Tournament thoughts

By murlacher, in X-Wing Squad Lists

So my X Wing group is doing an interesting tournament/league starting next week. We were each assigned a facility that gives some form of bonus for building squads. No large ships or unique cards can be used unless a facility bonus grants the ability. I got the "Munitions Facility" which allows me to bring missiles, torpedoes, and bombs at a discount of -2 points each to a minimum of 1 point. I had two ideas and was wondering on what your thoughts were on them and to see if there were any other squad suggestions.

Squad 1:
2 X Scimitar Squadron Pilot with Proton Torps, Flechette Torps, Cluster missiles, Concussion missiles, and Proximity mines.

2 X Scimitar Squadron Pilot each with Proton Torps, Flechette Torps, Cluster missiles, Concussion missiles, and Seismic Charges.

132 points - 32 points for facility bonus= 100 points

Squad 2:

2 X Blue Squadron Pilot with Fire Control System, Proton Torps, Adv. Proton Torps, B Wing/E2, and Recon Specialist

1 X Blue Squadron Pilot with Fire Control System, Proton Torps, Ion Torpedoes, and Munitions Failsafe

110 points - 12 points for facility bonus = 98 points

Thanks for the input!

That's a lot of ordinance! I don't see the bombers getting to use it all honestly. You do have board control/denial with the Prox mines, but you'd need to get up there really quickly and deploy them. I like the B's better as you're getting free TL's when you shoot and then you K-turn and slam your enemy with an Adv. Proton torp.

Not bad man, I'd pick the B's over the bombers personally.

First off, might I suggest this article?

http://miniwarroom.blogspot.com/2014/11/darkhorses-strange-love-or-how-i.html

It's a really good article on using Tie Bombers.

For one, I would LOVE to have that facility. I've used ordnance quite a bit. There are two things you can do that I would suggest. The first would be to use the Tie Bomber pilot Jonus. He would make all your ordnance much better. The big issue with ordnance is that you have to use a TL or Focus to fire it, but then can't get a way to modify the dice roll if you happen to flub. Jonus lets you re-roll 2 dice. That makes all your ordnance much more effective.

If you want to use Jonus, I would recommend a Concussion Missile and a Cluster Missile on each. The Concussion Missile lets you get the most hits, no matter what. If you roll a bunch of eyeballs, go ahead and re-roll two of them. You will always get a hit, unless you roll all eyeballs. Four red dice w/ 2 re-rolls and one blank into a hit is great results.

Cluster Missiles are great for closer range firing. Your opponent will want to get within short range to avoid your Concussion Missiles. If you have Jonus, that's a re-roll on both shots. So, 3 dice w/ 2 re-rolls. That's really good odds. You can snuff out a lot with those shots. It also gives you the ability to fire at all ranges, which is important.

If you don't want to go with Jonus, might I suggest you use all Homing Missiles? They would only be 3 pts a pop, you get to re-roll as many as you need, and the enemy can't use an evade. With that discount, they are a great deal.

Other Imperial ships that can use them would be include the Firesprays. They start off allowing missiles, but can get Slave 1 title for free to get a torpedo, too. Krassis is a good one to try it on. He gets to re-roll a die for secondary weapons. So, go ahead and give him a Proton Torpedo and a Concussion Missile. Maybe even a Cluster Missile. That free re-roll is great. I can even see a Bounty Hunter w/ Homing Missile, too. Cheap and it hits hard. Kath can get an EPT and take Predator. That will give her at least one re-roll like Krassis. If you give her a Proton Torpedo and get that crit, she will cause stress even if she misses. Give her Munitions Failsafe and how can you lose?

Tie Advanced can use munitions, but I'm not sure if they would be worth it. I've used them a number of times with ordnance. They could fire off their missiles and then turtle up. They would be better after the fix.

One of the things I've found about Ordnance is to use multiple shots on the same target. It's a great alpha strike to really take someone down. If you find a good target that has low agility and no defense (focus, etc) then you can really hammer them.

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Now, as for Rebels....there are a lot of options. What strikes me first off is Horton Salm. He gets to re-roll 2 blanks. That's good stuff. Might be better if you can get a Focus and a TL, but don't push it too much. I'd be happy with some re-rolls. Get that man 2 Proton Torpedoes and you are good to go!

I could even see generic X-wings using Proton Torpedoes. For only 2 pts, it might be worth it. Then again, you might want to go Flechete Torpedo on them for only 1 pt. This gives you great control. Maybe a B-wing with Flechette and Ion Cannon? That way you can stress and Ionize someone all day long.

How many Z-95's do you have? Those loaded with anything is good. Concussion Missiles for 2 points? Concussion are the best bet for no modifying.

Have you ever seen Wedge firing ordnance? If he is able to get some sort of way to effect the dice, he can be brutal. Not only does he get 4 red dice, but then he reduces your agility by 1. That can pop a Phantom before he cloaks in one shot.

Ion Torpedoes are a good buy, as well. If you hit, you Ionize everything in Range 1 of the target? For only 3 pts? Yes, please. This can also work great on a generic to fire after everyone has gone so that most everyone's Focus are used up.

Assault Missiles are not a bad option for only 3 pts. Fat Han can use one, but no one ever does. Want to deal with a swarm? Boom!

A-wings might also work, but why go for them when you can get a Z-95?

@heychadwick Thanks for all the great input! I have used munitions with all of the pilots you mentioned and wish I could take them. The reason you don't see them in my list is because unique cards/pilots aren't allowed unless you have the facility that allows you to take one so I'm stuck with the generic pilots. I like the idea of homing missiles and hardly ever remember. I'm super excited about the munitions facility though. Getting munitions for cheap is awesome!

That's really cool about the unique pilots. I like it.

You might see more swarms, then. That would mean Assault Missiles might be worth it.

Wow.....Homing Missiles for 3 pts? I'd be happy. They are great on generics.

I will suggest if you can get the higher PS generics, it would be worth it. Low PS pilots are hard to deal with since they go first. You move...and have no one to TL. If you go with the PS 4 version of generics, then you will get the drop on the other guys. It would be seriously worth it for ordnance.

With any ordnance, aim for the lowest agility ship. If there aren't any, then aim for the most important or expensive.

Flechette Torpedoes would be good on almost any ship.

Good luck and post how it goes!