Horton Salm, Phantom's Bane?

By TheycamefromBEHIND, in X-Wing

My Flgs and group are about 45 mins away so for the drive there and back I spend the time brainstorming X-Wing I can up with this:

Horton w/Ion Cannon Turret, R2-D6 + VI, and Flechette Torpedoes: 34 Points (Munitions Failsafe Optional)

With a PS10 Horton can move after VI/ST/Decoyed Phantom and shoot first, w/ blank rerolls at Range 2 for the ion (thus they can't Decloak next turn if they use ACD and its perfect for already cloaked phantoms) but the best would be Hitting a Phantom with the Flechettes which shouldn't be hard since its 2 Agi vs. his rerolls of any blanks (even if they escape the munitions failsafe lets you try again) If they survive then the stress prevents ACD from kicking in.

Alot of points but Y-Wings have enough hull to last, this would be great paired with with VI Lando/Han or even VI Cracken (PS10+s) that always strike before Phantoms.

What do you guys think?

Edited by TheycamefromBEHIND

It's not a bad idea. I've been looking at a 99 point build with E'than Abhat and Salm + Flechettex2 + ICT that looked like it would work very well. Looks like you have the same idea, except VI on Salm will guarantee he shoots before the phantoms.

Yeah, there could be something to that. It won't be easy to get a shot with Flechette Torpedoes from a Y-Wing to a Phantom, but those babies should be in just about every Rebel squad right now.

It's expensive, and it really needs a hard-hitting buddy or two. But I like it.

Edited by DagobahDave

Horton Salm (25)
Blaster Turret (4)
R2-D6 (1)
Veteran Instincts (1)

Gold Squadron Pilot (18)
Ion Cannon Turret (5)

Gold Squadron Pilot (18)
Ion Cannon Turret (5)

Gold Squadron Pilot (18)
Ion Cannon Turret (5)

Total: 100

View in Yet Another Squad Builder

played this list against my mate he had Echo, Fel and Jax. Why becouse my mate hates Y wings

could have worked but after firing at the wrong ship landing on an astroid then told him he could make a turn when he throught he couldnt and that finished the game :(

almost ioned echo of the borad maby next time

Horton just screams for an EPT. I think ffg screwed the pooch having an expensive ps8 y-wing pilot with no EPT :(

Yes I know about R2-D6 but it's kind of a slap in the face to pay an extra point plus lose the droid slot.

Oh well, we'll just have to wait for the aces treatment for y-wings (seems odd though since Salm is basically like the best y-wing pilot in the fluff)

Edited by quasistellar

Instead of VI I suggest R7-T1. The boost to change angle of attack will help get those torpedoes pointed in the right direction.

It's not a bad idea. I've been looking at a 99 point build with E'than Abhat and Salm + Flechettex2 + ICT that looked like it would work very well. Looks like you have the same idea, except VI on Salm will guarantee he shoots before the phantoms.

This actually came to mind for a 88 pt Squad challenge where I'm expecting to face many players with phantoms.

Yeah, there could be something to that. It won't be easy to get a shot with Flechette Torpedoes from a Y-Wing to a Phantom, but those babies should be in just about every Rebel squad right now.

It's expensive, and it really needs a hard-hitting buddy or two. But I like it.

Thanks, and yea but also keep in mind that the phantoms move first so they can cloak/BR out of your arcs and Range 3 gives you the most area to catch one

Horton just screams for an EPT. I think ffg screwed the pooch having an expensive ps8 y-wing pilot with no EPT :(

Yes I know about R2-D6 but it's kind of a slap in the face to pay an extra point plus lose the droid slot.

Oh well, we'll just have to wait for the aces treatment for y-wings (seems odd though since Salm is basically like the best y-wing pilot in the fluff)

amen

Instead of VI I suggest R7-T1. The boost to change angle of attack will help get those torpedoes pointed in the right direction.

But that means Horton moves first and shoots 2nd two things you dont want when facing phantoms....VI takes away their arc-dodging confidence and fills them with doubt

My Flgs and group are about 45 mins away so for the drive there and back I spend the time brainstorming X-Wing I can up with this:

Horton w/Ion Cannon Turret, R2-D6 + VI, and Flechette Torpedoes: 34 Points (Munitions Failsafe Optional)

With a PS10 Horton can move after VI/ST/Decoyed Phantom and shoot first, w/ blank rerolls at Range 2 for the ion (thus they can't Decloak next turn if they use ACD and its perfect for already cloaked phantoms) but the best would be Hitting a Phantom with the Flechettes which shouldn't be hard since its 2 Agi vs. his rerolls of any blanks (even if they escape the munitions failsafe lets you try again) If they survive then the stress prevents ACD from kicking in.

Alot of points but Y-Wings have enough hull to last, this would be great paired with with VI Lando/Han or even VI Cracken (PS10+s) that always strike before Phantoms.

What do you guys think?

Biggest problem I see with this is keeping it in your forward arc for those torpedoes. Even though you're moving first, lets face it: there aren't a lot of places you can go. With the crazy way the thing can move, and some of the more interesting telemetry options offered by Echo, they'll still probably be able to have a good idea of where you will go and act accordingly. And also, I can't imagine an easier small ship to block than a PS 10 Y-Wing.

Instead of VI I suggest R7-T1. The boost to change angle of attack will help get those torpedoes pointed in the right direction.

Yeah, pretty much that is what I was thinking.

