Rebel Ordnance - Bring on the Monkeys!

By Sonikgav, in X-Wing Squad Lists

So since we've been talking up the Guidance Chimps... I call this "Sorry, Not Sorry!"

Nera Dantels (37) - FCS, Flechette Cannon, Proton Torpedoes, Extra Munitions, Deadeye, Guidance Chips

Gold Squadron (31) - Targeting Astromech, Proton Torpedoes, Extra Munitions, Ion Cannon Turret, Guidance Chips

Gold Squadron (31) - Targeting Astromech, Proton Torpedoes, Extra Munitions, Ion Cannon Turret, Guidance Chips

99 points total

Was infact struggling to find the points to spend (hence the Flechette Cannon). Decided to add the Turrets instead of a third ship (a Z-95), or higher PS pilots so as to add that control element while stressed or once those Torps are gone though i was considering a couple of Plasma Torps over the Extra Munitions (probably on the Y's) to help me strip shields instead of wasting Proton Crits on them.

Edited by Sonikgav

Needs more Ghost

And Miranda

Legit very little reason to burden poor Ys with ordnance

Needs more Ghost

And Miranda

Legit very little reason to burden poor Ys with ordnance

Its mainly the Targeting Astromech if im honest. It means they can grab their Target Locks while pulling off the most difficult moves to get in position such as K's and those Straight 4 dashes. I was going to try X-Wings but i figured the Y's can double up.

The Y's have lower PS, so if you're looking to slap shields off, then Nera's where the plasma torpedoes go. The Y's will not be guaranteed a crit like Nera is, but they'll see one often enough thanks to proton's native ability. On the flip side, Nera's plasma torps will still be able to push a crit through thanks to the helpful chimp, if you happen to end up shooting at a shieldless target.

You could also consider auto-blaster or dorsal turret instead of the Ion's, and bump the Y's up to grays, to shoot before the 4TLT/BBBBZ crowd.

This is very much a work in progress so all suggestions welcome. Also working on a Ten/Nera/Stress hog list that looks pretty potent too.

Ok, pretty sure this is going to be my Jam

Ten Nunb - FCS, Plasma Torps, Extra Munitions, VI, Chips
Nera Dantels - FCS, Proton Torps, Extra Munitions, Deadeye, Chips
Gold Squadron - BTL, R3-A2, TLT

100 total.

Ten strips a minimum of 2 shields with that unblockable crit, Nera hammers hulls with almost guaranteed double crit and the Stresshog makes the rest wait their turn. Was moderately tempted by an Ion Turret instead to add the initiative Bid but i think denying more actions is better than limiting movement these days.

If you're going the deadeye route with Nera, I'd go E2/recspec for 2 focus per turn. You could use chimps, but withE2/recspec I'd suggest advanced proton torps. Throw advanced sensors in there too, Nera becomes an ultra reliable 5 attack monster at range 1. Adv sensor focus, then smash her into the biggest pile of enemy you can find. Then the Ys become the proton/plasma torp carriers and can soften things up on approach.

Alternatively, for a 3 Y alpha strike list you could try something like this at 99 points.

Horton: TLT, Plasma torp, EM, R5-P9, guidance chimp

2x Gray Squadron: Dorsal Turret, Proton torp, R2, BTL-A4, EM, chimps

Horton softens up big targets, then does TLT/regen shenanigans late game, Grays deal concentrated proton flavored death onto weakened targets then switch to jousting. Title and Dorsal turrets give them reasonably good firepower after the ordnance is gone. You can give Horton protons too with the last point if needed.