A(nother) Fat Horton List

By YwingAce, in X-Wing

Horton Salm (25)

Ion Cannon Turret (5)

Flechette Torpedoes (2)

Flechette Torpedoes (2)

R7-T1 (3)

Experimental Interface (3)

Wedge Antilles (29)

Push the Limit (3)

Engine Upgrade (4)

Bandit Squadron Pilot (12)

Bandit Squadron Pilot (12)

Total: 100

View in Yet Another Squad Builder

Basically, Horton uses R7-T1 to TL + boost, then uses EI, to focus, making some unlucky fellow, get hit almost certainly by a flechette, while Wedge and the Bandits provide extra firepower.

My only problem is that you have 9 points of control on Horton instead of any kind of real damage output. That, and Flechette Torpedoes are hardly going to scratch any of the Large ships, including the ever present Millennium Falcon. Seems like a great idea to hunt phantoms, though. Even if they dodge your arc, you still have that beautiful Ion Cannon Turret to deal with them.

Edited by Parakitor

My only problem is that you have 9 points of control on Horton instead of any kind of real damage output. That, and Flechette Torpedoes are hardly going to scratch any of the Large ships, including the ever present Millennium Falcon. Seems like a great idea to hunt phantoms, though. Even if they dodge your arc, you still have that beautiful Ion Cannon Turret to deal with them.

Horton Salm (25)

Ion Cannon Turret (5)

Proton Torpedoes (4)

Proton Torpedoes (4)

R7-T1 (3)

Experimental Interface (3)

Wedge Antilles (29)

Push the Limit (3)

Engine Upgrade (4)

Green Squadron Pilot (19)

Push the Limit (3)

Chardaan Refit (-2)

Total: 100

View in Yet Another Squad Builder

That better?

That control on Horton is actually a great selling point as the FlechetteTorpedoes help deny range 3 agility bonuses and the Ion does what Ions do best: set up follow on shots by others. Wedge with Engine upgrade is probably better suited with Predator. No stress will allow better freedom of maneuver and you still get at least one attack reroll.

My only problem is that you have 9 points of control on Horton instead of any kind of real damage output. That, and Flechette Torpedoes are hardly going to scratch any of the Large ships, including the ever present Millennium Falcon. Seems like a great idea to hunt phantoms, though. Even if they dodge your arc, you still have that beautiful Ion Cannon Turret to deal with them.

Horton Salm (25)

Ion Cannon Turret (5)

Proton Torpedoes (4)

Proton Torpedoes (4)

R7-T1 (3)

Experimental Interface (3)

Wedge Antilles (29)

Push the Limit (3)

Engine Upgrade (4)

Green Squadron Pilot (19)

Push the Limit (3)

Chardaan Refit (-2)

Total: 100

View in Yet Another Squad Builder

That better?

Ooh, I do like that. Kind of a bummer to drop a whole ship, though. Still, I'm a fan of 3 Agility.

What do you think of having one Flechette and one Proton Torpedoes? I think it may add versatility, and will free up a point for Wedge to get R2 Astromech. Do you think that's important? I have a hard time imagining Wedge without R2 in that configuration. Leaves you at 99 ponts.

Horton Salm (25)

Ion Cannon Turret (5)

Flechette Torpedoes (2)

Flechette Torpedoes (2)

R7-T1 (3)

Experimental Interface (3)

Wedge Antilles (29)

Push the Limit (3)

Engine Upgrade (4)

Bandit Squadron Pilot (12)

Bandit Squadron Pilot (12)

Total: 100

View in Yet Another Squad Builder

Basically, Horton uses R7-T1 to TL + boost, then uses EI, to focus, making some unlucky fellow, get hit almost certainly by a flechette, while Wedge and the Bandits provide extra firepower.

You will need to focus first, EI only activates upgrades. :-)

What he said ^

Focus
Experimental Interface

R7-T1 Target Lock at range 1-2

R7-T1 Boost

Stress

Subtle potential difference in target acquisition

Horton Salm (25)

Ion Cannon Turret (5)

Flechette Torpedoes (2)

Proton Torpedoes (4)

R7-T1 (3)

Experimental Interface (3)

Wedge Antilles (29)

Push the Limit (3)

R2 Astromech (1)

Engine Upgrade (4)

Rookie Pilot (21)

Total: 100

View in Yet Another Squad Builder

How about a Grey Squadron Pilot with R2 Astro instead of the Rookie?

