Howlrunner's AutoAlphas: Is it worth running?

By DraconPyrothayan, in X-Wing

I do not know how many times I have seen this list be invented in these forums, but each time it seems to be by a different person, in a different thread, for a different reason.

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Howlrunner

4x Alpha Squadron

+ Autothrusters

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Howlrunner occasionally has Determination, Swarm Tactics, or no upgrade at all for a strong initiative bid.

Its got better damage than a BBBBZ, mobility enough to operate without clustering if necessary, operates very efficiently in asteroids, and at PS 1 is great at planning maneuvers and blocking.

Moreover, with the Autothrusters on line at Range 3 or out of arc, you're looking at very efficient damage mitigation as well.

Also, it can fortress, if you're into that, springing into action only when your opponent has strayed too close.

It can basically do everything, ever, with the price of relative fragility.

Here's the mitigation spread:

Interceptor with AT and F active: 68.36% to avoid 3 damage, 94.73% to avoid 2+

Interceptor with AT active : 21.09% to avoid 3 damage, 68.55% to avoid 2+

Interceptor with F active : 24.41% to avoid 3 damage, 68.36% to avoid 2+

Interceptor Naked : 5.27% to avoid 3 damage, 31.64% to avoid 2+

So, yes. If you're caught out, you're in trouble. However, against the ships that are guaranteed to have shots on you, you're very likely to have full defenses up, and will be taking very small amounts of damage per round.

Meanwhile, every other interceptor in the squad will be dealing the following damage spread:

Interceptor with HR and F active: 73.83% to deal 3 damage, 94.92% to deal 2+, 2.68 avg

Interceptor with HR active: 42.19% to deal 3 damage, 84.36% to deal 2+, 2.25 avg

Interceptor with F active: 31.25% to deal 3 damage, 68.75% to deal 2+, 1.94 avg

Interceptor Naked: 12.5% to deal 3 damage, 50% to deal 2+, 1.5 avg

Howlrunner herself doesn't get her bonus, so her averages are 1 damage without Focus, or 1.5 with.

A fleet/round expected damage of appx 12.23 isn't anything to sneeze at, particularly when neither set of bonus dice has been included in the line-up.

This list, as a hunter of Pic/Gorc fleets, has potential. It's got higher expected damage than BBBBZ, takes less damage per attack, and has substantially higher mobility.

Against any other fleet, its mobility factors in more, and so has strength to add to any weaknesses coming in.

Also, there's that Fortressing thing that I mentioned; If you don't know how an enemy fleet stacks vs yours, or you know you can gain significant advantage by forcing the fight to be in a single corner of the field, you can opt to stay there until your opponent has moved into a space more advantageous for you than it is for them.

//TL:DR//

A surprisingly versatile list, whose strengths are varied enough that you can fly it completely differently for any given opponent to have a supreme advantage.

Definitely one with a high skill-ceiling, though, as you can leave yourself open to ruin just as easily.

I like it but what can you do with 10pts if you drop a single alpha to an AP? ALOT is the answer. Messes up targeting priority and what not but is probably pretty fun. How about a doom shuttle? 1 RGP with an upgrade. A tie advanced for more HP? Heck 2 tempests slot in nicely if Howlrunner goes naked...

I like it but what can you do with 10pts if you drop a single alpha to an AP? ALOT is the answer. Messes up targeting priority and what not but is probably pretty fun. How about a doom shuttle? 1 RGP with an upgrade. A tie advanced for more HP? Heck 2 tempests slot in nicely if Howlrunner goes naked...

You also lose a lot by demoting an Autothruster Interceptor to an Academy TIE.

2x Tempests have no synergy with Howlrunner, for that matter, though they're (going to be) a strong addition anyway.

Doomshuttle is a one-trick pony, albeit with a heck of a trick.

Probably the strongest substitutionary suggestion I've seen is to cut all of the Autothrusters out, in favor of promoting one to a Sigma Squadron pilot with FCS, as recommended in my "Most Raw Damage" thread.

That really makes the Ints incredibly fragile, but the opponent is less likely to attack them first as they're NOT the biggest threat, meaning you've bought a Biggs effect as well.

That being said, I really think that all of these sacrifice versatility for playstyle preference, which is probably the only thing I'd recommend sacrificing versatility for.