Hi guys
Something I like doing in almost every game system I play, is taking a unit/ship/piece that is generally considered underwhelming, and trying to either get a synergy going that makes the most of it, or pair it with another unit that covers any weaknesses it might have.
This thought exercise is not for taking an unused ship and proving how everyone is wrong and it's definitely a tournament contender. It's more about pushing yourself to better understand list design, game mechanics and meta. I'm pretty new to X-Wing, so I'm still learning the more intricate aspects of play. This sort of thing helps me learn faster.
So I was thinking about the YT-1300, or more specifically, the Outer Rim Smuggler. When was the last time you played a game with/against one? I never have. The boost you get with the names pilots is huge by comparison, so there's really no point.
But, they are pretty cheap too. You can fit 3 in 100 points with 19 points for upgrades.
It's pretty maneuverable for a large ship. Better than an X-Wing.
It's a large ship so has a big base.
It's got a turret like all the other YT-1300's.
It's got a pretty bad attack
It's got a pretty bad defense
It can only take crew and modification upgrades.
So my little thought exercise list is this
ORS - Saboteur, Mercenary Co-Pilot, Anti Pursuit Lasers 33
ORS - Tactician, Mercenary Co-Pilot, Anti Pursuit Lasers 33
ORS - Saboteur, Tactician, Anti Pursuit Lasers 33
The idea here, is to use the bulk of the YT to force enemy ships to bump into you. You want bumps for damage and either reduce incoming damage or mess with your opponents target priority. At PS1 you'll be moving first most of the time. You want to be close to get the extra attack die. You have turrets so facing doesn't matter too much.
Saboteur gives you a 50% chance to turn hits to crits at range 1, and you want to be at range one most of the time. Yes, this can crit Chewie.
Tactician gives you a bit of control at range 2, and allows you better force your opponent into predictable moves.
Mercenary Co-pilot is there to give a bit of an incentive for your opponent to close the gap. With 2 attack die, you won't be hitting all that often, but every time your opponent rolls poorly for defense, it'll hurt him.
While I don't think this is going to light the world on fire, I'd be very keen to give this a shot sometime. Right after I buy myself more YT's and Lambda shuttles.
I like to see others post their own thought exercises here on either this ship or other ships/pilots/upgrade cards. What can you come up with?