Horton Salm and his Wired Buddies

By emmjay, in X-Wing Squad Lists

Horton Salm (33)

-Twin Laser Turret

-R2-D6

-Wired

Tycho Celchu (30)

-Chardaan Refit

-A Wing Test Pilot

-PTL

-Autothrusters

-Wired

Jake Farrell (31)

-Chardaan Refit

-A Wing Test Pilot

-PTL

-Autothrusters

-Oppertunist

Total Points:94

This leaves 6 Points to modify Horton. Possibly add Engine Upgrade, Shield Upgrade, or even a Hull upgrade. One could even remove the Refit and add Prockets...

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Tycho and Jake do their thing, flanking and getting in close and being a real pain in the rear. Tycho makes Wired a must include. Enough players know how to play these guys that I am not going to go into details about them.

Horton Salm + Wired. This is possibly one of the most non-thought of combos to come out of Starter 2.0. Turn 1 go 4 forward, or any other red maneuver. For fun I have even done the 4K, and do a hard 2 the next turn. The purpose is to get stressed and keep that stress as long as possible. Not only do you get to reroll blanks, but to reroll focus as well makes TLT that much more deadly. Also, it even works on defense so you have a greater chance to repel a damage or two. Finally, it works on EVERY attack and defense roll. I mean, WOW. All for 1 point.

Horton + Wired is an interesting idea, but being stressed all the time pretty much rules out Engine Upgrade, and Shield/Hull Upgrade generally aren't worth the points on a 1-agility ship. And your Jake build doesn't really work too well - Opportunist gives you a stress, and can't be used if you're already stressed, so each turn you'll have to choose between PTL and Opportunist.

I think you'd be better off going one of two routes:

A) Keep Horton and Tycho as-is, and replace Jake with 37 points worth of generics of your choice. This would give you a solid core of 2-3 ships to support your flankers.

B) Take Opportunist off of Jake, and add Prockets to both Jake and Tycho. That's right at 100, so unfortunately there's no room for Wired or VI on Jake, but he can do plenty with PTL alone.

PTL + Opportunist is a no-go, you can't PTL if you want to trigger Opportunist that turn. I would run Jake with VI and get him a Procket

Since you've got the points, Marksmanship is much, much better on Horton here than Wired since Horton is already rerolling blanks at R2-3... As has been said, PTL/Opportunist is a no-no, and if you're not going to PTL/VI then go PTL/Outmaneuver... Really though, this list lacks too much firepower to be competitive, I believe... Horton can go down pretty quick, and then you're left dinking and dunking with two 2 dice attacks the rest of the game... Not so bueno...

It's a nice idea. The problem with it is that, if you start by dropping the hammer, you're closing the range fast and people will get into your blind spot faster. Hanging onto the stress isn't hard because you're only removing green straights. However, it does prevent you choosing said red move later - with a laser turret you might need those fast moves to shake someone off your tail.

Also note that you're paying 2 points for it (including the cost of R2-D6).

I wouldn't take engine upgrade - you're actively planning on staying stressed the whole game. Shield or Hull upgrades are nice, but as noted by others a weakness of your wingmen is raw damage potential - if trying to chew through a decimator, shuttle or B-wing you will probably miss the Proton Rockets.

Marksmanship is, as noted, a good call. The other option, which moves horton away from being an 'anvil' and into being mobile himself, is engine upgrade + BB-8 - that gives you the ability to barrel roll before and boost after any slow straight, which should be good for clearing your range 1 'blind spot'.