How Badly Will I lose?

By Bohrdumb, in X-Wing

Rhymer + PTL + APT (x2) + Seismic + Munitions Failsafe

Krassis + HLC + Seismic + Gunner + EU

Munitions Failsafe will only be useful if you have the opportunity to fire three APT shots.

Try flying it against 4 Storm Squadron Pilots. You will probably do OK. :D

Ehh. Lose. Likely.

Fun? That's what's important.

"This squad is gonna get pretty interesting"

"Define 'interesting'."

"Oh God, oh God, we're all going to die?"

(Sorry, the title of your thread brought that modified quote to mind ;))

My thought was to start from opposite corners. Give Krassis more shots with the HLC, and Rhymer should easily be able to close to R1-2 for those APTs at least once. Figure if I can remove at least one enemy ship from the game on the first pass, I've got a chance.

I am in the camp that if you are having a good time, win-lose, it doesn't matter. Fly casual man! Find someone with the same attitude and have at it.

That being said, from a stand point of a competitive list, no, this list will not do very well at all. I am sorry to say. It is WAY too point heavy on one ship which can easily be taken out. You most likely will never be able to use all of those munitions before your 6 hull will fall to 0. Krassis is good, I like that, but you need more then one bomber to protect him. You just do not have enough bodies in the list to last very long.

With only two ship, you really limit your offensive power, even with ALL of that bling... And with not a lot of firepower, other lists will burn your ships down quickly. The Bomber is less agile then its TIE cousins

Edited by EvilEd209

I am in the camp that if you are having a good time, win-lose, it doesn't matter. Fly casual man! Find someone with the same attitude and have at it.

That being said, from a stand point of a competitive list, no, this list will not do very well at all. I am sorry to say. It is WAY too point heavy on one ship which can easily be taken out. You most likely will never be able to use all of those munitions before your 6 hull will fall to 0. Krassis is good, I like that, but you need more then one bomber to protect him. You just do not have enough bodies in the list to last very long.

With only two ship, you really limit your offensive power, even with ALL of that bling... And with not a lot of firepower, other lists will burn your ships down quickly. The Bomber is less agile then its TIE cousins

+1 to all of this!

Also, the probability of getting 5 hits with APT, with TL+F is greater than 98%. The likelihood of you getting zero hits on the defender after he rolls his evade dice, and therefore Munitions Failsafe triggering is extraordinarily low. The likelihood of Munitions Failsafe triggering, and you being alive long enough to have the opportunity to make a 3rd APT shot, is astronomically low. You would probably have to play thousands of games for this scenario to occur even once, assuming you PtL for TL+F every turn, and aren't firing the APTs without focus.

Edited by MajorJuggler

Ok, for a more serious response: fly what you find fun! Now that being said, here is a suggestion while keeping true to the "spirit" if your build:

Switch one Advanced proton torpedoe to an assault missile: you will be able to shoot at range 3 that way. Otherwise, you may end up in an alpha strike at range 3 scenario with your ordinance not being useful. The assault missile might also unnerve your opponent, who might deploy differently to avoid the area affect and screw up his initial battle plan (it's an intimidation weapon).

This frees you one point which you are free to... um... switch a seismic to proximity mines on Krassis? Since he has gunner, his action could be used to lay the mines at an opportune time. The mines could, again screw up the opponent's flight paths, which could buy you more time.

Again, these are just suggestions in keeping with the "spirit" of your build, so have fun!

Rhymer + PTL + APT (x2) + Seismic + Munitions Failsafe

Krassis + HLC + Seismic + Gunner + EU

Krassis is as good as the number of HLC shots you can get. If you get one Range 3 shot and then you're shooting at Range 1 or from the rear arc for the rest of the game, then both the HLC and the 3-point upgrade from Bounty Hunter to Krassis were bad investments.

My long-standing problem with HLC and Gunner is that they're both expensive upgrades, and they're optimizing opposite sides of the attack equation--one attempts to maximize the chances of hitting, and the other is insurance against missing. That total cost is so high that it's hard for me to justify doing both (particularly on Krassis, for whom a miss with the HLC is even less likely than usual).

Rhymer, meanwhile, is a big point sink who doesn't necessarily offer a great return in general. APTs are also a point sink, and the Munitions Failsafe is unlikely to be useful here, so...

...I'd say pretty badly. :unsure:

I don't think you'll get off more than one APT and one HLC shot against a lot of opponents. When you do, it will be beautiful and fun, but it may not be that fun otherwise.

I like Rhymer a lot more with 2x Cluster missiles and Predator...

There are many good responses here. So, lets build upon them. Lets stick with your initial list, and just pare down a bit.

Rhymer with PTL, APT and seismic (38, I think. Can't remember if he is 26 or 27.)

Krassis with hlc and seismic (45)

This cuts your list down to a manageable, and honestly practical level, while still leaving you 17 points for another ship. My suggestion would be Backstabber. If you wanted to cut the seismics, that gives you 4 more points, and there is a LOT that you can do with 21 points of imperials.So, go from there and see what you can do. Recon specialist on krassis with hlc is never a bad idea.

Edited by hothie

You'll have a hell of a alpha strike if you can get in range 2 for the first attack. But after that Rhymer will probably go down fairly quickly and then it's just krassis by himself.

Your odds of survival are less than 3,720 to 1.

PtL + Munitions Failsafe wasting points, if you're going to TL + F with an APT you are likely to generate 4 hits easily, which overcomes almost every agility value.

HLC + Gunner is not synergistic.

With some suggestions in mind:

Rhymer + APT (x2) + VI

Gives him a higher PS and drops some of the superfluous stuff.

Jendon + HLC + Weapons Engineer

He can take a TL and pass one to Rhymer (saving Rhymer from needing PTL) so he will always have a TLed HLC shot.

Academy x 2

Flying these guys as blockers to try and maintain the range I want for my enemies.

Thank you so much for spelling "lose" correctly.