Wolf Pack variants

By Gausebeck, in X-Wing Squad Lists

If the generic Jumpmaster with torpedoes is a U-boat (as proposed elsewhere) then a list full of them should be a wolf pack, right?

The core of the U-boat is Deadeye + R4 Agromech + Guidance Chips + torpedoes. You focus, use Deadeye to fire the torpedoes, pick up a target lock from R4 Agromech, and then your torpedoes are modified by your target lock and Guidance Chips. With Plasma Torpedoes you get an average of 3.68 damage (plus the plasma effect) and with Proton Torpedoes you get an average of 3.89 damage.

There are a number of options for 33 and 34 point U-Boats. The basics put you at 31 points:

Contracted Scout + Deadeye + R4 Agromech + Guidance Chips + Plasma Torpedoes (31)

From there, you can add either Extra Munitions or Feedback Array to get to 33. And for the last point you could change one of the plasmas to Proton Torpedoes or add 4-LOM crew. It's also a possibility to take Plasma + Flechette Torpedoes instead of Plasma + EM to threaten PTL users.
So, which versions do you think are best? My current thought is to mix the options up a bit, but I'm not sure about it:

Contracted Scout + Deadeye + R4 Agromech + Guidance Chips + Proton Torpedoes + Extra Munitions (34)

Contracted Scout + Deadeye + R4 Agromech + Guidance Chips + Plasma Torpedoes + Feedback Array (33)

Contracted Scout + Deadeye + R4 Agromech + Guidance Chips + Plasma Torpedoes + Feedback Array (33)

I'm looking forward to trying these out in a few weeks!

My personal preference is

2x

Contracted Scout

- Deadeye

- Proton Torpedo

- Extra Munitions

- R4 Agromech

- Guidance Chips

At 34p each, and then I have 32p left which I have not yet decided on what to settle with. The options I have considered are

Black Sun Ace with Homing, Crack and Glitter, or Palob with some upgrades to block other U-boats or Kavil to skirt the edges of the field and kill any stragglers that have just 1 or 2 hull left and not worth spending another torpedo on. We'll see with some testing.

Most punch at 34 is plasmas + 4lom

Might want to exchange a uboat for an SS **** Soontir (intimidation, feedback, apl and int agent) to wreck higher PS more reliably, as well as give your second uboat Boba

Edited by ficklegreendice

I'm planning on trying this variant. Recon Specs on the JMs maximise the hits, and the Z-95s can be used to block the JM's targets.

Contracted Scout (25)
Deadeye (1)
Plasma Torpedoes (3)
Extra Munitions (2)
Recon Specialist (3)
R4 Agromech (2)
Guidance Chips (0)

Contracted Scout (25)
Deadeye (1)
Plasma Torpedoes (3)
Extra Munitions (2)
Recon Specialist (3)
R4 Agromech (2)
Guidance Chips (0)

Binayre Pirate (12)
Feedback Array (2)

Binayre Pirate (12)
Feedback Array (2)

Total: 100

View in Yet Another Squad Builder

Edited by Dr Zoidberg

I have flown the Wolfpack a few times now. I liked the Feedback Array over Extra Munitions. Next time I playtest I will try your 4lom idea.

Something that slots in at 35 (making it tough to use for a trip JM5K list, but maybe useful for other lists) is if you pack Ion Torpedo instead of Plasma or Proton. It does the same damage as Plasma against targets that have no more shields left after a probable 4 hits (which is really most targets in this game), and it gives your opponents a lot more to think about. Not only do aces have to dodge arcs and get shots, they also have to stay away from other ships in their squad.

JumpMaster 5000: Contracted Scout (25)

Deadeye (1)

Plasma Torpedoes (3)

Extra Munitions (2)

Guidance Chips (0)

ยท 4-LOM (1)

R4 Agromech (2)

JumpMaster 5000: Contracted Scout (25)

Deadeye (1)

Plasma Torpedoes (3)

Guidance Chips (0)

Feedback Array (2)

R4 Agromech (2)

JumpMaster 5000: Contracted Scout (25)

Deadeye (1)

Plasma Torpedoes (3)

Guidance Chips (0)

Feedback Array (2)

R4 Agromech (2)

This is now my current build. After the alpha strike I charge in with the 2 with Feedback Array to get R1 and to block, while the ship with extra munitions and 4lom takes another hard hitting ranged attack. Haven't lost with this list yet.

Haven't lost with this list yet.

Soon...

I'm planning on the RecSpec variant, the crew slot is too valuable on them to go to waste. Looking at different prospects to go with them.

So far, Mux or a Glittercrack BSA have been more attractive, depending on the approach plan. But if you're planning on going with 3 boats, I'd try to find room for an Intel Agent in there, for blocks after the initial pass.

After playing BBBY for a long time, I got pretty good at blocking. Now flying big base ships blocking is VERY easy. I think 4lom is better for 1 point over agent.