The Expendables - scum

By Droidlover, in X-Wing Squad Lists

So my initial opinion of the Hot shot blaster was that it was crap and didn't like it. A one shot laser. I even made a comment that it might only be feasible if you add a munitions failsafe to it. Then the more I got to thinking about it, the more I came to the conclusion that that's not a bad idea. Especially if you pair it with cheap ships that might have arc problems. So I came up with this:

100 pts.

Binayre Pirate x5

Cluster missile

"Hot Shot" Blaster

Munitions Failsafe

It has multiple ships with decent damage dealing capability, and guaranteed out of arc shots that can be used with blockers. I've not yet run a swarm, so that will be new to me. And I'm concerned about the PS 1s getting TLs before my opponent takes out a Z or two.

My other issue is that I don't yet own enough Z-95s or cluster missiles. So in the meantime, I was going to field the following:

100 pts

Binayre Pirate x3

Cluster missile

"Hot Shot" Blaster

Munitions Failsafe

Mandelorian Merc

Recon Specialist

Inertial Dampeners

Determination

I still get the effect of multiple small ships with punch and also gives a little more durability at the cost of fielding a larger target. I've also considered using a Viper instead of the merc (both are 40 pts.), but the merc has more hull/shields and better fire arcs.

Guri

Push the limit

Virago

Autothrusters

Advanced Sensors

Inertial Dampeners

Any advice on the build or tactics on flying swarms is more than welcome.

Edited by Droidlover

20 points (4 per pirate) for one shot each?

hmmm thats the same cost as a spicer with mangler...

5Xpirate with cluster plus spicer with mangler or 5Xpirate with cluster and hotshot and munitions....not sure which id rather have

Edited by cubby09

20 points (4 per pirate) for one shot each?

hmmm thats the same cost as a spicer with mangler...

I'm going to assume you mean the Cartel Spacer. It has one less shield and would cause the entire build to be limited to their fire arc. I think my expendables gives more versatility with all ships giving out of arc shots. Even if that shot is one hit per ship, it forces your opponent to adjust his strategy while maneuvering.

the entire build to be limited to their fire arc.

The fact that this is even a thing that gets said...

Edited by UnfairBanana

^ and yet there is a definite advantage to bring able to fire out of arc, I played hotspots on a pair of Zs flying ahead of boba the other day, they would block one enemy then still be able to shoot at the other (and with 3 dice too...) I didn't bother with MF, only had one miss in 4 shots and that Z did the next turn before shooting anyway

^ and yet there is a definite advantage to bring able to fire out of arc, I played hotspots on a pair of Zs flying ahead of boba the other day, they would block one enemy then still be able to shoot at the other (and with 3 dice too...) I didn't bother with MF, only had one miss in 4 shots and that Z did the next turn before shooting anyway

I'm not saying turret weapons are bad.

But necessary? That's pushing it. If you can't fly without turrets, that's getting pretty bad.

At least swap Determination for Adrenaline Rush. Because going k-turn -> stationary -> k-turn is hilarious.

At least swap Determination for Adrenaline Rush. Because going k-turn -> stationary -> k-turn is hilarious.

That wouldn't work. That's 2 red moves and a white move that gives stress in a row. Adreneline Rush can only affect one of the two K-Turns.

At least swap Determination for Adrenaline Rush. Because going k-turn -> stationary -> k-turn is hilarious.

That wouldn't work. That's 2 red moves and a white move that gives stress in a row. Adreneline Rush can only affect one of the two K-Turns.

It does work. Do the first k-turn as normal. Next turn pop Inertial Dampeners for stationary and a second stress. Turn 3 pop Adrenaline Rush to make your k-turn white.