Triple Bounty Hunters: tips and tactics

By The_Brown_Bomber, in X-Wing

Im most likely gonna give 3 Bounty Hunters a go at my next instore tournament. I like its durability and firepower.

heres what i know already about tactics with this squad:

  • The rear firing arc is amazing allowing hit and flyby attacks with shots out the rear arc. This often means you can shoot them without getting shot back.
  • After the first few exchanges of damage, keep ur most wounded BH out of the close combat and reposition it as a flanker or take long range pot shots with evade action when u r getting shot at.
  • Be wary of setting up all 3 ships too close together as they can get in each others way. Give them space to operate but still look to concentrate the firepower from all three BH onto a single primary target early on.
  • Remember they can block PS4 and higher ships rather well to deny them actions.
  • The BH's large base gives it a very wide firing arc on attack but also makes it a large target on defense.
  • Watch that you dont let enemy ships get into your blind spots which are on ur left and right - if they do they will get a free shot at you.

What other tips and tactics can you suggest?

How would you setup?

Edited by The_Brown_Bomber

Do not be afraid to use the K-Turn. You want these boys in the fight and turning takes 2 turns. Also, the K can help mitigate bumping issues.

Setup: I usually weight one side with two sprays and a loner on the other side.

It will make your opponent react to one side or the other. Careful moving on your part means at least one Firespray coming in from a flank.

One thing I've found works well is starting slightly behind the range 1-2 line with 2 large ships facing [-->] and [<--] with the last facing forward in the middle of them. The two facing the ship start with a turn sharp enough to allow the one facing forward enough space to jet forward with the other two facing forward, yet behind the leader on his flanks, thus creating an incredibly wide firing arc both front and rear. Keep going until you need to break formation.

You want the asteroid placement as disparate as possible. Your ships are particularly vulnerable to collisions of both sorts.

Concentrate Fire! You only get 3 attacks per round, so make them count by killing something every turn.

PS 3 means that you'll only rarely encounter Initiative mattering for combat and maneuvering.

That is to say, it only matters against

Green Squadron (A-Wing)

Blackmoon Squadron (E-Wing)

*Tarn Mison (X-Wing)

Bounty Hunter (Firespray)

Onyx Squadron (Defender)

Obsidian Squadron (Fighter)

Avenger Squadron (Interceptor)

Sigma Squadron (Phantom)


Of these, you're unlikely to find the Greens until after Rebel Aces, the Onyxes due to being just 1 point cheaper than the Bounty Hunters, and the Avengers due to being just 1 point cheaper than a ship with an EPT.

You want Tarn Mison and the Sigma Squadron pilots both to have initiative, so you don't hand Tarn free damage by attacking him first, and so you don't let the Phantom have free knowledge about where to land with its decloak.

This also holds true for Blackmoon pilots, where giving them initiative means they can't arc-jump with their barrel-rolls, and also deprives them of a Target Lock for the first round of combat.

The Obsidian match-up keeps the anti-barrel-rolling sentiment, but introduces the snares of Blocking and Howlrunner, as they're the only one here cheap enough to run en masse.

The Bounty Hunter match-up is obviously ambivalent.

When you aren't facing level 3 pilots, you do NOT want initiative.

The person who places the 2nd asteroid (the one without initiative) typically is the one that determines the shape and density of the Thicket, whereas the person who places the 1st is the one who determines its location.

You want the asteroid placement as disparate as possible. Your ships are particularly vulnerable to collisions of both sorts.

Concentrate Fire! You only get 3 attacks per round, so make them count by killing something every turn.

PS 3 means that you'll only rarely encounter Initiative mattering for combat and maneuvering.

That is to say, it only matters against

Green Squadron (A-Wing)

Blackmoon Squadron (E-Wing)

*Tarn Mison (X-Wing)

Bounty Hunter (Firespray)

Onyx Squadron (Defender)

Obsidian Squadron (Fighter)

Avenger Squadron (Interceptor)

Sigma Squadron (Phantom)

Of these, you're unlikely to find the Greens until after Rebel Aces, the Onyxes due to being just 1 point cheaper than the Bounty Hunters, and the Avengers due to being just 1 point cheaper than a ship with an EPT.

