Nuclear Option: Jan Ors and Torpedos

By Rakaydos, in X-Wing Squad Lists

Jan Ors
-squad leader
-twin laser turret

Horton Salm
-plasma Torpedo
-extra munition

-Munition failsafe
-autoblaster turret
-Ept droid (VI)

Dutch Vander
-Plasma Torpedo
-extra munition
-autoblaster turret
-munition failsafe

99 points

The ability to throw 5 die attacks is a powerful one, overloading the evasion anything short of a long range ptl royal guard intercepter.

This list is intended against most lists to bombard at long range, keeping jan ouside range 3 of the enenemy if possible while using her action and ability to fire off powerful ordinance from the Ywings. If the enemy gets too aggressive, the autoblaster turrets can match it, with to 5 dice per turn between them with undodgable hits. Jans twin laser turret (translated from a spanish spoiler video) gives her a long range harass that can deal with theepio or isard.

Edited by Rakaydos

What about Nera instead of Dutch? Gives you 360 Torpedo coverage, and she can take Deadeye to not rely on TLs. You'd lose the AB turret but get some stronger close-range firepower and maneuverability as well from the B.

Edited by Sierra Romeo Charlie

I considered that first, but it removes an important component of the build.

Jan Ors, of course is aan important part of the build, and Salm makes it all the more devasating. there's just 1 problem... Jan cannot use Squad leader on another PS8 or higher pilot.

Dutch can be told to TL by jans, and pass it on to Salm. Kyle Katarn (pilot) can be told to focus, and pass it off to Salm. Lando can be told to boost if he has an engine upgrade, and if he has numb as crew he can then give salm a free action. And Salm can take the EPT droid an just take Push the Limit himself. Of these option, I went for Dutch as he acts as a resonaby priced, less effective backup for Salm.

...just took apart a newbie with a tie swarm over vassal. a long range torpedo on turn 2 took out an academy pilot and howlrunne did 3 to salm. Turn 3 Salm did 3 with Autoblaster Turret+ TL+Focus+Jan to howlruner and Dutch nuked an intercepter, while Dark Curse and a few friends were off trying to flank.

after that it was just mopping up. Salm never even got to fire a 5 die torp.

Interesting report.

I've flown a somewhat similar squad...maybe quite different. It had Horton, "Dutch" and Jan, but the loadouts were a bit different. Jan with Squad Leader is great because it solves one of the two dilemmas I had: 1) Often "Dutch" would take a Target Lock for long-range bombardment, but he moved before Horton, and couldn't pass his lock, 2) Horton really only needs TL when firing Proton Torps, though the extra focus is good for backup; "Dutch" is the one who could benefit from some kind of dice modification, but he only got a TL out of the deal. With Jan, "Dutch" is able to Focus and then take a TL at PS 8, after Horton has moved up, too.

Also, I didn't have Extra Munitions at the time, so your squad is nice because it has an extra 4 points to play with. Here is my squad, and the subsequent tweaks I made with a little blurb about why I changed them.

High Impact Torps

High Impact Torps V.2

High Impact Torps V.3

I'm happy with V.3, but I'm looking forward to further changes I can make with Extra Munitions! I really like the Nera idea that Sierra Romeo Charlie posted.

Played a double defender double HLC list, without Stealth device or Lone Wolf on vessery. For my part the Twin Laser turret was downgraded to an ion turret because the opponent wasnt comfortable playing it before it's spoilered.

The defenders were givien inititive, moving them before Jan Ors, Squad Leader. Asteroids were fairly dense in the center of the field.

His setup was clearly intended to take advantage of the Defener's k turn- defenders facing each other about Range 3 from each other, so they could fly as a squadron either way around the map. For my part Dutch threatened to go stright through the asteroids, and after the defenders placed jan and Salm placed to go clockwise.

After two rounds of positioning, Vessery decided to duck into the asteroids while Rexler kept circling... just as my entire force turned to face him. (jan was facing an asteroid, but not on it)

Dutch moved and focused. Vessery moved in, attempted to barrel roll, focused instead. Jan moved, didnt hit the asteroid I was worried about, and used Squad leader. Dutch had a range 2 target lock on Vessery, Salm had a range 3 lock. Salm moved and focused.

Salm prepped a torp, and Jan gave him an extra die. Crit, hit, hit, focus, blank. Rerolling the blank gave me a hit, for 4 hits and a crit vs 3 dice defender. He rolled an evade and a focus, burning the focus to not take a crit.

Vessery didnt have a lock and spent his focus already so his heavy laser roll of Crit, Focus, Focus blank was disheartening. Dutch lost a single shield.

Despite the lack of range 3 turret, Jan was actually facing Vessery, and I decided to roll a long range shot through an asteroid with the HWK's primary weapon. She got a crit on her 1 die. Vessery got 4 blanks and a focus. Damaged Cockpit.

Finally Dutch got to fire- Crit, hit, hit focus. no reason not to focus on the attack... Evade Focus and blank. Vessery dies. Opponent conceded.

tscZDma.png

Edited and bumped.

So... everyone was sick and tired of Turret-meta and now we have even more Turret-meta with the addition of Ordnance spam ? Good work, Mon Mothoma is pleased....

Well at least it shows that Ordnance and Extra munition isnt as usless as the angry mob claims :D Rack some more batt-reps ^^

So... everyone was sick and tired of Turret-meta and now we have even more Turret-meta with the addition of Ordnance spam ? Good work, Mon Mothoma is pleased....

Well at least it shows that Ordnance and Extra munition isnt as usless as the angry mob claims :D Rack some more batt-reps ^^

To be fair, the complaints were about FAT turrets. HWKs are some of the leanest turrets in the game right now.

Got anotehr vassal game in vs a HLC/Lone Wolf Rex, supported by a space cow with Flight Instructor and Rebel captive.

Salm dropped a plasma torp on the cow who turned 5 hits into 4, then dodged 1, taking 3... plus 1 from plasma torps. Jan almost got an early hit on Rex through an asteroid with TLT, but lone wolf saved him.

Salm tried to turn to help with Rex, but it ended up putting him in a crossfire for 2 turns. Good evasion kept him alive, but a Munition failure killed his other plasma torp and structural damage reduced his agility to zero. A likely misplay had Rex fly over an asteroid away from the battle, giving me a chance to turn and finish the cow, followed by range 3TLT shots taking the last of Rex's shields and a point of hull, and Dutch's plasma torp getting a roll of 3 hits and 2 crits. Rex dodged as much as he coud, but his last hull was taken out by crits.