Too simple? or is basic a good thing?

By Sonikgav, in X-Wing

I know theres been alot of toying with this kind of thing before but im toying with a few pickups for Christmas, and with the stuff im buying to fill out other lists im toying with other ideas.

Green Squadron - Proton Rockets, Vi

Green Squadron - Proton Rockets, Vi

Tala Squadron - Assault Missiles

Tala Squadron - Assault Missiles

Tala Squadron - Assault Missiles

- 100pts

So its a basic Alpha Strike kind of thing. I KNOW people say Ordanance Sucks but i thought id give it a go. Vi on Greens because my local area sees alot of the basic ships or the generic PS4 pilots and being able to unload at R1 before those seems like a good idea. The Tala's essentially the same but i suppose they could all drop to Bandits and take Munitions Failsafe.

Z's obviously break up formations (cant imagine many TIE Swarms would enjoy coming up against this) and the A's flank or go hunting for that one big juicy target. Offensive power drops away after the initial assault but decent defence dice and speed may help... possibly lol.

Thoughts?

I would arc dodge the talas and once I absorbed the prokets, the a wings don't scare me.

I recomend homing missiles

They don't have area damage, but instead a really good chance of hitting.

Homing missiles are awful. You are better off using concussion missiles with MF. Assault missiles while they are a gamble to hit, I find generally do hit anything with 2 agility or less.

I agree, Homing missiles are terrible. This list severely lacks firepower once the alpha strike is gone. It's a bit of a risk, especially if you're stuck in a mirror match.

I would arc dodge the talas and once I absorbed the prokets, the a wings don't scare me.

You're going to arc dodge 3 assault missiles and just "absorb" 2 5 dice prockets, that can easily have a TL and Focus. Riiiiiiiight. Pray tell, what list are you running?

Mind you, im not saying the list is really good, i just hate it when people casually dismiss a list by saying by saying, "Nah brah, i can negate all that no problem."

Edited by Bipolar Potter

i just hate it when people casually dismiss a list by saying by saying, "Nah brah, i can negate all that no problem."

I agree, it often sounds like kids playing war or something. "I shot you!" "No you didn't I dodged it!"

As if arc doding 3 Z-95's at range 3 is such a simple thing to do...

If someone wants to offer constructive criticism on list they should do so. Trying to tell the OP he's bad at the game doesn't help, which is what that person was effectively doing.

It also bothers me when someone asks for advice on a list, and the advice is "scrap everything and play this list instead." There is a point, if someone asks for advice on how to make a 5 naked HWK list work... there's not much you can do.

But if someone wants to play a missile swarm list, don't tell them to play a Fat Han instead, offer advice on how to make the list better.

Edited by VanorDM

Main problem isn't arc dodging, its the typical: targets out of R3 when the Talas have their activation, but their opponent moves in R1 on the next turn, which is a form of arc dodging i suppose.

But the Op said he was in a low PS meta, which i think means this list should be perfectly competitive. Will be a unwelcome surprise to any full or mini swarm players for sure. Decimators will get hammered as well.

I've never seen a Ordnance really work. It can, but it's never consistent. Hot dice will win you games and cold dice will cost you some. This squad will live and die by the alpha strike.

I want to toy around with the following list. I figure it'll eat Fat Hans, 58 Dashs, and Decimators.

Corran w/ PTL, FCS, R2

Airen w/ Cluster + VI + MF

Tala w/ Conc

Tala w/ Conc

The thought being that Airen moves at PS10, so he should be able to get a TL on anyone. From there, he shoots his Clusters, which allow the Tala's to both take TL (and they already have F from their actions). Finally, the Tala's shoot their concussions at PS4. Corran is there as the closer. If you go for him first, you're accepting that you're going to be shot up with all the missiles, both concussions should basically hit all 4 [boom], and while the clusters may or may not do damage, that's the point of the MF on Airen. If they don't do damage (since there's no way to modify them) you can continue handing out two actions per turn. If they do hit, then it's bonus damage on the opening round.

I like to ask how it'll handle different lists. Any list with a large ship it will clearly do well against. As for a 4 rebel swarm, I would hand out TL for the Tala's on two different people, and worst case if you fail to kill the first one (after Corran, Airen and the first Tala shot at it) you can have Corran double tap for the kill. Phantoms you can fan out a bit with the Tala's, and Airen does shoot at PS10, so you should be able to get something through from him, probably something from Corran, and one to two damage from the missile that has her in arc. As for Swarms - those will probably be the hardest list, but once again I would TL two different TIEs with the Tala's and depending on Airen's damage, more than likely have Corran target the second one - hopefully you can drop two before they even shoot. If one gets lucky, that's what the double tap is for.

I think ordnance might find a place for itself in the game again soon. Prockets are viable, as are IPM and Flechettes. I haven't tried Ion Torps yet, but I can see them working well. *Shrug. With big ships being more and more popular, ordance to take them down faster could help keep them in check. And while Prockets are nice, it is difficult to get the R1 shot off in the opening round, so the R3 Conc/PT could end up being better.

Only time ive seen ordnance work and work well is with Jonus, his ability is very stronk.

I know theres been alot of toying with this kind of thing before but im toying with a few pickups for Christmas, and with the stuff im buying to fill out other lists im toying with other ideas.

Green Squadron - Proton Rockets, Vi

Green Squadron - Proton Rockets, Vi

Tala Squadron - Assault Missiles

Tala Squadron - Assault Missiles

Tala Squadron - Assault Missiles

- 100pts

Stacked Assaults actually work really well together. One assault annoys a swarm, whereas 3 can melt it.

However, I would suggest dropping the PS to afford Munitions Failsafe. Nothing worse than an Alpha-Strike that duds.

