Critical Hits everywhere

By Rakaydos, in X-Wing Squad Lists

Doodled this up because of the recent posts decrying AHM as useless, havnt actually tested it yet.

Major Rhymer (26)
Veteran Instincts (1)
Extra Munitions (2)
Advanced Homing Missiles (3)
Advanced Homing Missiles (3)
Munitions Failsafe (1)

Scimitar Squadron Pilot (16)
Extra Munitions (2)
Proton Bombs (5)

"Deathrain" (26)
Advanced Sensors (3)
Extra Munitions (2)
Proton Bombs (5)
Proton Bombs (5)

Total: 100

View in Yet Another Squad Builder

The idea is to throw around more crits than your opponents have hull, and simply not care about stuff like Poe or Corran's shield Regeneration. Imperial Aces may be difficlt to pin down, but rarely have more than 3 hull each, leaving palpatine's shuttle undefended. Quad TLT may be difficult to manage, though, as the list lacks much in the way of donut-chasing.

"Action:" bombs are better on lower PS pilots since you know where your target is rather than having to guess where they're going to be. I'm always wary of loading so much ordnance (with EM) on one ship, because I'm pretty sure I've never seen anyone get off more than 2. That said, here's another option.

"Deathrain" (26)

+ Conner Net (4)

+ Advanced Sensors (3)

+ Proximity Mines (3)

+ Extra Munitions (2)

Major Rhymer (26)

+ Adv. Homing Missiles (3)

+ Adv. Homing Missiles (3)

+ Push the Limit (3)

+ Extra Munitions (2)

+ Twin Ion Engine Mk. II (1)

Omicron Group Pilot (21)
+ Darth Vader (3)

The Doomshuttle continues the crit theme, and Proximity Mines even fit to an extent. I guess the main thing is Deathrain and Rhymer have more or less swapped roles. Deathrain chucks bombs at aces' faces while Rhymer can hunt lower PS stuff. PtL makes it difficult to miss, and the Mk. II gives him lots of movement options (3-bank right/left into BR left/right is a looooooong get-out-of-dodge move).

Can't say much about most of this list, but Rhymer, AHM, Extra Munitions, VI is something I've been wanting to run myself. I say go for it, or something similar.