My Flgs and group are about 45 mins away so for the drive there and back I spend the time brainstorming X-Wing I can up with this:

Horton w/Ion Cannon Turret, R2-D6 + VI, and Flechette Torpedoes: 34 Points (Munitions Failsafe Optional)

With a PS10 Horton can move after VI/ST/Decoyed Phantom and shoot first, w/ blank rerolls at Range 2 for the ion (thus they can't Decloak next turn if they use ACD and its perfect for already cloaked phantoms) but the best would be Hitting a Phantom with the Flechettes which shouldn't be hard since its 2 Agi vs. his rerolls of any blanks (even if they escape the munitions failsafe lets you try again) If they survive then the stress prevents ACD from kicking in.

Alot of points but Y-Wings have enough hull to last, this would be great paired with with VI Lando/Han or even VI Cracken (PS10+s) that always strike before Phantoms.

What do you guys think?

Biggest problem I see with this is keeping it in your forward arc for those torpedoes. Even though you're moving first, lets face it: there aren't a lot of places you can go. With the crazy way the thing can move, and some of the more interesting telemetry options offered by Echo, they'll still probably be able to have a good idea of where you will go and act accordingly. And also, I can't imagine an easier small ship to block than a PS 10 Y-Wing.

Very true hence I expect to use the Ion turret more often the Flechs are just for the turns when the X-Wing gods favor you

Instead of VI I suggest R7-T1. The boost to change angle of attack will help get those torpedoes pointed in the right direction.

But that means Horton moves first and shoots 2nd two things you dont want when facing phantoms....VI takes away their arc-dodging confidence and fills them with doubt

If you really want to shoot first, take Roark with him. Of course, it means moving after the Phantom, but with the turret, it should not be that bad.

The advantage of taking Roark is that any of your ship can ptentially shoot before the Phantom. So if Horton go down early, something that can happen with a Y-Wing, you are not screwed.

I've been playing around with Y-wings and Horton for my rebel lists as Phantom counters because I'd like to avoid using a Falcon.

I've got a couple of builds with PS 10 Horton with the ion, but the problem is really what it does to the rest of the list. It's very difficult to build a list around him I'd feel confident about being able to take on the remainder of the list with a phantom, or moreso, a Falcon. IMO, it's just a bit too much for a ship that is mostly going to provide control and has a base two attack.

Edited by AlexW

Instead of VI I suggest R7-T1. The boost to change angle of attack will help get those torpedoes pointed in the right direction.

But that means Horton moves first and shoots 2nd two things you dont want when facing phantoms....VI takes away their arc-dodging confidence and fills them with doubt

If you really want to shoot first, take Roark with him. Of course, it means moving after the Phantom, but with the turret, it should not be that bad.

The advantage of taking Roark is that any of your ship can ptentially shoot before the Phantom. So if Horton go down early, something that can happen with a Y-Wing, you are not screwed.

But you're almost sixty points into the list with completely anemic firepower.

Edited by AlexW

Instead of VI I suggest R7-T1. The boost to change angle of attack will help get those torpedoes pointed in the right direction.

But that means Horton moves first and shoots 2nd two things you dont want when facing phantoms....VI takes away their arc-dodging confidence and fills them with doubt

If you really want to shoot first, take Roark with him. Of course, it means moving after the Phantom, but with the turret, it should not be that bad.

The advantage of taking Roark is that any of your ship can ptentially shoot before the Phantom. So if Horton go down early, something that can happen with a Y-Wing, you are not screwed.

But you're almost sixty points into the list with completely anemic firepower.

Still enough point to take 2 B-Wing

Horton Salm + Ion Turret

Roark + Blaster Turret + Recon Specialist

Blue Squadron Pilot

Blue Squadron Pilot

or Switch the Blaster Turret and Recon Specialist for a Ion Turret and give a Flechette Torpedo to Horton or R7-T1. But then again, why bother with Horton?

Instead of VI I suggest R7-T1. The boost to change angle of attack will help get those torpedoes pointed in the right direction.

But that means Horton moves first and shoots 2nd two things you dont want when facing phantoms....VI takes away their arc-dodging confidence and fills them with doubt

If you really want to shoot first, take Roark with him. Of course, it means moving after the Phantom, but with the turret, it should not be that bad.

The advantage of taking Roark is that any of your ship can ptentially shoot before the Phantom. So if Horton go down early, something that can happen with a Y-Wing, you are not screwed.

But you're almost sixty points into the list with completely anemic firepower.

Still enough point to take 2 B-Wing

Horton Salm + Ion Turret

Roark + Blaster Turret + Recon Specialist

Blue Squadron Pilot

Blue Squadron Pilot

or Switch the Blaster Turret and Recon Specialist for a Ion Turret and give a Flechette Torpedo to Horton or R7-T1. But then again, why bother with Horton?

Right, if you include Roark, you can now drop him for a gold and get the same effect. The reasons for bringing him are that you want to make use of his high (and independent) pilot skill and his rerolls, which add action efficiency, but it comes at a pretty high cost.

Edited by AlexW

Instead of VI I suggest R7-T1. The boost to change angle of attack will help get those torpedoes pointed in the right direction.

Yeah, pretty much that is what I was thinking.

Torpedoes are nice, but keeping them pointing at a Phantom when you have to move before it is going to be incredibly difficult. TL is redundant with Horton's ability when not firing Torpedoes, too. Boosting is helpful, especially if you can do it after the Phantom moves.

Horton (25)

+ Engine Upgrade (4)

+ Ion Cannon Turret (3)

+ R2-D6 (1)

+ Veteran Instincts (1)

Use PS10 and Boost to keep Phantoms at Range 2 of the Turret and locked in Cloak so they can neither De-Cloak nor shoot. If you want to add Stress to the equation, let another ship do it, so you can Stress and Ion the Phantom at the same time.

EDIT: See also the Roark suggestions above.

Edited by ObiWonka