Cracken's Missile Massacre

By Rakaydos, in X-Wing Squad Lists

Munitions are difficult to use, because they really want Target locks AND focuses to be used effectively. Combined with the mechanics of low PS target locking, it's difficult to get a shot off without being shot at by your target twice first.

The Concussion Missile, however, mitigates the first point somewhat. Turning a miss into a hit is as good as turning a focus into a hit- better, in fact, because you can still focus as well. And with 4 dice, the "typical roll" is 2 hits, 1 focus and 1 miss, which the concussion missile turns into 3 hits and a focus, better than a heavy laser for as long as the ammo holds out.

As for the second point, we have Airen Cracken with Squad Leader and Expirimental Interface. At PS8 he can give any of his PS2 wingmen a target lock on anyone who enterd range since they moved, and he can do it again after he shoots at PS8. That's two other ships that potentially have a focus and target lock and a missile to spend it on.

The list: (96 points)

Airen Cracken 19 (28)

-Squad Leader 2

-Expirimental Interface 3

-Concussion Missile 4

Bandit Squadron pilot 12 (17)

-Concussion missile 4

-Munition failsafe 1

Bandit Squadron pilot 12 (17)

-Concussion missile 4

-Munition failsafe 1

Bandit Squadron pilot 12 (17)

-Concussion missile 4

-Munition failsafe 1

Bandit Squadron pilot 12 (17)

-Concussion missile 4

-Munition failsafe 1

I ran a bunch of practice dice rolls against a Soontir dummy (long range, autothrusters, stealth device, 2 focuses and an Evade) assuming everyone can get a target lock and arc on the same turn, and without the Emperor backing him up, Soonier is toast, often with a missile or two in reserve.

Against a Commander Kendric with Isard+emperor, it does almost as well in the same situation- Isard doesnt do anything until after shields go down, and the squad drops 16-20 damage in a single salvo. Emperor + Kendric reduces some of that, but unlike heavy lasers these things can crit as well, and direct hits can mean the end for the emperor in a single turn.

After dropping it's salvo, of course, the squad is a Z95 swarm, 2-3 ships lighter than normal, but may still have some Failsafed munitions, and Airen gives his team plenty of focus+TL shots with their regular guns. after burning 20 points of munitions killing 35+ points of ship.

Other approaches:

Tycho can also fill a squad leader role, at higher PS with VI but only for 1 ally. Dutch can chain out target locks, but torpedos arnt quite as nice for TL+Focus unless you pick up deadeye, which takes a unique astromech on dutch. Kyle Katarn also works with Deadeyed missiles, though less useful on torps.

Could also use cluster missiles and take advantage or Cracken's ability twice

Have you run this against a BBBBZ squad?

I am wondering how initiative would work for you in that situation. The examples you gave were higher PS ships.

Assuming you keep initiative, you move first and fire first, but the Bs could potentially Barrel roll out of arc.

With 4 pts remaining, you could consider upgraing the Bandits to PS4 Tala pilots.

Your opponent would move first, making him less likely to be able to arc dodge and you still get first fire.

I can see advantages both ways - especially with blocking, but just thinking about the options.

Could also use cluster missiles and take advantage or Cracken's ability twice

I agree. Cluster Missiles will allow Cracken to give two free actions instead of one, enabling more focuses/TLs for your Zs to convert more damage. Additionally, since Cracken isn't going to be able to modify his dice, I'd rather throw 2 attacks of 3 raw dice each than one attack of four dice that converts a blank to a hit. Especially if you anticipate going up against bigger ships that have 1 agility or less.

Aye, give Cracken those sexy Clusters.

I've actually run something similar to this before (though a bit different). It actually worked out pretty well. I think I went with three Bandits, Cracken, and Blount, giving Cracken some Clusters, the Bandits Concs, and Blount was rockin' Deadeye and some Ion Pulse Missiles. Puts you at 100 points though, unless you want to drop the EI from Cracken...

But if you're running a bunch of Headhunters, a Deadeye Blount can really ruin the day for guys like Soontir Fel.

Aye, give Cracken those sexy Clusters.

I've actually run something similar to this before (though a bit different). It actually worked out pretty well. I think I went with three Bandits, Cracken, and Blount, giving Cracken some Clusters, the Bandits Concs, and Blount was rockin' Deadeye and some Ion Pulse Missiles. Puts you at 100 points though, unless you want to drop the EI from Cracken...

But if you're running a bunch of Headhunters, a Deadeye Blount can really ruin the day for guys like Soontir Fel.

I took a deadeye Blount to a regional recently just for Fel (and other arc dodgers). Unfortunately, out of 6 rounds, I didn't see a single arc dodger, but I did wreck Fett and Guri pretty bad with Ion Pulse Missiles.

If I'm going with an alpha strike Z squadron I may use Cracken but I'd keep him cheap.

Cracken + Squad Leader

Blout + Swarm + Ion Pulse

Tala + Assault (x3)

This has 3 points left over and could get more by going down to Bandits. It's only 4 missile instead of 5 but you've got splash potential (if that isn't going to be useful there are other options than Assault Missiles) and the alway hit Ion. Cracken may only be able to hand out two TLs his turn but you can make sure they go where you want and because he isn't packing he isn't as high a priority. I put Swarm on Blount to help get a shot earlier if needed (and when their is a Bandit in there) but you could try other things.

I only have 4 Z's so i went with: cracken+ cluster, blount+ion+DTF, 2Xbandit +concuss, Blue+FCS