configuration (1)

Nu Squadron Pilot (18)
Linked Battery (2)
Ion Cannon (3)
Long-Range Scanners (0)
XG-1 Assault Configuration (1)

Nu Squadron Pilot (18)
Linked Battery (2)
Ion Cannon (3)
Long-Range Scanners (0)
XG-1 Assault Configuration (1)

Total: 100

View in Yet Another Squad Builder

Ion sets up the LB Autoblasters, ruining any ace's day. It also locks up non-aces so I can engage at the best possible range.

My hyperspace qualifier ended 3-2 with the PTL Rhoboat showing off dealing an absurd amount of damage.

I've never had so many harpoons launched in a single game, with the exception of one in which my opponent managed to stay either at range 1 or outside of arc. ^_^

This game needs MOAR GUNBOATS.

^_^

Round 1 vs Ten Nym Superbombs.

It came down to the first exchange- an ioned ship can't drop before revealing dials. But one of my two ion boats rolled only a single hit, rerolling a blank into a blank, and ten dodged it. The resulting Protonbomb/harpoon/Sabine/Mangler barrage deleted two boats the next turn, and the last two didn't last much longer, especially with THAT ion boat getting two blinded pilots in a row.

Hopefully I will have better luck next round.

Round 2 was vs a newbie with Rey/lowrik. He tried to play cautious and lowric got ioned off the board for his trouble, and Rey couldn't defend against out of Arc primaries and linked autoblasters as she murdered the ion ships in revenge.

Round 3 was vs ryad, quickdraw, and Delta. Some flanking slams gave me a long range pincer on his formation, which resulted in an ion on ryad and a point of shield back. Ryad did not survive the short range pincer. 1 block, 2 autos and the other ion ended her.

Quickdraw was more difficult, because my dice kept nickle and dimming his shields... And quickdraw used that to finish my list.

Sounds like an interesting list @Rakaydos, using control to set up unavoidable damage. Ion is good against quite a lot of the meta threats.

How are you finding the Gunboats mobility wise? Slamming will switch off your shots, and it's unfortunate that Ion Cannons don't work with the title.

Do you think that Flechettes over Linked Batteries might provide an added degree of flexibility, or would you prefer the rerolls?

The rerolls were huge. Game 3 vs Ryad, I actually set up a triple-self-bump, such that the ionized Ryad would not get to barrel roll, but my autoblasters were both set up at range 1. This meant I didnt have focus tokens on my autoblaster, so the reroll was essential to how I was able to drop Ryad so quickly. SLAM was mainly used for turns 1/2, and for breaking off after a pass.

The LB autoblasters were overall quite effective when I was in range, though I was never exactly pushing the top of the MOV curve. I've started to consider turning the two ions into a tractor and 3rd autoblaster, or two tractors and Advanced Slams, which would open up SLAM maneuverability and set up improvised AB shots. I would unfortunately miss out on the anti-bomb tech of Ion tokens.

Edited by Rakaydos

First post in these forums and first tournament with GUNBOATS. I have no idea how this will go ?

GUNBOAT diplomacy:

Nu Squadron Pilot (25)
Alpha-class Star Wing (18), Proton Torpedoes (4), Proton Rockets (3), Long Range Scanners (0)

Nu Squadron Pilot (25)
Alpha-class Star Wing (18), Proton Torpedoes (4), Proton Rockets (3), Long Range Scanners (0)

Nu Squadron Pilot (25)
Alpha-class Star Wing (18), XG-1 Assault Configuration (1), Long Range Scanners (0), Linked Battery (2), “Mangler” Cannon (4)

Nu Squadron Pilot (25)
Alpha-class Star Wing (18), XG-1 Assault Configuration (1), Long Range Scanners (0), Linked Battery (2), “Mangler” Cannon (4)

On 4/22/2018 at 8:55 PM, Arma Quattro said:

My hyperspace qualifier ended 3-2 with the PTL Rhoboat showing off dealing an absurd amount of damage.

I've never had so many harpoons launched in a single game, with the exception of one in which my opponent managed to stay either at range 1 or outside of arc. ^_^

This game needs MOAR GUNBOATS.

^_^

I was your round two opponent, and I'm definitely feeling inspired to try that build out! I think I'll upgrade to Major Vynder though - at 35 points, probably too expensive to use seriously, but should be fun in a more casual environment. :D

1 hour ago, Turcopolier said:

First post in these forums and first tournament with GUNBOATS. I have no idea how this will go ?

GUNBOAT diplomacy:

Nu Squadron Pilot (25)
Alpha-class Star Wing (18), Proton Torpedoes (4), Proton Rockets (3), Long Range Scanners (0)

Nu Squadron Pilot (25)
Alpha-class Star Wing (18), Proton Torpedoes (4), Proton Rockets (3), Long Range Scanners (0)

Nu Squadron Pilot (25)
Alpha-class Star Wing (18), XG-1 Assault Configuration (1), Long Range Scanners (0), Linked Battery (2), “Mangler” Cannon (4)

Nu Squadron Pilot (25)
Alpha-class Star Wing (18), XG-1 Assault Configuration (1), Long Range Scanners (0), Linked Battery (2), “Mangler” Cannon (4)

If you have them, I would recommend switching to Harpoon Missiles. You can go Harpoons + Extra Munitions for 98 points. That way you have great synergy with your cannon boats - harpoon something, then mangler to trigger the condition. Especially good since you have all PS2 ships, so you can choose what order to shoot in for max efficiency! (Generally speaking, Proton Rockets aren't worth it on ships with < 3 agility - you're paying 3 points for a one time upgrade of one attack die.) Don't worry if you don't though - this list looks fun regardless. :)

Greetings @fhdz!:)