Being a relatively new player, I like simple. Play the models you like and you will get good with them. I still like a Biggs with 3 Rookies and I do well with them.

For an A/Z95 list, I will say that I would Drop the rockets and look seriously at Lt. Blout with assault missiles. nasty against a swarm. Ion rockets work well with him as well and can hold a phantom steady for enough moves to kill it.

Arien Cracken can allow a low PS friendly to Boost or barrel after he attacks for those "I'll just get out of your ark". another way is to send some out on a kooligan and some speed 1. outmaneuver that. The same people hating on this probably ran a tie swarm at one point which is basically the same list.

Most of all, enjoy yourself.

Ewwww missiles, I'm sure you'd be better off with another ship instead of that ordinance.

I've had great success with homing missiles. Most people seem to assume you have to expend the target lock with discarding the card, but read it. You KEEP the target lock! Meaning that if you had a focus and fired the homing missiles, you could use the target lock to potentially re-roll any blanks hoping for hit/crit results or focus, which you can modify. Marksmanshipnis good choice too.

I want to like your post, but I also want to support the OP's dream of ordinance. So conflicted...

Going with that many assault missiles I think is a mistake. I'd try instead:

1 concusion missile or assault missile

1 assault missile with munitions failsafe

1 Ion Pulse missile with munitions failsafe

The worst part about typical ordenence is that they're a complete crapshoot. If gambling appeals to you, then by all means go nuts

If you want to inject some form of reliability, I'd recommend ion pulse instead. The damage is understandably light...until the poor ioned ship finds all those talas at range 1 leering at it.

It looks simple enough, for a mini-swarm with ordnance. I would lead with the Talas then have the Green zoom up behind after all the assault missiles are shot off.

I use another ordenance build but it has some mixed results.

Jan Ors + Kyle Katan + Blaster Turret.

Horton Salm + 2x Proton Torpedoes.

Nera Dantels + 2x Proton Torpedoes + Munitions Failsafe.

Yeah I know 16 point worth of munitions (17 if you include the MF modification) That's enough for an A-wing. So the trick is to use Proton Torpedoes and have Jan boost them up to 5 attack dice. It is great with range 3. Nera's ability even though it is sort of a doughnut as well as Jan's blaster turret with the focus from Katan makes a great area control. Also it is still 3 firepower ship and if I miss I got Munitions failsafe. Horton doesn't need munitions failsafe it is a bad day if he misses with boosted proton torpedoes. Weakness well it is 3 ship build so not much meat in the line of hull and shields. Sure Y-wing and B-wings are beefy and all but don't add up to 8 Tie Fighters of hit points. Also the average agility is slight above 1 so I end up eating almost all the hits I take just like a decimator.

Edited by Marinealver

Regarding ordnance, alpha strikes, and chance:

I think we should try to move the discussion forward. Yes, ordnance is risky, but so is everything else in this game. What makes ordnance riskier is the one-shot nature of it. However, this game is also all about risk management. I try to fly by the rule of never launching ordnance unless I have both a target lock and a focus token. If you have those, your odds are really good. If you want to live riskier than that, invest in Munitions Failsafes.

So, that means developing a flying doctrine that helps you get both of those while still being in the range to make them effective. If you're in a low-PS local meta, your Talas should be able to get in to R3 for the TL in one turn, and then figure out how to remain at R2 in the next. Of course, if your opponent has Proton Rocket-armed A-Wings coming down on them, his maneuvers will probably be focused on those, so you'll have to figure out how to stagger your Talas behind the A-Wings.

Just my musings, but suffice to say, there's a discussion to be had beyond the 'too risky for the points' argument.

The chance you'll get lucky with ordinance is really low and once it's expended all your left with is a few low ps low hit point fighters.

Odds are higher you'll lose a headhunter or two before they even fire the munitions they carry, I've one shot more headhunters than anything else.

There's just no end game punch in the OPs list.

all your left with is a few low ps low hit point fighters.

This list is no worse then a 6 AP swarm after Howlrunner is dead.

Who even uses swarms anymore?

Don't listen to the naysayers, give it a try. there is a tendency to follow the herd on this board. I would say consider a homing missle as well. they are excellent. Read the card carefully. You must have a target lock to fire it but you do not spend that lock, which means you can spend it to modify dice. For one point, it is superior to a lot of other munitions. Maybe an assault and a homing, and running one without ordnance. (you could always use those ponts on something else.) If it were me, I would probably drop one missle on a Z to give an awing more teeth. (predator, PTL, Lone wolf)

I would probably run the Zs spread out a little in a line and flank with the A wings. After the zs unload they can help block things up so your As can hammer em with the prockets.

Run what you like. it is a game. have fun

P.S. Diversifying your loadout a little on the Zs gives you options. your are set up to crush a swarm, but there are a lot of other builds out there. homing helps you hammer an interceptor, ion pulse and cluster are good choices for low agility or large base ships. if you are going to play with missles, switch it up a bit. I think when you lay your cards out and your opponent sees 3 assault missles, he is going to break up his swarm during deployment. this is valuable for you, but a lot of players will do this if you only have on assault missle, which means there is a good chance your others will be wasted. If your enemy is a swarm and breaks formation, you have impacted his plan and that's good, but he has invalidated 3 assault missles. that's 15 points that may not do you much good in that scenario.

I've had great success with homing missiles. Most people seem to assume you have to expend the target lock with discarding the card, but read it. You KEEP the target lock! Meaning that if you had a focus and fired the homing missiles, you could use the target lock to potentially re-roll any blanks hoping for hit/crit results or focus, which you can modify. Marksmanshipnis good choice too.

A Tala with a Homing missile is 18 points. 3 points shy of a Rookie X-wing. Homing missiles are good ordnance as you can keep the TL, but they are just too expensive. You would be better off running the two rookies or Tarn + a rookie.