Edit: Or drop it to a Gold with R2, and a Flechette Torp

Edited by Kyrios Mirage

I like where your going YwingAce. this is my new Gray Squadron list

Horton Salm (25)
Blaster Turret (4)
Advanced Proton Torpedoes (6)
Proton Torpedoes (4)
R7-T1 (3)
Experimental Interface (3)

Gray Squadron Pilot (20)
Ion Cannon Turret (5)
R3-A2 (2)

Gray Squadron Pilot (20)
Ion Cannon Turret (5)
R2-D6 (1)
Wingman (2)

Total: 100

View in Yet Another Squad Builder

also thinking of this

Horton Salm (25)
Blaster Turret (4)
Advanced Proton Torpedoes (6)
Proton Torpedoes (4)
R7-T1 (3)
Experimental Interface (3)

Lieutenant Blount (17)
Veteran Instincts (1)
Ion Pulse Missiles (3)

Luke Skywalker (28)
Wingman (2)
R2-D2 (4)

Total: 100

View in Yet Another Squad Builder

the idea of both lists is everyone suports Horton so he can go in for the kill with APT also thinking of Craken with VI might be good at ps 10 he shoots first gives Horton a free focus action then he can target lock and bost to maby range 1 of a phantom and open up with APT could be fun

Horton Salm (25)
Blaster Turret (4)
Advanced Proton Torpedoes (6)
Proton Torpedoes (4)
R7-T1 (3)
Experimental Interface (3)

Airen Cracken (19)
Veteran Instincts (1)

Luke Skywalker (28)
Wingman (2)
R2-D2 (4)

Total: 99

View in Yet Another Squad Builder

:D

It's really funny the only ship that can really help Horton with Blaster Turret is Kyle... /facepalm

If only the Y-wing had a crew slot (not complaining for one, but it'd solve Horton/blaster turret gaps and overlaps). I just hope Scum has a new turret that can put Fat Salami on the board.

Edited by Skargoth

It's really funny the only ship that can really help Horton with Blaster Turret is Kyle... /facepalm

If only the Y-wing had a crew slot (not complaining for one, but it'd solve Horton/blaster turret gaps and overlaps). I just hope Scum has a new turret that can put Fat Salami on the board.

not really Horton can reroll range 2 and EI gives him TL for range 1 you dont always need a focus. Craken is good for overlaps not just for Horton thats 1 reason for puting him in the 3rd list (most lists)

R7-T1 doesn't combo well with Horton at all. He has to be in arc at range 1-2, and will likely boost into range 1 where he suddenly loses his ability. Also the target lock you just obtained...can't be used to shoot Flechette or Proton Torps if you are now at range 1.

Also let's not forget that Horton has 2 green moves for clearing the stress from Experimental Interface.

not really Horton can reroll range 2 and EI gives him TL for range 1 you dont always need a focus.

A blaster turret requires a focus token to fire.

Yes spend it to fire the blaster turret Horton's ability and R7T1 to modify dice is what I meant. Sorry I didn't explain that very good

Also plan to use wing man on Luke to clear his stress

Yes spend it to fire the blaster turret Horton's ability and R7T1 to modify dice is what I meant. Sorry I didn't explain that very good

Also plan to use wing man on Luke to clear his stress

So you just don't use Horton's ability at all because you TL is slightly better? I'll stick on a PtL/EI Dutch then.

So what is the best of the 3 lists mentioned? Is anyone gonna fly these?

I don't think R7-T1 is good on Horton at all. He already gets re-rolls, so doesn't need the TL...except to fire the Torpedoes. You might just want to go with R2-D6 and Deadeye. This way he can Focus every turn and you can use it for the Torpedoes or the Blaster Turret. That actually saves you a point for something else.

I'd go with 2 Proton Torpedoes over one and the Advanced. I say you won't get too much of an oppurtunity to fire the Advanced. Going that route also saves you 2 more points.

....but.....back to your question, I think I'd go with Lt. Blount.

I don't think R7-T1 is good on Horton at all. He already gets re-rolls, so doesn't need the TL...except to fire the Torpedoes. You might just want to go with R2-D6 and Deadeye. This way he can Focus every turn and you can use it for the Torpedoes or the Blaster Turret. That actually saves you a point for something else.

I'd go with 2 Proton Torpedoes over one and the Advanced. I say you won't get too much of an oppurtunity to fire the Advanced. Going that route also saves you 2 more points.

