Dengar and his No-Scope Homing Missile Headshot

By WWHSD, in X-Wing Squad Lists

Deadeye makes Homing Missiles work like Proton Rockets. As long as you have a focus token you can shoot them and you don't need to spend the token to when firing it. This gives you a 4 dice attack against anyone that ends up in your arc that with a focus, reroll, and one result maybe turned into a crit. Evade tokens may not be spent while defending.
Mandalorian Mercenary (35)
Deadeye (1)
Dengar (3)
Homing Missiles (5)
Extra Munitions (2)
Guidance Chips (0)
Slave I (0)
Total: 46
You can do something similar on the Jumpmaster but you won't have access to Homing Missiles. With the Punishing One title, the Jumpmaster is a little more expensive. Without the Punishing One title the Jumpmaster comes out quite a bit cheaper but I don't think it is nearly as capable when it isn't firing it's ordnance.

Another 3 Points get you Kath instead of the Mando Merc making the front and rear arc both kind of scary places to be.
You can save a couple of points and switch the Homing Missiles out for Ion Pulse Missiles. With only 3 dice to hit I don't think that are as good but they do add a bit of control, and can ionize Large ships in a single shot.

It's lots of fun, for sure. But often when I see Homing Missiles + Extra Munitions at 7 points, I think to myself "Why not HLC"? It opens your opponents evade back up, and it's not as accurate do to the loss of Guidance Chimps, but even all that being said, ain't it nice to be able to use your weapon even if you bump, become stressed, or want to fire it more than twice per round? Even as fun as munitions are getting, especially with stuff like this, I still think it's hard to justify it over HLC.

Another option, instead of Deadeye + Dengar, is to go with crack shot + K4 droid. You don't have the ability to fire the homing missile on the first turn of shooting against higher PS, but a firespray is tough enough to wait. When you do get your TL, you will also have a focus (even better modification than dengar/deadeye), and with crack shot, your homing missile is guaranteed to do even more damage.

K4 is nice too because it is 'immune' to action denial tactics (like bumping and double stressing)

Edited by blade_mercurial

I like it. Since you've already got Extra Munitions, it makes a bomb a pretty good investment as well.

In regards to this build vs HLC, these two Homing Missile shots are actually a lot more powerful because they ignore Evade tokens and they can crit, and with Guidance Chips they're even more accurate. You also have to consider that with a Firespray, you're spending some turns fighting with the rear arc anyway.

I like it. Since you've already got Extra Munitions, it makes a bomb a pretty good investment as well.

In regards to this build vs HLC, these two Homing Missile shots are actually a lot more powerful because they ignore Evade tokens and they can crit, and with Guidance Chips they're even more accurate. You also have to consider that with a Firespray, you're spending some turns fighting with the rear arc anyway.

You pretty much nailed my thought process on this. Even when I've got an HLC on a Firespray, I generally only get a couple of shots off with it any way. Going with the Homing Missile instead is me just realizing that I'm not going to be taking many HLC shots and trying to maximize the damage output from the couple of shots that I would have taken.

Crackshot + K4 is definitely a solid option but what I like about Deadeye + Dengar is that it is able to take snap shots with the Homing Missile at whatever happens to get in the way. This is as much about creating a no-fly-zone at range 2-3 as it is about actually dealing damage with the Homing Missiles.

I looked at possibly filling the bomb slot and the illicit slot but figured I'd just post the core of the build and leave those slots available for tweaking as points allow once the other elements of the squad have been filled in.

The neat thing about the bomb slot is it lays a trap for arc dodgers. Traditional anti-Firespray tactics are to dodge the arc and sit in the blind spot on the flanks. Prox Mines or Connor Nets make a sizable portion (certainly the Range 1 portion) of that blind spot a lot less friendly, because the FS can turn or bank and hit the offender with the mine. That doesn't count any rear arc shots it can then pull off.