Some of you have read my adventures with Corran and fat friends. As much as I've enjoyed the gameplay with that list, I've become distracted by Horton.
Horton in the meta has always been a black sheep, despite the fact that he has one of the best Pilot Abilities in the game. Sitting down the other day to a squad building session had me thinking about his potential with certain pairings and how he would fair in a Phantom dominated meta.
Old and reliable, Salm offers a plethora of strengths that not many other aces can match. His ship of choice has high HP, a turret slot, and an astromech. Necessary qualities, especially when trapped in a Ywing.
The thing that has held Horton back for so long is that he lacks a native EPT, a terrifying oversight on the part of FFG. But, lo and behold, riding on his white horse is R2-D6. Now, here me out. Yes, paying one more point for an EPT at first glance is horrifying for our point strapped lists. However, being able to put Veteran Instincts on Horton suddenly changes his application in the current meta.
With Veteran Instincts, Horton leaps to the front of the pack with a PS of 10 and an insane Pilot Ability. The question remains: what do we add to his venerable ship? To me, the answer is simple, but comes in two parts: one, he is the best candidate for blaster turret and two, he is the best candidate to start the stress train on that slippery Phantom.
Flechette Torpedoes are a must on this guy. Not only can he deliver the payload with decent accuracy, they will set the Phantom up for follow on shots from lower pilot skills. I tried this today with great success.
His innate ability allows him to apply blaster turret with some accuracy...to a point. At range one, he may need some help in this area. Which...brings me to my next point, his squadron.
Horton is begging for more actions than target lock. Flying to the rescue is the sidelined HWK pilot, Kyle Katarn. What Katarn does is open a plethora of possibilities for old Salmy. By throwing a focus on an already focused Horton, that blaster turret becomes exceptionally accurate at all ranges. Or, conversely, Horton can target lock at range one and receive the focus from Kyle to engage with rerolls all the same. This pairing gets even better by adding an ion turret and Veteran Instincts to Kyle.
Suddenly, Hortons initial punch recieves the two to its one. The stressed target may be on the receiving end of an ion salvo that will leave it stumbling for the next two turns.
These two pieces form the keystone to a list that I think has some competitive legs against the current meta. First, it deals handily with Phantoms because of the PS edge, stress and turrets. Secondly, it can also dish out enough damage and stress to manage the larger, beefier ships.
Not sold are you? That's ok, because neither was I, until I thought more about it.
Today I tried the list out with Dutch accompanying these two with another torpedo and turret to spare. It worked great against a three ship Phantom list featuring Soontir and Echo. But, I was still perplexed by its capability against those high hitpoint targets. What I realized was that Dutch was really overkill since his ability would help in some regards, but wasn't necessary to win the day. Add to that the fact that I don't need his PS of 6 to hit an already stressed Phantom and in enters the wet behind the ears Gold Squadron pilot.
Free from the points that Dutch costs, I can invest a Flechette Torpedo and R3A2 into the guts of this bad machine. I know what you're thinking, "But, Red Winter, what can you do with only two attack?!" I thought the same, but then I considered just how much stress this list can deal out in turns. Then I thought about how the Decimator as well as the Phantom HATES stress.
The more a Decimator...or Falcon is stressed...the better. On the Decimator this prevents a plethora of options common to that chassis strategy. I'll sacrifice the utility of a turret for the ability to double stress VIP targets. The angst over the Ywings dial comes from it's difficulty to fly, but with careful maneuvering, much of that is covered. Besides, Goldie is going to have the support of two turreted ships!
What this setup adds to my list is the ability to take a simple Bandit to round it all out. The benefits are obvious: more HP and more red dice.
The next test is to see how it will really run against beefier lists. I predict success with the stalwart accuracy of Horton leading the way. I am really intrigued by the list because of its unorthodoxy. These ships aren't seen at the top tables.
Horton (R2D6, VI, Blaster Turret, Flechette Torpedo)
Gold (R3A2, Flechette Torpedo)
Kyle (Recon Spec, VI, Moldy Crow, Ion Turret)
Bandit
Edit: Even as I've sat here and typed this out, the thought has occured to me that Kyle isn't even necessary to make it work. Instead, if I switch him out in favor of Dutch, that I have room for Vrill. Consider the following:
Horton (R2D6, VI, Blaster Turret, Flechette Torpedo)
Dutch (Ion Turret, R3A2)
Vrill (Tactitian)
Let me know what you think. I'm always interested in hearing your theories.
Edited by Red Winter