Headhunter Alpha Strike! ....then what?

By Sonikgav, in X-Wing

So ive been looking into the Wave 4 ships the Headhunter kinda caught my eye in its capacity for a cheap Rebel Missile Salvo kind of build. The problem is, after the Alpha strike, what do i really have left?

Airen Cracken + Squad Leader

Lt Blount + Assault Missiles

Tala Squad + Assault Missiles x2

Kyle Katarn

This is much more of a formation buster than any specific 'single target annihilation' list.

Basic tactic is Cracken hands off 2 free actions to the Tala pilots to give them TL+ Focus, Lt Blount gets Kyles Focus token and his own TL to fire off his opening shots (which cant miss) to strip off defensive buffs like Stealth Devices etc. Then the two Tala Squadron guys add their Salvos and hopefully thats a minimum 3 points of damage done to the majority of the enemies ships before the real engagement begins.

Of course im aware that most people will simply spread out against this list to minimize the effect but for some players breaking up that formation can be just as costly to their game.

Z95s may be more usefull WITHOUT named ships, via swarm, missles and chaos.

Edited by EmpireErik

Z95s may be more usefull WITHOUT named ships, via swarm, missles and chaos.

I doubt it.

Even dropping to Bandit Squadron you can only get 6.

4x Assault Missiles

2x Cluster Missiles

My list at least feels more reliable. The only worry ive got is the turn when im out of missiles.

Then what?

Then . . . You die.

I was considering dropping Kyle for a regular HWK with an Ion Turret, just for better control, or anything else i can fit in for a quick 21 points.

Edited by Sonikgav

Without munitions failsafe, you're investing 15 points into 1 time use missles. If they fail, then you will probably fail too...

I prefer my alpha strike squad.

Green squadron + deadeye + Assault missiles x4

Pretty devestating alpha strike, especially against swarms, but when you done you have four really fast hard to hurt great dog fighters

You will lack a little in firepower but if a good fraction of the opposing force is dead, that shouldn't be a problem.

Without munitions failsafe, you're investing 15 points into 1 time use missles. If they fail, then you will probably fail too...

Well i mean i could drop Kyle altogether for an extra Headhunter, or even a Green Squad A-Wing once the upgrade pack hits (though not sure it would help), that would free up Failsafe Points.

How about a combination of the two, post aces at least.

Green Squadron - Test Pilot, Vet Instincts, PTL, Assault Missiles

Green Squadron - Test Pilot, Vet instincts, PTL, Assault Missiles

Lt Blount - Assault missiles, Deadeye

Cracken - Squad Leader

I figure those Green A-Wings could really enjoy having 3 actions a turn.

How about a combination of the two, post aces at least.

Green Squadron - Test Pilot, Vet Instincts, PTL, Assault Missiles

Green Squadron - Test Pilot, Vet instincts, PTL, Assault Missiles

Lt Blount - Assault missiles, Deadeye

Cracken - Squad Leader

I figure those Green A-Wings could really enjoy having 3 actions a turn.

Actually I think replacing him with Green Squadron + Refit + VI + PtL would be pretty nice. Now once the missiles are away you still have 3 squirrely ships and one that can strip off any leftover Stealth Devices if they exist.

Edited by Revanchist

For your initial list I would just drop the HWK completely. A naked Kyle is going to do all of squat once you lose a couple of Zs. I would just add Tarn Mison or a Blue Sqd B-wing instead. I would give focus to just the two Talas when they launch. Really Blount doesn't need a focus, his AM will always hit. It would be nice, but you are still going to cause a bunch of damage.

Once your initial salvo is up, Kraken if he's still alive can buff the X or B wing you have. The Zs can peck away and break formation.

Kyle, naked, is a terrible sight to see. Ok, he's almost a complete non-threat but unless that focus passing is generating a LOT more damage I'd much rather fly something, ANYTHING, with some teeth in there instead. I too may like it if Blount fires with a Focus token but if he doesn't at least he'll still hit for splash damage. What are the odds that a 4 dice w/ Focus misses completely? To me, the problem with the Tala's is that they may get smoked before they get a shot off.

My thought for a Headhunter Alpha strike was more like:

Cracken + Squad Leader

Blount + Assault + Swarm Tactics

Tala + Assault (x3)

Maybe a Tala was actually a Bandit and some points may need to shifted around but that should let you pick TLs at 6,8, and during Combat with two Assault missiles coming in at PS 6. There is a chance a Tala may not have a TL the first round but that gives you a second threat.

How about a combination of the two, post aces at least.

Green Squadron - Test Pilot, Vet Instincts, PTL, Assault Missiles

Green Squadron - Test Pilot, Vet instincts, PTL, Assault Missiles

Lt Blount - Assault missiles, Deadeye

Cracken - Squad Leader

I figure those Green A-Wings could really enjoy having 3 actions a turn.

I like this idea better, but I wouldn't fly the A-wings in formation, so I might drop Cracken down.

