5 Dice (or trying to make torpedoes worth a damn)

By Marinealver, in X-Wing Squad Lists

Okay so this was designed around proton torpedoes. I know not that good but it is fun.

Jan Ors HWK-290

  • Blaster Turret
  • Kyle Katan

Horton Salm Y-wing

  • Proton Torpedoes
  • Proton Torpedoes

Nera Dantiels B-wing

  • Proton Torpedoes
  • Proton Torpedoes
  • Munitions Failsafe

100 points Rebel Squadron 3 ship.

Okay so 3 ship Rebel builds are not that good especially with 3 small ships. Also I know that is 16 points worth or torpedoes which I could just get a prototype with chardan refit. So the idea is to have the Y-wing and B-wing fire proton torpedoes and Jan Ors boosting them from 4 dice to 5 dice attacks. Kyle turns Jan Ors stress into a focus for each green maneuver so I have focus to fire the blaster turret. Nera can trick shot her torpedoes out of arc giving me another turret ship to kill phantoms. Also gave her munitions failsaf so she doesn't wiff. As for Horton he never wiffs with torpedoes. Blanks are rerolled and the focus becomes a crit with proton torpedoes. Keep him in the back and use as a sniper because for some reason everyone goes after him. After the torpedoes I still got B-wing 3 dice. Horton can focus and take range 2-3 shots rerolling blanks. Jan can still boost damage and continues to make blaster turret shots with Kyle.

I'd maybe look at trying to get Deadeye onto to Nera. I'd maybe drop Munitions Failsafe for it. I think Deadeye helps get the maximum out of Nera's 360 since it lets her chose her target when she shoots instead of during the activation phase.

I played this ordnance-heavy list the other day for fun (5 pieces of ordnance, 23 points!). It was in fact a lot of fun, but certainly not top tier:

Nera Dantels (26)

+ 2x Advanced Proton Torpedo (12)

+ Advanced Sensors (3)

+ B-Wing/E2 (1)

+ Recon Specialist (3)

+ Deadeye (1)

Horton Salm (25)

+ 2x Proton Torpedoes (8)

+ R2 Astromech (1)

Lieutenant Blount (17)

+ Ion Pulse Missiles (3)

There were exactly enough points to fit all this in! Blount/IPM makes sure your heavy hitters have at least one good turn even against large ships. Advanced Sensors helps Nera use anything on her dial to get into range. E2/Recon/Deadeye makes sure you get 5 [booms] out of the APTs almost every time (I did with both in the game I played). Horton is awesome with PT's. Fire them off as soon as you get the TL and you still get re-rolls and to turn one [eye] into a [crit]. The R2 helps him as a dogfighter since there's no room for a turret, plus if you have to K-turn after picking up a TL to get your PT off, you don't have to worry so much about where you'll end up the next turn. (which I did, and it was glorious).

Certainly not the most competitive, as iirc it won with 1 Hull against another mediocre build. But it was a LOT of fun to Ion a Firespray in one turn, then drop 8 damage on it the next (and kill it in round 3)!

I'd think about dropping a Proton on Nera to Flechettes. It nets you 2 points and is a great control weapon with 360 degree arc. That would give enough points for Deadeye. If you dropped the Munitions Failsafe, you'd also have enough for R2D6 (EPT-bot) and Veteran Instincts on Horton. That would allow a first turn of engagement lock against almost anyone, he would fire before every Phantom, and arc-dodgers would have to guess his moves.

I'd maybe look at trying to get Deadeye onto to Nera. I'd maybe drop Munitions Failsafe for it. I think Deadeye helps get the maximum out of Nera's 360 since it lets her chose her target when she shoots instead of during the activation phase.

It allows for some better flexibility but because of Nera's ability I never have problems making an attack with here as long as I have a target lock. The only blind spot is range 1 out of arc. If they are in range 1 I still get 4 dice and can use the targetlock to reroll those dice (5 If I continue to boost with Jan Ors). I'm more concern of a proton torpedo being wasted if they roll enough dice or I only got a single critical hit and they rolled 2 evades.

If I use deadeye I might put it on Horton instead. It will allow me to fire at targets that might be beyond range 3 when he moves. It would be good for VI Han and Whisper that you see out there.

I'd think about dropping a Proton on Nera to Flechettes. It nets you 2 points and is a great control weapon with 360 degree arc. That would give enough points for Deadeye. If you dropped the Munitions Failsafe, you'd also have enough for R2D6 (EPT-bot) and Veteran Instincts on Horton. That would allow a first turn of engagement lock against almost anyone, he would fire before every Phantom, and arc-dodgers would have to guess his moves.

To be honest I consider flechette torpedoes to be the best torpedo upgrade in the game (although flechete cannons might set it aside as my stress generator)

However there are 2 advantages with proton torpedoes. The higher firepower that I can boost to 5. A 4 boost 5 dice attack is better than a 3 boost 4 dice attack is worth the extra 2 points. Also the dice modifying ability allowing focus to turn into a critical hit allows for some serious damage to get thrown in. As of now horton doesn't have too much problem with phantoms. 5 attack dice with the modifier and rerolling blanks allows me to one shot a phantom even when cloaked.

I'd maybe look at trying to get Deadeye onto to Nera. I'd maybe drop Munitions Failsafe for it. I think Deadeye helps get the maximum out of Nera's 360 since it lets her chose her target when she shoots instead of during the activation phase.

It allows for some better flexibility but because of Nera's ability I never have problems making an attack with here as long as I have a target lock. The only blind spot is range 1 out of arc. If they are in range 1 I still get 4 dice and can use the targetlock to reroll those dice (5 If I continue to boost with Jan Ors). I'm more concern of a proton torpedo being wasted if they roll enough dice or I only got a single critical hit and they rolled 2 evades.

If I use deadeye I might put it on Horton instead. It will allow me to fire at targets that might be beyond range 3 when he moves. It would be good for VI Han and Whisper that you see out there.

Depending on how much Dash you are running into it might be worth taking VI.

Edited by WWHSD

I'd maybe look at trying to get Deadeye onto to Nera. I'd maybe drop Munitions Failsafe for it. I think Deadeye helps get the maximum out of Nera's 360 since it lets her chose her target when she shoots instead of during the activation phase.

Nera, Dead Eye, E2 with Recon Spec - AdvProTorps 3-5 hits every shot.

Can you handle the Range limitation though....

You could remove Munition Failsafe to get Veteran Instinct on Jan Ors to shoot before Whisper to attack vs 2 agility instead of 4.