Ruthlessness Squad - What do you think?

By CaineHoA, in X-Wing Squad Lists

Vader/Advanced 37p

- Ruthlessness

- Assault Missiles

(- x1: Accuracy Corrector/FCS or ATC without the MunitionsFailsave on Rhymer)

Rhymer/Bomber 38p

- Ruthlessness

- Cluster Missiles

- Cluster Missiles

- Munitions Failsave

Jonus/Bomber 25p

Ruthlessness

With the Cluster Missiles on Range 3 and Jonus bonus you can execute an extremely stong alpha-atrike that does up to 5 unblockable damage on a secondary target within range 1. So you could instantly take out an X-Wing. Meanwhile the main target gets hit by 3 secondary weapon attacks with 2 rerolls each in addition to a normal bomber attack with target lock. So with some good rolls and positioning you could take out 2 targets at range 3.

The biggest strengh lies in seperating squads that would love to stay in formation (looking at you biggs...) of course the list has some weaknesses as well but the alpha strike potentiel is huge. What do you think of the list? Is it viable to do anything? Is it too easy to play around? Too weak against large ships?

Yeah, there is still a substantial number of 2 ship builds out there that will just laugh at this. You could still try it, but maybe drop the ruthlessness off of Jonus and Vader, since its Rhymer your using for the majority of splash damage.

Running Vader without an engine upgrade seems like a big mistake to me. I'd rather put proton rockets on Vader to deal with the big ships...

Thx for your opinion. Honestly its not meant as a all around tournament list (the potential to damage yourself is too high for that anyway). It's more of a shocker for ppl who underestimate it. Or even just a list to face mass squads with. It has clear disadvantages of that I'm aware.

Edited by CaineHoA

Munitions Failsafe on a Jonus supported Rymers almost seems like a waste to me. With each Cluster you'll have to miss with two attacks w/ rerolls for each for the Failsafe to trigger; we know that can happen but you're almost looking at missing completely despite rolling up to ten red dice.

Yeah it was mostly a point filler.

Edited by CaineHoA

Don't use point filler unless it serves a purpose.

Having fewer points should give you the right to choose who has initiative.

Putting dead points on a ship just makes it that much more valuable for an opponent to kill.

There is no upside to using 'filler points' and some two ship lists take that to an extreme carrying less than 90 points into a 100 point game.

As I said the list was never created as a hardcore tournament list. So honestly I don't care if a 90 Points list exists out there to be able to decide on initiative.

Generally i agree though, it's better to have the option of choosing than having an almost useless upgrade.

Ruthlessness + cluster missiles is interesting.

You could bypass jonus with a squad full of tie adv's:

Commander Alozen (25)
Ruthlessness (3)
Cluster Missiles (4)
Accuracy Corrector (0)
TIE/x1 (0)

Zertik Strom (26)
Ruthlessness (3)
Cluster Missiles (4)
Accuracy Corrector (0)
TIE/x1 (0)

Juno Eclipse (28)
Ruthlessness (3)
Cluster Missiles (4)
Accuracy Corrector (0)
TIE/x1 (0)

Total: 100

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The huge advantage of cluster missiles on rhymer is that you can shoot them at range 3.

Agreed, but the advantage of TIE advanced with accuracy correctors is that they still have a fair chance in a dogfight after emptying their missile racks.