White-rain Jesus

By Carnor Rex, in X-Wing Squad Lists

Haha I couldn't resist the title. Anyway after running with a farlander build I found here today and loving it (thank you sir) the thought occured to me, this guy could be a rebel equivalent of Deathrain. Check this:

Keyan farlander

B-wing/E2

PtL

adv sensors

tractor beam

sabine wren

extra munitions

conner nets

45 pts.

Yes he's prohibitively expensive, but crazy fun. Shedding up to 2 stress a turn, able to push either pre or post dial reveal and packing a tractor beam for lulz when that ship is just outside of range of your bomb. Oh and wren adds an extra damage to all friendly bombs. Seems like theres some potential here for a very fun bomb list.

Any ideas to compliment this guy?

Only think I can suggest is Biggs as that B wing is going to explode so, so fast!

Only think I can suggest is Biggs as that B wing is going to explode so, so fast!

Agreed, you need some way to protect that B-Wing.

All it takes is someone, like me, running 4x Tempest Squadron Pilot + Accuracy Corrector + TIE/X1 Title + Cluster Missiles and "White-rain Jesus" gets crucified in one turn, guaranteed. [Minimum of 16 {boom}s vs a maximum of 8 {squiggly}s equals 8 damage dealt, 5 shields & 3 hull] Of course that is with the assumption that your MOV-boosting B-Wing doesn't get the help it needs to obliterate a TIE Adv. before it gets its missiles off...

Only think I can suggest is Biggs as that B wing is going to explode so, so fast!

Agreed, you need some way to protect that B-Wing.

All it takes is someone, like me, running 4x Tempest Squadron Pilot + Accuracy Corrector + TIE/X1 Title + Cluster Missiles and "White-rain Jesus" gets crucified in one turn, guaranteed. [Minimum of 16 {boom}s vs a maximum of 8 {squiggly}s equals 8 damage dealt, 5 shields & 3 hull] Of course that is with the assumption that your MOV-boosting B-Wing doesn't get the help it needs to obliterate a TIE Adv. before it gets its missiles off...

I know he's a tad overboard but c'mon, it's white rain. Hmm maybe Liferain would be more appropriate? Meh Idk but I'm definitely trying this once for funsies. Maybe even paint a punisher counts-as for it.

Yeah, but the punisher can vomit them out of the front, so what you need is this:

Keyan: Lightning reflexes, Enhanced scopes, E2, Sabine, EM, Connor Net

*Doesn't work, LR gives you a stress... poo.

Ya probably a dud idea.

LR would be perfect if we could nest the actions.

I do like the potential to do 2 damage off a Conner net, then BR back do it again and K turn for 4 modified shots while shedding stress in the process. Even Deathrain can't pull that off.

Edited by Carnor Rex
Haha thats a great mental picture! That squad is so last year though dude.

Not necessarily. I'm considering trying the same thing once wave 8 hits - albeit with a tweak: Send In The Chimps

  • Tempest Squadron Pilot - TIE/x1, Accuracy Corrector, Cluster Missiles, Guidance Chips
  • Tempest Squadron Pilot - TIE/x1, Accuracy Corrector, Cluster Missiles, Guidance Chips
  • Tempest Squadron Pilot - TIE/x1, Accuracy Corrector, Cluster Missiles, Guidance Chips
  • Tempest Squadron Pilot - TIE/x1, Accuracy Corrector, Cluster Missiles, Guidance Chips

This takes the alpha strike damage even higher - if you roll one hit (or no hits) then accuracy corrector makes it two (as before). If you roll two hits on one attack (which happens nearly half the time), Guidance Chips makes it three. That takes the average roll up to more like five damage per fighter.

Haha thats a great mental picture! That squad is so last year though dude.

Not necessarily. I'm considering trying the same thing once wave 8 hits - albeit with a tweak: Send In The Chimps

  • Tempest Squadron Pilot - TIE/x1, Accuracy Corrector, Cluster Missiles, Guidance Chips
  • Tempest Squadron Pilot - TIE/x1, Accuracy Corrector, Cluster Missiles, Guidance Chips
  • Tempest Squadron Pilot - TIE/x1, Accuracy Corrector, Cluster Missiles, Guidance Chips
  • Tempest Squadron Pilot - TIE/x1, Accuracy Corrector, Cluster Missiles, Guidance Chips

This takes the alpha strike damage even higher - if you roll one hit (or no hits) then accuracy corrector makes it two (as before). If you roll two hits on one attack (which happens nearly half the time), Guidance Chips makes it three. That takes the average roll up to more like five damage per fighter.

EDIT - I apparently cannot read. Having now read your message in the correct order this does work exactly how you think it does. I'm going to leave the below just on the off-chance someone thinks you can do the things I expressly said you could not do.

So, this doesn't work how you think it does...

Accuracy Corrector: "When attacking, you may cancel all of your dice results. Then you may add 2 {boom} results to your roll. Your dice cannot be modified again during this attack."

Guidance Chips: "Once per round, when attacking with a {torpedo} or {missile} secondary weapon, you may change 1 die result to a {boom} result (or a {kaboom} result if your primary weapon valueis "3" or higher)."

So you cannot use accuracy correcter followed by guidance chips to make it three hits in one attack for two reasons. Reason 1: "Your dice cannot be modified again during this attack." and you are instructed to "change 1 die result." Reason 2: Accuracy correcter cancels all of your dice results and then adds 2 {boom} results to your roll this means you physically only have 2 red dice on the table in front of you - there isn't even a physical third die to modify even if you could modify your dice again.

Sorry mate.

I would also like to add: "derp"

Edited by ZealuxMyr

Haha thats a great mental picture! That squad is so last year though dude.

Not necessarily. I'm considering trying the same thing once wave 8 hits - albeit with a tweak: Send In The Chimps

  • Tempest Squadron Pilot - TIE/x1, Accuracy Corrector, Cluster Missiles, Guidance Chips
  • Tempest Squadron Pilot - TIE/x1, Accuracy Corrector, Cluster Missiles, Guidance Chips
  • Tempest Squadron Pilot - TIE/x1, Accuracy Corrector, Cluster Missiles, Guidance Chips
  • Tempest Squadron Pilot - TIE/x1, Accuracy Corrector, Cluster Missiles, Guidance Chips

This takes the alpha strike damage even higher - if you roll one hit (or no hits) then accuracy corrector makes it two (as before). If you roll two hits on one attack (which happens nearly half the time), Guidance Chips makes it three. That takes the average roll up to more like five damage per fighter.

Actually I think LRS would be better. The trouble isn't the damage, its getting those pesky Target Locks when you need to fire (and not getting blown up by higher PS!). The nice thing about Long range scanners is you only need the TL once (to fire the missile) and then you're back to evades all day long (unless you really need a BR), so you don't care about the downside...

Edited by blade_mercurial