Large ship side effect to Imperial Veterans?

By stabbald, in X-Wing

Alpha Strike also works against shield regenerating Rebels, too.

Still, I do want to run Dengar really bad. I never liked fat turrets before, but I want to run him.

You could run him as a torpedo boat. Probably not the most efficient way to do it, but it's an option. I'm super excited for Gamma Squadron Veterans because with Homing Missiles and a whatever supporting stuff you think is best (Deadeye, Crack Shot, LRS, GC, etc.), a couple of bombers should be the antithesis of Rebel Regen. You should be able to keep them running or make them dead.

My personal fave is Vrill with Lasers and Agent. Look at Fel's dial, barrel roll right in his face, smack him with the Lasers and shoot at that stressed ship over there.

This Vrill loadout is on my next list to play around with. Though I've been thinking ion projector instead of anti-pursuit.

This is why you fly ion pulse bandits/binaryes with chips.

Your chance of 3 hits is pretty high with TL and chips. Should do well against poe since he's capped at 2 dice unless obstructed. Against large ships they just take 2 ion tokens.

I'm telling you guys, it's the rebel/scum version of crackshot.

There's also the issue of defenders shredding large base ships even before they get a buff. After Corran they're the next best option for hunting Falcons and Decimators.

Single ship, sure, but I'd rather have 4 Tie Bombers with LRS and Homing Missiles to take down a fat turret.

Or just take 3 with vessery

Everything dies

Edited by treybert

Still, I do want to run Dengar really bad. I never liked fat turrets before, but I want to run him.

You could run him as a torpedo boat. Probably not the most efficient way to do it, but it's an option.

I kind of want Dengar to be loaded with Torps. It would be so cool to have him with Guidance Chip and a TL on someone and just begging someone else to shoot him. Maybe even someone with a higher PS so that they will most likely have no tokens left for when it's Dengar's turn? Yes, there aren't many higher than PS 9, but they are there.

I don't think fatties will enjoy their being more TIE Bombers around.

Personally, I see it just leading ultimately to some more diversity. I also want to make Soontir Fel squirm at the idea of Crack Shot Homing Missiles out the arse.

Crack Tomax will be a monster.

How does this look?

Scimitar Squadron Pilot (16)
Extra Munitions (2)
Homing Missiles (5)
Proton Rockets (3)
Long-Range Scanners (0)

Scimitar Squadron Pilot (16)
Extra Munitions (2)
Homing Missiles (5)
Proton Rockets (3)
Long-Range Scanners (0)

Scimitar Squadron Pilot (16)
Extra Munitions (2)
Homing Missiles (5)
Long-Range Scanners (0)

Scimitar Squadron Pilot (16)
Extra Munitions (2)
Homing Missiles (5)
Long-Range Scanners (0)

Total: 98

View in Yet Another Squad Builder

EWW PROCKETS ON 2 GREEN SHIPS...


drop prockets get ion bombs. win.

I don't think fatties will enjoy their being more TIE Bombers around.

Personally, I see it just leading ultimately to some more diversity. I also want to make Soontir Fel squirm at the idea of Crack Shot Homing Missiles out the arse.

Yeah. This will happen in my squads. A lot.

Those Gamma Squadron Veterans will be an Ordnance trump card as well. They have better PS than any other generic ordnance carrier, a great price point, an EPT, and access to all the ordnance related upgrades. They occupy a really dangerous point where they're cheap enough to get in multiples, and have PS high enough to kill any other cheap ordnance carriers first.

EWW PROCKETS ON 2 GREEN SHIPS...

drop prockets get ion bombs. win.

It's still 4 dice. That being said, the 2 Prockets plus the initiative bid could buy a bomb for everyone, and that's hard to pass up.

EWW PROCKETS ON 2 GREEN SHIPS...

drop prockets get ion bombs. win.

It's still 4 dice. That being said, the 2 Prockets plus the initiative bid could buy a bomb for everyone, and that's hard to pass up.

had caps lock on didnt mean to be so dramatic, but yeah. ion bombs for all is just too good... or you can go 2 ion 2 seismics

EWW PROCKETS ON 2 GREEN SHIPS...

