Munition dogfighting: Tycho Jake Salm

By Rakaydos, in X-Wing Squad Lists

Different from my other munition list, this one is built for dogfighting rather than raw damage output. 2 pilot skill 10 and a pilot skill 9 with a 1 point inititive bid, it stand a good chance of getting the enemy where it wants it.

Tycho and Jake are both capable of Boosting and Focusing on the same turn, every turn, letting them drop a Proton Rocket on an arc dodger by boosting toward the evading ship, weighing the initial exchange in my favor. Salm supports the pair from afar, slow playing to keep the wide net of his 2-3 range band over potential targets. Until the Double Laser Turet arrives, he's running Proton torps with extra munitions and munitions failsafe- After we see the double laser, if it's what is rumored, he can instead take the weaker but unlimited-use turret. (title optional, as going without would open his maneuver options by giving him a donut instead of a net)

Fire mission: 99 points

Tycho 26 (35)

-proton rocket 3

-PTL 3

-Autothrusters 2

-Awing Test pilot 0

-Veteran Instincts 1

Jake 24 (30)

-Proton Rocket 3

-Autothrusters 2

-Veteran Instincts 1

Salm 25 (34)

-Proton Torpedo 4

-Extra Munitions 2

-Munition Failsafe 1

-R2-D6 1

-Veteran Instincts 1

Edited by Rakaydos

Just a thought, what about dropping the Failsafe on Salm to upgrade to Ion torpedoes? Since you have Salm's reroll plus the extra munitions, the ability to land an Ion token on a swarm that could give your A-wings some trouble might be more useful than the off-chance of totally whiffing one of your shots.