Theorycraft: what to fly with warthogs?

By Vorpal Sword, in X-Wing Squad Lists

I've been flying a lot of warthogs lately--Y-wings with Ion Cannon Turret and the BTL-A4 title. They're cheap, tough, nasty little ships that block effectively, screw up formations with the occasional ion shots, and roll so many red dice that they can get a point or two of damage through to practically anything.


Their major flaw, though, is that they're terrible finishers. Anything with a better dial (that is, nearly everything), access to either barrel roll or boost (nearly everything), and better PS (again, basically everything that isn't a swarm) can outfly them. So I've been noodling around, trying to figure out what to fly with them. It needs to be something that presents such an unappealing target that opponents feel obliged to kill the warthogs first. And that's a challenge because warthogs are, as advertised above, both cheap and tough. No one wants to dig through 8 hit points for 23 lousy points, especially if there's anything that looks sexier or more dangerous on the table.


So I started off thinking about a defensive Chewbacca. He's not an appealing target, and if he slow-plays his approach sufficiently, opponents will at least take some potshots at the Gold Squadron Pilots before they attempt to kill the Wookiee:



Gold Squadron Pilot (18)

Ion Cannon Turret (5)

BTL-A4 Y-Wing (0)


Gold Squadron Pilot (18)

Ion Cannon Turret (5)

BTL-A4 Y-Wing (0)


Chewbacca (42)

Predator (3)

Gunner (5)

C-3PO (3)

Millennium Falcon (1)


Total: 100





But the prevailing logic against "Han Shot First"-style lists these days is to kill the Falcon while you can, so that may not fit my criterion.


What if the escort ships are a slow-rolling B-wing and Tarn Mison, who no one ever wants to shoot?



Gold Squadron Pilot (18)

Ion Cannon Turret (5)

BTL-A4 Y-Wing (0)


Gold Squadron Pilot (18)

Ion Cannon Turret (5)

BTL-A4 Y-Wing (0)


Tarn Mison (23)

R7 Astromech (2)


Blue Squadron Pilot (22)

Heavy Laser Cannon (7)


Total: 100





I think this works better, but I'm not sure how much value the HLC adds. It gives me a reason to keep that ship back, slowrolling and trying to maintain the longest possible range, but it may be too much encouragement for my opponents to rush the back rank and take it out. I could swap the HLC out for Flechette Cannon + Tactician, for a control variant, but that's likely to draw even more ire from my opponent.


Both of those builds also have a weakness to Whisper, Fel, or both. The usual pieces for killing them aren't good fits, because (e.g.) Corran + VI + Engine Upgrade has a crunchy shell but is worth so many points that opponents will chase him anyway. But maybe a Scum list with Xizor will work--nobody wants to shoot Xizor while his escorts are around, right?



Syndicate Thug (18)

Ion Cannon Turret (5)

BTL-A4 Y-Wing (0)


Syndicate Thug (18)

Ion Cannon Turret (5)

BTL-A4 Y-Wing (0)


Binayre Pirate (12)

Feedback Array (2)


Prince Xizor (31)

Veteran Instincts (1)

Advanced Sensors (3)

"Hot Shot" Blaster (3)

Virago (1)


Total: 99





That has a bug-zapper, two warthogs (which in Scum I think should be called honey badgers, although it's not catching on), PS9 Xizor, and an initiative bid. I could swap out that Xizor with VI + Fire Control System + Inertial Dampeners + Stealth Device, for even more disincentive (although slightly less utility against Whisper).


Thoughts? Comments? What did I miss, what looks great, and which of these is likely to work best on the table?

I had thought about Thugs with Xizor, but I'm really paranoid about passing crits to them. A single munitions failure and bam! no more Chinese laundry. He is a great late game ship, for sure, I'm just not as certain of using warthogs as meatshields as I am about bugzapper Zs. Guri might be more up their alley she since presents a more tantalizing prospect at longer ranges.

