That poor guy really needs an EPT slot. He'd be pretty cool with Wired, TLT, and R3-A2.
Edited by WWHSDHorton just can't catch a break.
Dude, he's bloody strong enough as it is currently.
Dude, he's bloody strong enough as it is currently.
Which is why no one is playing him ![]()
lol, yeah there is some good upgrade combinations such as the new TLT, the only thing is that well Horton takes up a lot of points. That being said he also can be focused down pretty easy unlike say the arc dodgers who can slip out of most firing arcs or boost/barrel-roll beyond range 3 easily and point fortresses like Fat Han which can negate 2 damage having over 10 hit points taking at least several turns of firing to take down.
Face it horton doesn't fit in the meta as a proper point fortress turret. Sure he can now have turrets and it has the best chance of hitting but how many round will he get before he gets destroyed? Without any fancy defense or a ton of shields and hull he won't last long.
Nobody used to play Horton Salm because his ability only really worked well with his primary (the Y-wing primary is a joke) and Range 2-3 ordnance. Wave 7 brought him both tools he needed, and that wave hasn't been out that long.
Pre-Wave 6, the only Y-wing in the game was the BTL-S3 (turret working normally Y-wing). The only two turrets were Ion Cannon Turret and Blaster Turret, both of which are Range 1-2. Horton's ability is he's able to reroll two blanks at Range 2-3: at that range he effectively has a free target lock on every attack he makes, even if he spent one to fire. It's an incredible pilot ability, but he needed eight points of Proton Torpedoes to get two decent shots with it: Blaster sucks on Rebel Y-wings and only works with his ability at Range 2, and Ion also only works with his ability at Range 2 and as a single shot damage capped weapon benefits somewhat less from maximising dice.
Wave 6 revitalised the Y-wing with the BTL-A4, but not Horton. The new turret? Range 1 and thus useless to him. BTL-A4? Narrows the area where his turret and ability can interact to Range 2 in Arc: we're talking Advanced Homing Missiles fire reliability here.
Then comes Wave 7. Extra Munitions means the torpedoes he synergises with so well (Proton particularly) are now available at a much more reasonable price. And Twin Laser Turret works wherever his ability works.
Horton is incredible with Twin Laser Turret because he effectively has a target lock on every attack he makes with it. TLT's weakness is so many unmodified attacks: Horton modifies all of his. Last time I used him he was fighting TIE fighters (3 agility) and missed once.
I've had Horton 1 shot a TIE with in a BTL-A4. Definitely a "lucky shot" but even with the limiting of the Arc and the Y's poor stress clearing dial; Horton doesn't care much because at long range he still gets to modify his rolls. I've run him with Marksman to great effect and I'm looking forward to running him "Wired" once I get my hands on a Mk.II Core.
... I fly TLT Horton when I reb.
If I could consistently break myself away from Imperials, Horton with Proton Torpedoes, Extra Munitions, and (meta dependent) the EPT Droid and VI is something I would play. 31 points (33 for PS 10) for a couple huge early shots and some solid reliable follow up shots us something I feel okay about.
While an ept would be nice, the thing is that horton only does what a gold squadron does only a little bit better but at 7 more points, sure the pilot skill helps with torps but this game isn't only about ties anymore. Against hlc's and mangler cannons horton just go down way to fast and he won't threaten a 8hp b-wing or aggressor with a pea shooter turret.
If your facing small ships with total hull less than 6, horton + ion turret can be pretty nasty but in today's game he is a bit ovepriced and I rather go with dutch anytime especially if I will play with BTL y-wings.