Big Ship Killer

By Chainmaille Smith, in X-Wing Squad Lists

Well I'm in a tourny on Feb 6th. I need suggestions for the best large ship killing fleet. But it must also work against small ships in case the opponent didn't bring a large ship.

So K-Wings, Worthog Y-Wings, Tie Bombers, Tie Punishers, etc. I don't think much in the way of Scum for this.

Killing big ships is generally easiest with lots of low-damage attacks - you can't go too far wrong with Twin Laser Turrets (it's one of the things they were originally added for), or a TIE swarm.

4 Tempest Squadron Tie Advanceds with Title, Accuracy Corrector and Cluster missiles = 100 points.

On the turn they let those missiles rip, each one is guaranteed a minimum of 4 hits. Against low agility targets that is going to leave a mark. You could drop a Decimator in a single round if fly right (useful as it will prevent Ysard kicking in).

On the turns they are not firing missiles, they get a guaranteed 2 hits from their primary weapons meaning you can usually Evade with them which helps keep them alive a little longer. Of course you may get the chance to barrel roll out of arc which can be handy too.

Killing big ships is generally easiest with lots of low-damage attacks - you can't go too far wrong with Twin Laser Turrets (it's one of the things they were originally added for), or a TIE swarm.

Twin laser turrets are very good at killing big ships, unless the opponent outflies you. Swarms, whether all TIEs or Z-95s are also very good. Most players don't own 7 or 8 such ships though, so I think that's the main reason you don't see them as often...

4 Tempest Squadron Tie Advanceds with Title, Accuracy Corrector and Cluster missiles = 100 points.

Having some experience with this particular build I feel confident in saying it is not really very good at killing a large ship. In theory it is, because yes it has the damage to do it fast, but in practice, a large ship equipped with engine will never finish its move within R1-2 of the tempests, so its just not going to work. PS2 and lack of boost on the advanced makes it very difficult if not impossible to get the missiles off...

Hmmm...

I put this together to destroy large ships who want to bump.

Etahn Ebaht + PTL + AS + R2D2 + SU = a lot of points for 2 hull. 46 to be exact.

2x Daggers + FCS = 26 points each.

Fly Etty and the boys right at the target. Get Etty out front and have him bump on that thing, have your B-Wings bump on Etty. PTL off of AS into a green for a regen on top of two actions with no stress. The B's sit back and pile up crits on the hapless target using FCS to make up for the bumps. Etty can pound on whatever hapless foe happens to be in arc, but should probably turtle up his tokens.

Now if that doesn't kick the snot out of any large based ship, I don't know what will.

How about this:

3xBlue Bwings w/Ion Cannons

1xYwing w/Ion Cannon Turret R3-A2 Title

Ion and stress the large ship into oblivion then kill it with the Bwings.

I played against this last year at store championships. It finished at the top table.

Plasma Torpedoes work great at taking shields off and Advanced Proton Torpedoes work good once the shield are gone but APT take a two turn set-up or a PTL. After that TLT works great.

Plasma Torpedoes work great at taking shields off and Advanced Proton Torpedoes work good once the shield are gone but APT take a two turn set-up or a PTL. After that TLT works great.

If big ships include brobots, who laugh at two dice ships, you'll want ordnance

Big ships take up big points and put them on a convienent single target; perfect for missiles

Course ordnance is still a bit whack. Wait for long range scanners or guidance chips

Large ships universally despise conners

Edited by ficklegreendice

Plasma Torpedoes work great at taking shields off and Advanced Proton Torpedoes work good once the shield are gone but APT take a two turn set-up or a PTL. After that TLT works great.

There are a few guys who can get around the 2-turn setup for APTs. Keyan Farlander is one option. Corran Horn with FCS is another. His first shot provides a target lock and hopefully strips away a few shields/hull (or at least tokens), then at the end of the turn, make a second shot with the APTs to really lay on the pain.

If I'm running Imperial, I'll run Vader with squad leader and Rhymer with the Advanced Proton Torpedoes. Or I'll run Corran with Marksmanship and Fire Control System. However, Marksmanship makes Corran vulnerable for that turn, but his offense is amazing with the torpedo on his second shot. So only use Corran like that if he's only taking one or two incoming shots or a way to give him more actions.

Edited by HistoryGuy