Ultimate Fortess (COME AT ME BRO) Build?

By Panic 217, in X-Wing Squad Lists

Here (or drop Mango for Title on jendon)

Pretty self evident what to do with it.

Advanced Sensors with Jendon Take an action, Red Stop. Run Decimator in to Jendon Take action get stressed, Run Epislon in to Them using them to give him/her additional defense dice. Combat comes? Remove stress. repeat until enemy flies off the board in anger.

Running more than one Large ship in a Fortress leaves a large gap where one can be focused down while the other helplessly watches.

With that, you've got quite the offense problem if the enemy decides to attack shuttle-side.

That said, there is potential here: Epsilon Leader can replace a ship with Wingman, and is quite lovely for doing so, allowing the potential to suddenly Fortress in the middle of the board with, say, a massed Stop.

Shuttle side (except at R3 is, or would) be covered by the Deci, was considering giving him Weapons Engineer instead of vader (or gunner)

Also I feel like The Baron has a new Flying mate. UNLIKE YORR, he/she, Does NOT intercept the Stress, allowing it to land. Opening up Soontir to do Massive soontir things the following turn. not saying they'll be BFF's, but if you can fly them together once in a while it'll really open the interceptor's Dial. allowing him to fly faster harder better stronger.

Also Also, Epislon can just Sloop after sloop every turn (granted not taking actions) but being a nuisance.

I enjoy Fortressing, and have come up with a list of maxims that a Fortress list ought to have.

  1. A Fortress ought to be able to play in other modes, if the engagement doesn't call for Fortressing.
  2. A Fortress should have greater-than-average offense if you are sacrificing actions.
  3. A Fortress should have greater-than-average defense if you are sacrificing actions.
  4. A Fortress should have Initiative.
  5. A Fortress should be swiftly escapable.
  6. A Fortress should have some form of trap involved.

To that end, I've found 2 lists that fit this maxim, and have seen two more that come close.

The Runners

4x Alpha Squadron (Interceptors)

+ Autothrusters

Howlrunner

The Gravity-Well

Moralo Eval

+ Ion Cannon

+ Anti-Pursuit Lasers

2x Cartel Spacer (SCYK)

+ Title

+ Ion Cannon

Serisseu

+ Wingman

Edited by DraconPyrothayan

"The Runners" is my personal favorite; its trap is to look like a fortress until the engagement begins at Range 3, and then it pounces, abandoning formation and closing in at R1, trapping you in between its teeth and the edge of the world.

"The Gravity-Well" is nastily adaptable to Escalation, and rather than trying to damage you outright intends to run you off the edge of the world.

Ironically, large-based ships who normally don't fear Ionization wind up dying more swiftly, as their 1 forward has the extra base-length to travel towards oblivion.