....but.....back to your question, I think I'd go with Lt. Blount.

But he loses the boost that R7-T1 gives him, and Blount can't shoot torpedoes so that answer is invalid. + with the R@-D6 Deadeye combo, he loses the focus he can use offensively or defensively

R7-T1 doesn't combo well with Horton at all. He has to be in arc at range 1-2, and will likely boost into range 1 where he suddenly loses his ability. Also the target lock you just obtained...can't be used to shoot Flechette or Proton Torps if you are now at range 1.

I agree with this. R7-T1 pairs okay on him if you run him with an Ion turret, but for Proton Torp usage, it is probably not optimal. You can get a TL on your opponent, boost out of arc, and fire your Ion Turret at him with a target lock.

I agree with this. R7-T1 pairs okay on him if you run him with an Ion turret, but for Proton Torp usage, it is probably not optimal. You can get a TL on your opponent, boost out of arc, and fire your Ion Turret at him with a target lock.

I agree with this. R7-T1 is best used when mixing it up and firing your turrent around. If you are hanging back and firing Torpedoes, you don't want to get closer. You probably just go slow and then K-turn. I LOVE R7-T1 and can't think of running Dutch without him, but I don't think he's a good fit with how Horton plays. He's very different than Dutch as he hangs back more.

... and Blount can't shoot torpedoes so that answer is invalid. + with the R@-D6 Deadeye combo, he loses the focus he can use offensively or defensively

I was refering to the options you listed in your post. There are 3 lists and the 2nd one has Lt Blount with an Ion Missile. Of those 3 lists, I like that option better.

Also, if you are going to use Blaster Turrets, as with every list in that post you asked about, you lose the Focus defensively anyways. What I like about R2-D6 w/ Deadeye is that you Focus and can then either fire the Torpedoes or the Blaster Turret that round. You don't have to make up your mind....even though you probably already know what you want due to his PS 8. I do have to ask....do you really think the Focus would be good defensively with just one die? I mean, I wouldn't mind having it there, but I wouldn't count on it being useful too much. Maybe turn your one defensive die into a success or shoot a 4 red die Torpedo or Blaster Turret that you get 2 re-rolls with? I'll take the offense, please.

What I like about R2-D6 w/ Deadeye is that you Focus every turn no matter what. Then, when it's time to shoot, you figure out if you shoot the Blaster Turret or the Torpedoes. Also, you don't have to pick your target at that point, either. Just when you shoot.

I agree with this. R7-T1 pairs okay on him if you run him with an Ion turret, but for Proton Torp usage, it is probably not optimal. You can get a TL on your opponent, boost out of arc, and fire your Ion Turret at him with a target lock.

I agree with this. R7-T1 is best used when mixing it up and firing your turrent around. If you are hanging back and firing Torpedoes, you don't want to get closer. You probably just go slow and then K-turn. I LOVE R7-T1 and can't think of running Dutch without him, but I don't think he's a good fit with how Horton plays. He's very different than Dutch as he hangs back more.

... and Blount can't shoot torpedoes so that answer is invalid. + with the R@-D6 Deadeye combo, he loses the focus he can use offensively or defensively

I was refering to the options you listed in your post. There are 3 lists and the 2nd one has Lt Blount with an Ion Missile. Of those 3 lists, I like that option better.

Also, if you are going to use Blaster Turrets, as with every list in that post you asked about, you lose the Focus defensively anyways. What I like about R2-D6 w/ Deadeye is that you Focus and can then either fire the Torpedoes or the Blaster Turret that round. You don't have to make up your mind....even though you probably already know what you want due to his PS 8. I do have to ask....do you really think the Focus would be good defensively with just one die? I mean, I wouldn't mind having it there, but I wouldn't count on it being useful too much. Maybe turn your one defensive die into a success or shoot a 4 red die Torpedo or Blaster Turret that you get 2 re-rolls with? I'll take the offense, please.

What I like about R2-D6 w/ Deadeye is that you Focus every turn no matter what. Then, when it's time to shoot, you figure out if you shoot the Blaster Turret or the Torpedoes. Also, you don't have to pick your target at that point, either. Just when you shoot.

None of my lists have Blount......

R7-T1 doesn't combo well with Horton at all. He has to be in arc at range 1-2, and will likely boost into range 1 where he suddenly loses his ability. Also the target lock you just obtained...can't be used to shoot Flechette or Proton Torps if you are now at range 1.