I think Proton Rockets make a lot of sense on a Bomber with Guidance Chips and range 2-3 ordnance.

Edited by WWHSD

There's also the issue of defenders shredding large base ships even before they get a buff. After Corran they're the next best option for hunting Falcons and Decimators.

Single ship, sure, but I'd rather have 4 Tie Bombers with LRS and Homing Missiles to take down a fat turret.

Or just take 3 with vessery

Everything dies

That list is mean looking.

Do we think that the Glaive Squadron will have an elite pilot talent?

I think if the ps3 jumpmaster is the right price it could be an amazing blocker against aces and a great piece against tlts with that ps3.

A mere blocker ?

No sir

Jumpy is a torp boat with deadeye + r4 + chips

You set up those large wide arcs at range 3 and fling 8 hits at vessery. Good luck surviving that when even two evades v plasmas rip off all his shields

Against soontir, though, you might want an int agent

Lots of fun options with Jumpy. Manaroo support, missile boat, Fat Dengar

I think if the ps3 jumpmaster is the right price it could be an amazing blocker against aces and a great piece against tlts with that ps3.

A mere blocker ?

No sir

Jumpy is a torp boat with deadeye + r4 + chips

You set up those large wide arcs at range 3 and fling 8 hits at vessery. Good luck surviving that when even two evades v plasmas rip off all his shields

Against soontir, though, you might want an int agent

Lots of fun options with Jumpy. Manaroo support, missile boat, Fat Dengar

Don't forget Tel. Load him up with a hull upgrade (gives an extra bonus health from his ability), determination to discard pilot crits, salvaged astromech to discard 1 ship crit.

I think if the ps3 jumpmaster is the right price it could be an amazing blocker against aces and a great piece against tlts with that ps3.

A mere blocker ?

No sir

Jumpy is a torp boat with deadeye + r4 + chips

You set up those large wide arcs at range 3 and fling 8 hits at vessery. Good luck surviving that when even two evades v plasmas rip off all his shields

Against soontir, though, you might want an int agent

Lots of fun options with Jumpy. Manaroo support, missile boat, Fat Dengar

Don't forget Tel. Load him up with a hull upgrade (gives an extra bonus health from his ability), determination to discard pilot crits, salvaged astromech to discard 1 ship crit.

whered you see that ability

Don't forget the other part of Imperial Veterans: Tie Bombers. With Guidance Chip and LRS, I think we will see ordnance in the meta. If you start to see fat turrets become a thing, you will definitely see alpha strike meta become prominent. Nothing like taking out a fat turret in a turn or two with about 4 or so Homing Missiles.

The Bomber Shuttle I think is going to be the surprise of this. A lot of people seem to have sort of discounted it for basically being a worse (i.e. unable to take Palp or Gunner) Lambda, but for less-expensive support crew its very, very good. 19 points for a Scimitar with a Fleet Officer gives you more than enough room to tool two aces up to the gills and feed them each an extra focus every round, where the extra 5 points for the Lambda eats into the ace space and its wildly worse manoeuvrability really hurts the concept in play.

From experience.

E: also, Tomax Bren is going to be a terror.

I agree that the Bomber Shuttle is good and will get some use. I also agree that Tomax Bren will be used often enough.

I do think that ordnance will be considered useful with either Guidance Chip or LRS and possibly Extra Munitions. Yes, some people will say it still isn't good, but others will try it and it will be worth it. I think some people might be surprised by that.

I think the Chimps are all the fix ordnance really needed at the moment (and Tractors are helpful too) but LRS is certainly going to help the low-PS bomber alpha strike.

I just think Chips have longer-term utility.

For some reason reading this made me think of something about LRS: I know a lot of people are skeptical of its usefulness, but it's going to be much easier to reacquire TLs than you think. Normally low PS pilots are bad for getting their TLs at a good time, since ships may be out of range when they get to act, but close the distance and get their own TL, but the situation flips to low PS bomber advantage. You can plan a move that carries you far enough away, then TL, and you're good even if that higher PS pilot closes the distance later in the Phase. Just a random though.