Actually I think replacing him with Green Squadron + Refit + VI + PtL would be pretty nice. Now once the missiles are away you still have 3 squirrely ships and one that can strip off any leftover Stealth Devices if they exist.

I am starting to notice that the named Headhunters actually work really well in support of other Squadrons, not necessarily Headhunter Squadrons.

The named Headhunters can work great in the support of many things. They're the reason I pre-ordered two sets Z-95s

The named Headhunters can work great in the support of many things. They're the reason I pre-ordered two sets Z-95s

Well im assuming a 'Squad Leader Cracken' should be replacing Garven Dries in alot of lists. More action passing and 5 points saved.

Your problem is that you've got Cracken doing very little besides supporting your alpha strike, and Kyle doing absolutely nothing besides passing focus tokens. That's 40 points of your list dedicated to passing free actions! A better alpha strike list would be to have less action-passing but more firepower:

Cracken, predator, cluster missiles (26)

Blount, veteran instincts/deadeye, assault missile (23)

Tala, concussion missile (17)

Tala, concussion missile (17)

Tala, concussion missile (17)

That's five missile shots, four of them with some kind of bonus, and once the missiles are gone you still have two PS 8 and three PS 4 ships. Compared to your list I've got a better alpha strike (and much better if splash damage isn't effective) and much better ships to finish off whatever's left once the missiles are done.

Your problem is that you've got Cracken doing very little besides supporting your alpha strike, and Kyle doing absolutely nothing besides passing focus tokens. That's 40 points of your list dedicated to passing free actions! A better alpha strike list would be to have less action-passing but more firepower:

No argument about the "value" of Kyle in the Original Post but Cracken is still plenty useful without over burdening him with upgrade. He can pass his action and then give another which certainly supports the alpha strike. Once that's done he can CONTINUE providing that same kind of support by letting the other ships TL or Focus and doesn't need to use Squad Leader if it's not in his best interest.

If you put too much offense on Cracken you're just making him a prime target for your opponent. Unless he's going to be a terrible shot when you equip him with Predator and Cluster Missiles you've just made him a priority target for taking out before he gets in range to use those missiles or has time to pass many other actions.

He can pass his action and then give another which certainly supports the alpha strike. Once that's done he can CONTINUE providing that same kind of support by letting the other ships TL or Focus and doesn't need to use Squad Leader if it's not in his best interest.

Look at it this way: Cracken with SL gives two actions to support your alpha strike, Cracken with cluster missiles also gives two actions to support your alpha strike but does it by adding another missile shot. Meanwhile SL is worthless after the alpha strike turn, two ships with a focus each are better than one ship with focus + TL and one ship with nothing. And it's just insane to spend Cracken's action on boosting another z-95 instead of on boosting his own PS 8 shot. After that first turn you're only going to use SL in the rare situation where Cracken is still alive but not in a position to make a useful attack and another ship is within SL range with a good shot.

If you put too much offense on Cracken you're just making him a prime target for your opponent. Unless he's going to be a terrible shot when you equip him with Predator and Cluster Missiles you've just made him a priority target for taking out before he gets in range to use those missiles or has time to pass many other actions.

Cracken is already the prime target because he's a PS 8 z-95 with a special ability, compared to a generic PS 6 or PS 4 z-95. The only question is whether or not you want Cracken to do some damage before he dies.

Edited by iPeregrine

...then you survey your sea of ships with 2 Attack and wish you'd spent those 10 points on something other than a pair of PS4 Assault Missiles.

In your place, I'd drop Blount and all three Assault Missiles, knock the Talas down to Bandits, and see what other interesting options you can come up with for 36 points--but that's me.

Then what?

Then . . . You die.

You kill-joy you...that is what I was going to say.

But the good news is that it works out like this for Butt-slap-basic Ties too remember.

:lol:

Cluster missiles on Cracken are a bit of a red herring.

Clusters are max range 2. Assault are min range 2 so to get use of them both you have to be in that range 2 sweet spot.

At Range 3, for that initial strike the Squad Leader method is just as effective.

Honestly I would go down to Bandit z-95's....that extra bump in PS with a Tala is rarely going to give you an edge in shooting first and you might as well save the points for upgrades

Also assault missiles just plain blow most of the time (unless playing epic and there are ships bloody everywhere). Usually your opponent will see those and spread out accordingly and still be able to support his unit at the same time. I would drop those as well and go with a different type of missile.

As for your original question....after you alpha you just need to get in and swarm targets one at a time, until there's nothing left and hope your dice are friendly to your cause

Edited by Green Rabid Monkey

EDIT: NVM ignore me, you push on the free action...

Edited by Hida77

Vader with an Assault Missile of his own would have a field Day against such a formation ;)

I am starting to consider a re-arm. Assault Missiles still on Blount, his ability is too useful with them, but maybe Clusters on the rest of the squad And If I Make Them Bandits there's points to spare.

And yea I'm aware that Assault Missiles would also undo this formation pretty darn quick.

Edited by Sonikgav