Epic Killer

By Slugrage, in X-Wing Squad Lists

Okay, so I'm toying around with bringing this to a Team Epic, with the express purpose of destroying whatever Capital ship the enemy brings. Keep all the Bandits clustered close to Blount, until they're in range. Comm Boost to bump up the three HM Bandits with the best shot, so they can TL/Focus their rolls to bring the shields down, Rieekan triggers to push everyone to PS12, Blount fires the XX23, and auto-hits, to throw TL to all the Bandits which shouldn't be too hard to keep in R1-2 of him, then the Bandits all fire HM to rip into the Capital, then the IPM fire to remove the energy for it to repair itself. Dodanna is an iffy pick as I'm not sure how easy it'll be to keep some/most of the HM Bandits in R1 to bump the <BOOM> to <KABLAM> results.

What am I missing? (and yes, there's always a huge ship when we play Team Epic - we have a house rule that there needs to be at one huge ship on each side)

Lieutenant Blount — Z-95 Headhunter 17
Veteran Instincts 1
XX-23 S-Thread Tracers 1
Ship Total: 19

GR-75 Medium Transport — GR-75 Medium Transport 30
Carlist Rieekan 3
Jan Dodonna 6
Comms Booster 4
Comms Booster 4
Comms Booster 4
Ship Total: 51

Bandit Squadron Pilot — Z-95 Headhunter 12
Homing Missiles 5
Ship Total: 17

Bandit Squadron Pilot — Z-95 Headhunter 12
Homing Missiles 5
Ship Total: 17

Bandit Squadron Pilot — Z-95 Headhunter 12
Homing Missiles 5
Ship Total: 17

Bandit Squadron Pilot — Z-95 Headhunter 12
Homing Missiles 5
Ship Total: 17

Bandit Squadron Pilot — Z-95 Headhunter 12
Homing Missiles 5
Ship Total: 17

Bandit Squadron Pilot — Z-95 Headhunter 12
Ion Pulse Missiles 3
Ship Total: 15

Bandit Squadron Pilot — Z-95 Headhunter 12
Ion Pulse Missiles 3
Ship Total: 15

Bandit Squadron Pilot — Z-95 Headhunter 12
Ion Pulse Missiles 3
Ship Total: 15

Isn't comms booster limited?

Edited to correct auto correct.

Edited by Dagger Squadron

Nevermind. Comms Booster is fine. It does look to me like you will have to have iniative in most matches though in order to not be potentially screwed up by placement.

Hate to break it to you, but General Rieekan only works during the activation phase, not the combat phase. Or were you planning on using Rieekan in the activation phase so all Bandits would move last and be able to grab target locks after all ships have moved? Wait, that won't work either because huge ships still move after PS 12 small/large ships have moved. All you'll accomplish is giving the opponent a chance to block your bandits so they can't take target locks, and that would really ruin your day.

But triple Comms Booster is a nice idea :)