Honestly, I wouldn't try too hard with Gunboats anymore. My beloved HLC Gunboats are no more and I just can't get them effective in 2E. Maybe when they re-released with some toys but I already have three.. I don't really need/want anymore.
XG-1 "Star Wing" Assault Gunboat Thread
You're starting to sound like me when someone mentions The Last Jedi will! 😂
I've had poor results with starwings in 2.0. I love the ship hopefully they will make some better cannons for it.
i fly 2 gunboats and 2 punishers and i have good results with it.
at the belgian nationals first day it was 5 wins 1 loss
last weekend i played 4 games: 3 wins 1 loss
redline
proton torps
deathrain
trajectory sim
proton bombs
seismic charge
barrage rockets
2rho sqd pilots
barrage rockets
trick shot
Edited by crusadersI'm planning on flying this tomorrow at Casual Night. I just want to get a feel for some things.
- Nu (XG-1, Ion Cannon) 40
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Nu (XG-1, Ion Cannon) 40
- These XG-1s are pretty cheap. 1 point cheaper than a Blue Escort X-Wing, with an extra shield. Ion instead of 3-red primary, but that's one of the things I want to get a bit more of a feel for.
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Nu (OS-1, Proton Torpedo, Fire Control System, Advanced SLAM) 50
- I had a friend who won a Store Championship in a large part due to a filler Rho, a lot like this. PTL, Harpoon, A-SLAM, OS-1. Just kept pumping out shots, and was an absolute pest nestled into a 2x Reaper list, SBP with Rebel Captive, Vermiel with Gunner/Krennic.
- This obviously doesn't have quite as good action economy, but it's really cheap. I wonder how it'd do along side 3x Juke Sigma Phantoms, or in the place of a Soontir Fel in some other lists out there. It goes off to a side, as bait/flanker. It can run like a bat out of **** if it has to run, and if it gets to flank uncontested (and it has the speed to get to a flank), it seems like it could bring more pain than 50 points should bring.
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The Grand Inquisitor (Supernatural Reflexes) 70
- No doubt, this would be better as Vader Whisper, but I just want to fly TGI Reflexes a bit more, get a better feel for it. Maybe it's kinda Kylo Practice. It's pretty cool to be able to dial in a Blue, Supernatural into a movement action, link a focus, then get another action after moving.
On 12/10/2018 at 10:32 PM, theBitterFig said:I'm planning on flying this tomorrow at Casual Night. I just want to get a feel for some things.
- Nu (XG-1, Ion Cannon) 40
- Nu (XG-1, Ion Cannon) 40
- These XG-1s are pretty cheap. 1 point cheaper than a Blue Escort X-Wing, with an extra shield. Ion instead of 3-red primary, but that's one of the things I want to get a bit more of a feel for.
- Nu (OS-1, Proton Torpedo, Fire Control System, Advanced SLAM) 50
- I had a friend who won a Store Championship in a large part due to a filler Rho, a lot like this. PTL, Harpoon, A-SLAM, OS-1. Just kept pumping out shots, and was an absolute pest nestled into a 2x Reaper list, SBP with Rebel Captive, Vermiel with Gunner/Krennic.
- This obviously doesn't have quite as good action economy, but it's really cheap. I wonder how it'd do along side 3x Juke Sigma Phantoms, or in the place of a Soontir Fel in some other lists out there. It goes off to a side, as bait/flanker. It can run like a bat out of **** if it has to run, and if it gets to flank uncontested (and it has the speed to get to a flank), it seems like it could bring more pain than 50 points should bring.
- The Grand Inquisitor (Supernatural Reflexes) 70
- No doubt, this would be better as Vader Whisper, but I just want to fly TGI Reflexes a bit more, get a better feel for it. Maybe it's kinda Kylo Practice. It's pretty cool to be able to dial in a Blue, Supernatural into a movement action, link a focus, then get another action after moving.
Didn't get much of a chance to feel them out (not much testing and feeling out happens against Double Tap Dash), but I didn't hate the Ion Nus. 40 points for a 3*/2/4/3 statline is pretty decent. I feel like Advanced SLAM would be something I'd like to add, if I could find the points.
