How much is too much? Gunships.

By hrtbr8kr, in X-Wing Squad Lists

Theme song for this list, "Boom, Boom" John Lee Hooker

So, I was just thinking, how many secondary's can two ships carry? And I came up with this. It's a bit overkill (In theory, may try it tomorrow)

Y-Wing "Dutch" (23) TLT (6) Bomb Load out (0) Extra Munitions (2) Proton Bombs (5) R7T1 (3) Experimental Interface (3)

K-Wing Miranda (29) TLT (6) Gunner (5) Extra Munitions (2) Ion Torpedoes (5) Assault Missiles (5) Ion Bombs (2) Proxy Mines (3) Munitions Failsafe (1)

In theory, the gist is to keep Miranda, in range of Dutch, for the "free" Target Lock, Miranda firing the missiles and torpedoes, if "Missed" Gunner Activates, If the Missiles/Torpedoes miss, Munitions Failsafe Keeps them in place.

Good Ol' Dutch, handing out target locks, with his ability and/or the Experimental interface triggers R7T1, activates Dutchs' ability with free boost.

Dual Decimators. "Ram Jam"

VT-49 Decimator Oicunn (42) Determination (1) Saboteur (2) Dauntless (2) Tactical Jammer (1)

VT-49 RAC (46) Expose (4) Mercenary Co-Pilot (2) Guidance Chips (0)

Not much going on here, just ramming damage, jamming. lasering.

.

Hate to break it to you, but the Guidance Chips on R.A.C don't do anything for you as the GC's are only for secondary torpedos and missiles....

Having run RAC with Expose for some time, I'd take the engine upgrade instead, it will serve you much better I think.

Rikk

Don't forget to stick Sabine on something for an extra bomb slot ;)

I tried the first list, TLTs are nice, but ranged handicapped, the other player closed in fast, whittled my shields down, ionized me. So, It's dropping the TLTs, in favor of Ion Turrets, remove some ordinance, Keep the Proton bombs, add an A-wing. Drop gunner for Ors, swap droids, R5-D8, instead of R7-T1. And add Proton rockets for range one.

On Guidance Chips, the card states in parenthesis; "Or a Critical, if your primary weapon value is three or higher" So, How many ships have a Primary weapon of three, or higher? A few examples; Defender, Tie-Interceptor, VT-49 Decimator, Firespray-31, B, E, T-70, X-Wing. Just to name a few, It's real nice card, May help Dengar with his title card, which adds a 1 to his primary weapon. I like that the card states change 1 die result.

Later.

On Guidance Chips you are forgetting the first part of the whole text "Once per round,when attacking with a [torpedo] or [missile] secondary weapon....". In order for you to be able to change a die result you first have to be attacking with one of the two types of secondary weapons the card exclusively mentions. Then if you have a primary weapon value of '3' or greater you may instead change one result to a [crit] rather than a [hit]. As you have R.A.C built in your OP, he doesn't have any secondary weapons, as such does not get to change any die result with Guidance Chips..

Tie Defenders stuck out at me as being obvious benefactors for Guidance Chips.