Oh and double good, you can give a bomber Twin Ion Engine, which gives that 3 bank some added utility. Get far away, and also clear stress.

I think if the ps3 jumpmaster is the right price it could be an amazing blocker against aces and a great piece against tlts with that ps3.

A mere blocker ?

No sir

Jumpy is a torp boat with deadeye + r4 + chips

You set up those large wide arcs at range 3 and fling 8 hits at vessery. Good luck surviving that when even two evades v plasmas rip off all his shields

Against soontir, though, you might want an int agent

Lots of fun options with Jumpy. Manaroo support, missile boat, Fat Dengar

Don't forget Tel. Load him up with a hull upgrade (gives an extra bonus health from his ability), determination to discard pilot crits, salvaged astromech to discard 1 ship crit.

whered you see that ability

Tel's ability was leaked form a french magazine or something a couple weeks back. When he takes fatal damage, you cancel all remaining damage, discard all of his damage cards and draw 4 new facedown damage cards. So it wipes out all crits and (by default) leaves him at 1 hull remaining. If you have a hull upgrade, drawing 4 dmaage cards means you'll have 2 hull remaining (in addition to the 1 extra hull in the first place before taking fatal damage).

I think the Chimps are all the fix ordnance really needed at the moment (and Tractors are helpful too) but LRS is certainly going to help the low-PS bomber alpha strike.

I just think Chips have longer-term utility.

For some reason reading this made me think of something about LRS: I know a lot of people are skeptical of its usefulness, but it's going to be much easier to reacquire TLs than you think. Normally low PS pilots are bad for getting their TLs at a good time, since ships may be out of range when they get to act, but close the distance and get their own TL, but the situation flips to low PS bomber advantage. You can plan a move that carries you far enough away, then TL, and you're good even if that higher PS pilot closes the distance later in the Phase. Just a random though.

Oh and double good, you can give a bomber Twin Ion Engine, which gives that 3 bank some added utility. Get far away, and also clear stress.

I agree about LRS. I think a lot of people are dismissing it. There are a lot of maneuvers that will get you past the remaining targets, especially that 5 K-turn. If you aren't flying in formation (which I don't think you should), then it should be no problem. Also, there are numerous targets to grab from, unless you are down to just one or two enemy ships. I mean, there will be times that you really want to TL a specific guy and you can't, but I don't think it will be as bad as people think.

I also think LRS will have a bigger impact on the alpha strike than people realize. It's hard to kill a Tie Bomber in a single round of shooting most of the time. You will most likely get your shots out and with 4 Tie Bombers w/ TL and Focus, you will see the hurt put on some people. I can easily see 1-2 enemy ships dying in the first round of shooting. That is hard to come back from.

As for Guidance Chip having more utility, I agree. I mean, more ships can take it. It works on a lot of different ships when LRS doesn't. That right there will make GC used a lot more.

Man, I just thought about Horton with GC, Protons, and EM. Man....that guy would do some serious damage!

A lot of people are dismissing LRS b/c it only goes on 3 ships.

The k-wing is pricey, and a turret platform is hard to pass up. So you can get what, 2 shots in an alpha? Maybe 3?

Slave-1..... yea I dont think anyone will be using LRS on it.

Tie Bomber is where it's at. Cheap, you can fit 3 bombers loaded with homing missiles into a list and still have points for an ace. That's 18 hp at agility 2, nothing to sneeze at.

So the question remains, how many homing missiles does it take to first round kill an ace? When I play fel, just 1 homing missile on the board changes my entire plan because while unlikely, 1 unlucky/lucky hit is all it takes. With LRS, you don't even need to fly in formation to get that TL (ala jendon, cracken, etc), so you an spread and stagger your arcs. All a lowly ps2 has to do is focus and wait.

I reference homing missiles not just for their evade tokenless ability, but being able to TL+Focus, which puts its damage output (not considering crits) on par with chimps.