Torpboat just feels like it might be in the wrong list, but I still want to get more practice with it.
On 12/11/2018 at 3:32 AM, theBitterFig said:Nu (XG-1, Ion Cannon) 40
....This is something I haven't noticed.
So. 5 x ion cannon gunboats? Even at only 1 damage per attack, that's enough to do respectable damage, and you've got the toughness and attack dice of T-70 X-wings with the occasional inconvenience of ion tokens on your target. You'll have no actions after a SLAM, but then a 'normal' fighter has no tokens after a boost or talon roll, and at least you're not having to deal with stress.
1 hour ago, Magnus Grendel said:....This is something I haven't noticed.
So. 5 x ion cannon gunboats? Even at only 1 damage per attack, that's enough to do respectable damage, and you've got the toughness and attack dice of T-70 X-wings with the occasional inconvenience of ion tokens on your target. You'll have no actions after a SLAM, but then a 'normal' fighter has no tokens after a boost or talon roll, and at least you're not having to deal with stress.
If I had 5, I'd try 5. Not sure it'd be amazing, but it seems like it'd be fun to try.
I feel like 4 with a few upgrades won't make it due to low firepower, but 3 with something like ASLAM and a Whisper might work out.
But 5x might be the best approach.
15(*) red dice, with 35 HP behind 2 greens. It's only 1 HP more per ship than Five. Cartel. Marauders. but I have this feeling that Ion isn't so much worse than 3-dice primary attacks as folks think. Don't do Ion tokens? You weren't doing more than 1 damage with a normal attack. If you do inflict Ion tokens, that improves positions for next round. The danger is stranding 1 or 2 Ion tokens on Large/Medium ships, but still. It also might be hard to put a final kill on some things, particularly low-agility/high-hull things. Against lower HP aces, the chip damage seems like it could be enough.
7 minutes ago, theBitterFig said:The danger is stranding 1 or 2 Ion tokens on Large/Medium ships, but still. It also might be hard to put a final kill on some things, particularly low-agility/high-hull things. Against lower HP aces, the chip damage seems like it could be enough.
True, but over a couple of turns, you should be able to land the other tokens - most big ships have relatively shonky agility, and once/if you've ionized a target, then it's probably unable to reinforce unless it has someone like Minister Tua aboard, which means keeping it ionized is a darn sight easier.
I agree that with 5 attackers, one damage from each attacker is enough to add up to meaningful chunks of ouch - and besides, once a target has been lightly tazered, lining up a range 1 primary attack the following turn should be comparatively easier; it's not going anywhere, so you've no need to SLAM.
I have seen Vynder do a ton of work with Proton Torps, ASlam and FCS. Seems like a pretty good combo for any level boat.
My problem is finding stuff to distract people while the gunboats flank. I suppose they could be good jousters with the torp's but with slam shenanigans they seem more like flankers (which the empire has an abundance of).
I am sad that they don't have 2 cannon slots anymore, I feel like Ion HLC would be a good combo!
12 minutes ago, AngryAlbatross said:I am sad that they don't have 2 cannon slots anymore, I feel like Ion HLC would be a good combo!
Ion Cannon/Proton Rockets or Ion Cannon/Advanced Proton Torpedoes could work. You shouldn't need to SLAM to line up on an ionized target that was in arc and range last turn, after all, and 4 Rho's with those loadouts and Advanced SLAM fit nicely in a squad.
Edited by Magnus GrendelYea maybe APT/ Ion is the best fit. Prockets seems too hard to set up still without BR or Boost.
5 hours ago, Magnus Grendel said:So. 5 x ion cannon gunboats?
Or a couple of 40 point Gunboats paired with your Strikers? I love my five ship / three red lists, what other realistic options could the Empire have for this kind of build?
10 hours ago, FTS Gecko said:Or a couple of 40 point Gunboats paired with your Strikers? I love my five ship / three red lists, what other realistic options could the Empire have for this kind of build?
