Will Redline be a thing?

By J1mBob, in X-Wing

You would need a couple of ties for action denial though ...

And ties in range 1 ... isnt that a real thread as well?

Did it take more points to kill it than it costs? Well then the rest of your squad should mop up.

Did it kill more stuff than it's point cost? Should be doable if it gets 2-3 shots off.

If Vorpals numbers hold, and I think they look good, he'll last 2 rounds more than 50% of the time with autothrusters, and it's pretty unlikely that any opponent will have 5 ships with 3 attack dice with him in arc for 2 rounds that beat his PS (pretty sure that's impossible in a 100pt match...). 3 rounds of ordnance and 1 potential cluster mine should net you points back.

Rhymer is just soooooo good when he's good... and so worthless when he dies a firey death during engagement or round 2. Redline shouldn't have that problem. Hell, throw a shield on him if you're really that worried (but autothrusters is probably still better).

Advanced Homing Missiles look like they might have Rhymer's name on them. To be worth it on anyone, they have to have a pretty neat ability to justify the range 2 only requirement. Rhymer, of course would be able to use them at all ranges. Blatant speculation, of course. It's also worth noting that Rhymer has an EPT. He looks to be one of the few heavy bomber-type ships that does, and the only Imperial one, really. Jonus doesn't count, he's a support ship.

I have had excellent results, including a store tournament win, with the following:

Redline with Fire Control, Cluster Missiles, Concusssion Missiles, Extra Munitions, seismic charges.

Soontir with royal guard, ptl, autothrusters, stealth.

Tempest Sq with X1 and Accuracy Corrector

97 points. It has a steep initiative bid to help guarantee that Soontir moves last. If you don't want that steep of a bid, you have 3 points to play with (could put TIE Mk.II engines on one or more).

Whatever munitions you add to Redline, I wouldn't pass up the cluster missiles: the fire control will modify the second missile with a target lock. The second should be something that can hit range 3.

I believe the reason I've had success with this list is that it gives the opponent the "deer in the headlights" effect..They want to kill Redline before he can fire too many munitions, but they realize he will be hard to kill quickly. And if everyone goes for him, that lets Soontir flank someone. And last, there is an X1 that shouldnt' be ignored either, able to reliably score 2 hits.

Often, this list can score a kill on a mid to high-level target during the first engaged round. With Soontir and Redline finishing their attacks by ps 7, they can often eliminate a ship before it can ever get a shot off.