Warthogs

By FuturistiKen, in X-Wing Squad Lists

So I've been building models of the USAF A-10 since I was a kid and really dig how the four-ship Y-Wing lists fit that mold: they're slow, ugly, tough, and have the potential to dish out a ton of damage in a demoralizing way when flown properly. Therein lay the rub - I'm a total rookie pilot! So I'm hoping you guys can help by at least helping me understand what my plan is against some of the top competitive lists. Also, the FLGS tournament I'm getting ready for is a 2v2 tournament where my wingman and I each get our own 100pt list. If possible, I'd like to focus on "low-hanging fruit," by which I mean I'm not in a position to fly this list to its highest potential so I'd just like to focus on the easiest way to improve my results in the short-term. I'm not sure yet if my wingman will be Rebels or Scum, and I have the components for either list, so I'd appreciate any advice that might apply to either list.

For reference, here are the two builds I'm looking at:

Rebels: http://xwing-builder.co.uk/view/290548/rebel-warthogs

Scum: http://xwing-builder.co.uk/view/286567/scum-warthogs

So what is my overall plan against e.g. RAC and Fel, Brobots, Fat Han, Dash and Corran, any other competitive list you think I should have in mind? Also, what are the major limitations of these lists that might be shored-up by a complementary list flown by my wingman?

EDIT: A follow-up question: Keeping in mind that I'm a ROOKIE, what do you guys think of leaving the title off of one or two ships? Obviously it seriously limits my maximum damage output, but it also might make up for some bad maneuvering on my part, right?

Thanks for any advice!

Edited by FuturistiKen

Everything stated below is my own humble opinion but...

well you obviously don't have anti-arc-dodger ship. your squadron have lowest PS and no turrets so they're very vulnerable for flanking. you can kill some big slow clumsy targets pretty fast and stress/ionize those fools who didn't escape your kill zone turning them into slow clumsy targets. I think if you want to play Y-squadron you also need some cheap maneuvrable meat shield. like 2 z-95. they can flank and annoy the enemy and can cover your own flanks. moreover they can block for only 12 points!

Seismic charges. It's not so great against targets you mentioned - they're all have high PS and often can boost and/or barrel-roll out of R1 of that bomb. And if they can't many of them can just take that silly 1 damage (Han, RAC, Dash). If you moving last you can drop it for sure but definitely not on PS2. Cluster or Proximity mines maybe? It can effectively cover your back from some nasty shots or even be thrown into something for 3 (or 6) unavoidable red dice just for action.

Edited by KomS0Mol

EDIT: A follow-up question: Keeping in mind that I'm a ROOKIE, what do you guys think of leaving the title off of one or two ships? Obviously it seriously limits my maximum damage output, but it also might make up for some bad maneuvering on my part, right?

With regards to your Scum Warthog list, I like to leave the title off of 2 of them, and switch those 2 to Unhinged Astromech. Having all the green 3s really opens up the dial, and it's fun to go racing around the board throwing ion. It also helps when facing Rebel Captive to be able to shoot with a ship that can easily shed the stress. And yes, being able to shoot 360 degrees can sometimes make up for bad maneuvering, but more importantly, it really helps against arc-dodgers. If you expect to see lots of Soontir Fel or Phantoms, you'll appreciate the turret.

As for the Rebel list, I agree with KomS0Mol. drop Seismic charges on one Warthog to upgrade the other two to Proximity Mines. At PS 2 you're moving first against a lot of lists, so you have a chance to drop one right on someone's head. But if it were me, I would probably skip bombs altogether and put Astromechs in. The generic R2 'mechs are decent on ships with the title, they let you use your K-turn more without being completely predictable.

As for complementary lists for your wingman, you could go with heavy-hitters, like a squad of B-wings (you concentrate on ionizing, they crush the ion victims). Or you could go with an A-wing or Z-95 squad for some maneuverability and blocking.

Exception: If this tournament lets yours and your wingman's squad synergize with each other, then forget all the above and run the named pilots of the Rebel and Scum HWKs and Y-wings. Jan Ors + Kyle Katarn + Palob + Kavil w/ Opportunist and R4 agromech = 6 red dice blaster turret shots with TL and focus each round.

EDIT: A follow-up question: Keeping in mind that I'm a ROOKIE, what do you guys think of leaving the title off of one or two ships? Obviously it seriously limits my maximum damage output, but it also might make up for some bad maneuvering on my part, right?

With regards to your Scum Warthog list, I like to leave the title off of 2 of them, and switch those 2 to Unhinged Astromech. Having all the green 3s really opens up the dial, and it's fun to go racing around the board throwing ion. It also helps when facing Rebel Captive to be able to shoot with a ship that can easily shed the stress. And yes, being able to shoot 360 degrees can sometimes make up for bad maneuvering, but more importantly, it really helps against arc-dodgers. If you expect to see lots of Soontir Fel or Phantoms, you'll appreciate the turret.

As for the Rebel list, I agree with KomS0Mol. drop Seismic charges on one Warthog to upgrade the other two to Proximity Mines. At PS 2 you're moving first against a lot of lists, so you have a chance to drop one right on someone's head. But if it were me, I would probably skip bombs altogether and put Astromechs in. The generic R2 'mechs are decent on ships with the title, they let you use your K-turn more without being completely predictable.

As for complementary lists for your wingman, you could go with heavy-hitters, like a squad of B-wings (you concentrate on ionizing, they crush the ion victims). Or you could go with an A-wing or Z-95 squad for some maneuverability and blocking.

Exception: If this tournament lets yours and your wingman's squad synergize with each other, then forget all the above and run the named pilots of the Rebel and Scum HWKs and Y-wings. Jan Ors + Kyle Katarn + Palob + Kavil w/ Opportunist and R4 agromech = 6 red dice blaster turret shots with TL and focus each round.

This exactly the kind of input I was looking for, thank you!

I'd actually leave the Unhinged Astromechs on the BTL-A4 variants. These are the ones most likely to k-turn, and having plenty of stress-shedding options can only be a good thing. In contrast the conventional turreted variants are far less likely to need to k-turn, and so won't get as stressed in the first place.

I'd actually leave the Unhinged Astromechs on the BTL-A4 variants. These are the ones most likely to k-turn, and having plenty of stress-shedding options can only be a good thing. In contrast the conventional turreted variants are far less likely to need to k-turn, and so won't get as stressed in the first place.

Yeah, that's a good idea for guys that are better pilots than me, lol. I always had trouble keeping enemies in arc with the title and Unhinged. I always seem to pick the wrong direction to 3-turn and then I have no shots for a couple rounds. Ah, well. Practice, practice.