I agree with this. R7-T1 pairs okay on him if you run him with an Ion turret, but for Proton Torp usage, it is probably not optimal. You can get a TL on your opponent, boost out of arc, and fire your Ion Turret at him with a target lock.

Action: Choose an enemy ship at Range 1-2. If you are inside that ship's firing arc, you may acquire a target lock on that ship. Then, you may perform a free boost action.

Note the "may", you don't have to boost.

R7-T1 doesn't combo well with Horton at all. He has to be in arc at range 1-2, and will likely boost into range 1 where he suddenly loses his ability. Also the target lock you just obtained...can't be used to shoot Flechette or Proton Torps if you are now at range 1.

I agree with this. R7-T1 pairs okay on him if you run him with an Ion turret, but for Proton Torp usage, it is probably not optimal. You can get a TL on your opponent, boost out of arc, and fire your Ion Turret at him with a target lock.

Action: Choose an enemy ship at Range 1-2. If you are inside that ship's firing arc, you may acquire a target lock on that ship. Then, you may perform a free boost action.

Note the "may", you don't have to boost.

True, but then what good is R7-T1?

Horton either A: uses torpedoes at range 2-3 or B: has a turret, in which case he wants to keep the opponent at range 2 while dodging arcs. For A, you don't really want to boost--you want to keep your opponent at range 3 so you can have an additional green die. For B, you'll have an Ion turret, and that's actually an okay combo on Horton, but I would think you would just use Dutch if that was the plan. If Dutch didn't exist, then I'd bet we would see this combo more often.

I was just saying that the droid doesn't work well with Horton + range 2-3 torpedoes. R7-T1 is awesome and no one can reasonably say otherwise, but it just runs slightly contrary to Horton's pilot ability.

I agree with this. R7-T1 pairs okay on him if you run him with an Ion turret, but for Proton Torp usage, it is probably not optimal. You can get a TL on your opponent, boost out of arc, and fire your Ion Turret at him with a target lock.

I agree with this. R7-T1 is best used when mixing it up and firing your turrent around. If you are hanging back and firing Torpedoes, you don't want to get closer. You probably just go slow and then K-turn. I LOVE R7-T1 and can't think of running Dutch without him, but I don't think he's a good fit with how Horton plays. He's very different than Dutch as he hangs back more.

... and Blount can't shoot torpedoes so that answer is invalid. + with the R@-D6 Deadeye combo, he loses the focus he can use offensively or defensively

I was refering to the options you listed in your post. There are 3 lists and the 2nd one has Lt Blount with an Ion Missile. Of those 3 lists, I like that option better.

Also, if you are going to use Blaster Turrets, as with every list in that post you asked about, you lose the Focus defensively anyways. What I like about R2-D6 w/ Deadeye is that you Focus and can then either fire the Torpedoes or the Blaster Turret that round. You don't have to make up your mind....even though you probably already know what you want due to his PS 8. I do have to ask....do you really think the Focus would be good defensively with just one die? I mean, I wouldn't mind having it there, but I wouldn't count on it being useful too much. Maybe turn your one defensive die into a success or shoot a 4 red die Torpedo or Blaster Turret that you get 2 re-rolls with? I'll take the offense, please.

What I like about R2-D6 w/ Deadeye is that you Focus every turn no matter what. Then, when it's time to shoot, you figure out if you shoot the Blaster Turret or the Torpedoes. Also, you don't have to pick your target at that point, either. Just when you shoot.

None of my lists have Blount......

mine did :D

R7-T1 is good on any ship that finds it self in arc after moveing on a ship with a Turrent and EI even beter you get to shoot with a target lock and focus (unless useing Blaster Turrent but TL by its self ant bad) and have a chance to boost out of the attackers ark of if you have APT maby boost into range 1 and maby land 5 hits pair a ship up with Cracken + VI after he attacks give the ship with R7-T1 the chance to boost out of ark if in range 1 of Cracken

as to my lists the all Y wings list is my Fun with Gray SQ the one with Blount is get him to Ion a high priority target Horton + APT and Luke move in for the kill next round and the list with Cracken you would have just read

R2-D6 + Deadeye is good for 2 points But were making Horton Fat So I put R7-T1 so he can maby get 2 actions instead of one and EI so he can maby get 3. You can put on diffrent turrents and torps but I think R7-T1 + EI is the best way of fattening him up

I should know Ive been Fattening myself up for over 30 years :P