You want Tarn Mison and the Sigma Squadron pilots both to have initiative, so you don't hand Tarn free damage by attacking him first, and so you don't let the Phantom have free knowledge about where to land with its decloak.

This also holds true for Blackmoon pilots, where giving them initiative means they can't arc-jump with their barrel-rolls, and also deprives them of a Target Lock for the first round of combat.

The Obsidian match-up keeps the anti-barrel-rolling sentiment, but introduces the snares of Blocking and Howlrunner, as they're the only one here cheap enough to run en masse.

The Bounty Hunter match-up is obviously ambivalent.

When you aren't facing level 3 pilots, you do NOT want initiative.

The person who places the 2nd asteroid (the one without initiative) typically is the one that determines the shape and density of the Thicket, whereas the person who places the 1st is the one who determines its location.

DraconP. gr8 intel on initiative and its pros/cons with this PS3 squad. im going to add an intelligence agent to one ship to lessen likelihood of having initiative knowing that versus 100pt rebels i will get it automatically :(

DraconP. gr8 intel on initiative and its pros/cons with this PS3 squad. im going to add an intelligence agent to one ship to lessen likelihood of having initiative knowing that versus 100pt rebels i will get it automatically :(

Having fewer points means you get to pick who has initiative now, not that you automatically get it.

Tournament Rules, Page 2

Joust, the only thing that jousts better than a Firespray is three Firesprays.

Only having three ships you want to get them into the fight as soon as possible and there is almost nothing I. He game that likes trading shots wing Firespray.

Be carful with asteroid placement it can be hard to maneuver three big ships through the field.

hmm, thinking of swapping out a BH for a zoom shuttle. This frees up 6pts for upgrades on the remaining two BH :)

heres a probable list:

Bounty Hunter + Recon Specialist (36)

Bounty Hunter + Recon Specialist (36)

Omicron Group Shuttle + Advanced Sensors + Engine Upgrade (28)

this seems a more solid squad although its untested. The shuttlebus will operate as a flanker and occasional blocker. Its really the sacrificial lamb in this squad but if it gets close to destruction early game it can boost away and get out of trouble. Advanced sensors on the shuttle is very good, ive flown the zoom shuttle enough to abuse its ability to:

1) take a focus/target lock action before you move into a an enemy blocker.

2) take a focus/target lock action before you 'auto bump' into your own ship which keeps your firing arc lined up at approaching enemy ships.

3) take a 1 bank turn action before your 3 sharp turn incurring stress.

The biggest advantage Advanced Sensors gives the shuttlebus is unpredictability. Boosting into a new position before you actually move is hard to see coming and can result in your shuttle getting into a nice blocking or attacking position before they move any if their mid-high PS ships :)

Edited by The_Brown_Bomber
The biggest advantage Advanced Sensors gives the shuttlebus is unpredictability. Boosting into a new position before you actually move is hard to see coming and can result in your shuttle getting into a nice blocking or attacking position before they move any if their mid-high PS ships :)

That and you can make a 180ยบ turn in 2 turns instead of 3

I prefer 2x BH+gunner (2x 38) and the Doomshuttle (24)

Gunner makes the 'mere' 3AD a lot more consistent and Vader deals nasty crits to pesky shield-less opponents.

Not tested myself (yet) but seen it in action at a tournament and it is a beastly combo of ships.

2 bh and a doom shuttle leaves 10 points for upgrades. So you can add a few options to it, depending on your taste.

I too was thinking of a 3 BH for a local event, is there anything else we should know?

For example, once the initial joust is over where do you take the ships? K-turn? Or bank about? Split up?

Also, when jousting with three, what is the best way to ensure your corner (I'm assuming that's where most joust) has ample room with asteroid placement?

Anything else I missed?