If you think they lack finishers, there's potential for abuse with Luke Skywalker (personal favorite variant is V.I R3-A2 Engine Luke, who serves dead phantoms/soontirs like a cat teaching his kittens how to hunt by sending them after crippled prey, but keeps his excellent defensive ability for the late game), who can fit in at least 2 Gold-Ion-R2 warthogs and a proto-type pilot along for the ride.

I guess the stress + ion combo also goes without saying.

Luke: V.I, R3-A2, Engine (35)

Pumba: Ion, R2 astro, title (24)

Mr. Pig: Ion, R2 astro, title (24)

Prototype: refit (15)

[98]

fighting off the temptation to give Luke the stress-pedo for hilarious double stress turns

Edited by ficklegreendice

I had thought about Thugs with Xizor, but I'm really paranoid about passing crits to them. A single munitions failure and bam! no more Chinese laundry. He is a great late game ship, for sure, I'm just not as certain of using warthogs as meatshields as I am about bugzapper Zs. Guri might be more up their alley she since presents a more tantalizing prospect at longer ranges.

I think the thing that Xizor passing damage off to the Y-Wings does do is minimize the total damage being taken. If your opponent was targeting the Ys directly they would probably be landing two to three times the amount of damage that they are getting through on Xizor.

I'd probably take the Hotshot Blaster off of Xizor to be able to fit an Unhinged Astromech on the two Y-Wings. I'd spend the remaining point to put Inertial Dampeners on Xizor.

I had thought about Thugs with Xizor, but I'm really paranoid about passing crits to them. A single munitions failure and bam! no more Chinese laundry. He is a great late game ship, for sure, I'm just not as certain of using warthogs as meatshields as I am about bugzapper Zs. Guri might be more up their alley she since presents a more tantalizing prospect at longer ranges.

I think the thing that Xizor passing damage off to the Y-Wings does do is minimize the total damage being taken. If your opponent was targeting the Ys directly they would probably be landing two to three times the amount of damage that they are getting through on Xizor.

I'd probably take the Hotshot Blaster off of Xizor to be able to fit an Unhinged Astromech on the two Y-Wings. I'd spend the remaining point to put Inertial Dampeners on Xizor.

oh undoubtedly

like I said, I'm just paranoid :P

I quite like the list below, start the 2 Hired Guns in formation then set the Mando up R3 away from them. Use the Expert Handling to move a half base per turn with Green 1's so the K4 gets a TL.

Your opponent then has to chose to come after the Mando, who will be a bugger in the end game and let 2 Warthogs, that will have attack dice modifiers on both weapons get behind them, or attack the Warthogs head on (which is going to hurt the enemy) and leave the Mando to plink away at them. The Mando also has the advantage of being able to bump on a green move and still TL another enemy.

Neither option is a good choice.

Mandelorian Mercenary (46)
“Mangler” Cannon, K4 Security Droid, Dead Man's Switch, Expert Handling

Hired Gun (27)
Ion Cannon Turret, R4 Agromech, BTL-A4 Y-Wing

Hired Gun (27)
Ion Cannon Turret, R4 Agromech, BTL-A4 Y-Wing

Edited by Englishpete

The real question you should be asking is what sound to make when you fire the guns. Ive been going with a buraaAAT buraaAAT. But I listened to audio of an a-10 and I'm wondering if I should go EGGHGHGPT instead.

The list I've been running is

Gold squadron 18

Btl 0

Ion cannon turret 5

Gold squadron 18

Btl 0

Ion cannon turret 5

Bomb loadout 0

Biggs 25

Wedge 29

I line wedge out semi wide and point him at whatevers scary, then bring him back under Biggs. I agree that there are some late game issues with the list. Ive been considering putting Jake in place of wedge with vi ptl and auto thrusters, if I replace wedge I can give the golds t2s and Biggs r4 d6. Or I can keep wedge and skip vi and the droids' which is what I'm leaning towards