The imperial heavy swarmer generics that jump out at me:
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Planetary Sentinal with Shield Upgrade (or stealth, but I think stealth is more for ships which can get elusive or focus/evade like tie/x7s, tie/ph or Fel)
- Free repositioning like the interceptor, but better and long sweeping turns and banks
- Not that tough, but 5 hits still renders you functionally immune to being one-shotted
- A 'true' 3-dice primary (and hence 4 dice range 1 attack)
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Scimitar Squadron Pilot with Shield Upgrade & Barrage Rockets
- Technically not a true heavy swarmer as it lacks unlimited 3-dice attacks, but 5 charge is pretty close.
- You're in trouble if you start burning charge on rerolls, though, especially since your reload action is red
- 7 hit points puts you on par with a T-70 for durability!
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Oynx Squadron Scout with Debris Gambit & Ion Cannon Turret
- Short range - can only throw 3 dice at range 1-2, but massed non-ordnance fire at range 3 is pretty inefficient anyway
- Barrel roll/linked evade and a turret makes it pretty squirrelly in amongst the obstacles, despite the lack of a speed 1 turn.
- Ion weapons have limited raw damage but offer a tactical compensation in ion tokens
- Not that tough, but 5 hits still renders you functionally immune to being one-shotted
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Rho Squadron Pilot with XG-1 Assault Configuration & Ion Cannon
- 7 hit points puts you on par with a T-70 for durability!
- SLAM makes you incredibly fast. Unlike the Saber, moving that fast costs you modifiers on your attack/defence rolls, but chaining together speed 3 banks and turns means you can reposition far better
- Ion weapons have limited raw damage but offer a tactical compensation in ion tokens
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Saber Squadron Ace
- Initiative 4 and free linked repositioning via autothrusters wouldn't disgrace a mid-tier unique ace.
- Made of wafers, but agility 3
- A 'true' 3-dice primary (and hence 4 dice range 1 attack)
I've tried 5 Nu with Ion Cannon. It's fun and I think it could be good (with enough practice).
BTW, I just finished a match of 1st Edition and had a BLAST with my 4x Linked Manglers Long-Range Nus. Destroyed the opposition!
Odanan... What's TIAMAT?
And yes 4 first edition Nus with Mangler, linked battery and long range scanners was great. That was my go to tournament list for a long time.
12 hours ago, Dereksson said:Odanan... What's TIAMAT?
A goddess from Mesopotamian mythology. D&D modified the concept into being a goddess of chromatic dragons, with 5 heads, one for each colour of dragon: red, blue, white, black, green.
Looks like this:

On 12/14/2018 at 5:26 AM, Magnus Grendel said:...A 'true' 3-dice primary (and hence 4 dice range 1 attack)
Ion Cannons get range bonuses now, right? OK, damage is capped at one, but rolling 4 dice at range one should be enough to stack those ion tokens...
On 12/20/2018 at 8:44 PM, Odanan said:If the grey ship was blue and the yellow ship was green, you could call that squadron "Tiamat".
21 hours ago, Dereksson said:Odanan... What's TIAMAT?
Wow, that's the first time a gamer made me feel too geeky as a gamer. . .
5 hours ago, Darth Meanie said:Wow, that's the first time a gamer made me feel too geeky as a gamer. . .
Ain't nothin' geeky about Tiamat.
Now, Takhesis on the other hand...
We're near 400.
GUNBOAT!
The other day I finally understood why the GUNs now have system slot.
The OS-1 title forbids the use of a target lock after the post-slam attack.
I was all happy with my proton torps.. slam, roll attack dice, go for reroll and my opponent says 'nu-uh, can't do that'.
Apparently I misread that last small part on the configuration card.
Such a surprise! (**** IT)
On 12/24/2018 at 3:59 PM, Arma Quattro said:The other day I finally understood why the GUNs now have system slot.
FCS on the Gunboat is a beautiful, beautiful thing.
Also it moves my homebrew from age one a step closer to reality.
GUNBOAAAAAAAAAAAAAAAT!!