New U boat meat vs Old 8 Tie swarm

By Hexdot, in X-Wing

Defending Imperial Law 4 Obsidian plus 4 Academy. Against them, 3 Contracted Scouts, fully loaded with Proton Torps. My plan was simply not to be wiped out. As usual I deployed in 4 ship square formations. Scum quite spaced.

With Guidance Chips the Torps hit me badly, of course. Five of six salvoes fired hit their targets. One Tie received Crit + Hit, three received one Crit and the last one two hits. God bless Evade tokens. I rolled bad.red dices and only stripped one shield. Agi 2 in a large ship is to be feared.

From then on, a long 90 min battle with little heroes. Only 2 attack ships on both sides. Miss, miss, one hit, miss, miss, crit... Ties went down slowly, shiedls stripped... One lucky round and a Scout destroyed. Three Ties vs Two Scouts... One Scout with 2 Hull remaining, another with 3... Scum victory.

Wait, did you time this? And did it go to time? If you did, and you still had 3 ties against his 2 scouts, you would of won on MoV. 36-39 points beats 32-34 points from half large ship values...

I would think you would want to break formation for the Tie Fighters against this list.

Casual and friendly play. No.time or MoV. I am a fan of 8 Tie swarm and simply wanted to play. I feared that at the end of turn 3 half my fighters could be vaporished. Two evades plus an evade token was vital to avoid this.

Two red dice 360 degree is not a terrible thing. Even against 3 Agi Ties they were able to wipe the enemy. The six ordnance salvoes were far less destructive that my fears, but the three 360 fire each turn was more damaging that my initial impresion.

Not a bad "disimilar" clash of diferent ships, but beware, nearly imposible to finish in 75 minutes. In my.limited experiencia, the Contracted Scout is a well balanced ship. A little weird and fresh blood to x wing. I am much more interested in these and the G1A than in the god-like Ghost

I'd expect TIE swarms to have a reasonably good time against this list. It's an unusal case where the high single shot damage of the torps actually works against the Scouts, because on average I'd expect it to take two shots to down a single TIE - but equally, to take two shots to down a single x-wing or b-wing. The TIEs defend very effectively against the ordnance simply by being JUST too hard to reliably kill with a single torpedo, resulting in wasting a second to get the kill. And if it takes 6 torps to kill 3 TIEs, that seems like a fair exchange to me...

And then, the swarm can do much more effective blocking than it otherwise might when it's facing three large-base ships.

I read a lot about the deadly combo pairing Scouts plus torps. And it is a very dangerous one, of co. But the "bah, it is only rolling two red" actitude is, perhaps, not true. Of course it is a weak main armament... But they are range 3 and 360. Even range 3 two dice attacks will do damage against low Agi targets, and Agi 3 ships only need to be unlucky once.

I think that the Agi 2 in the Scout will be the key to achieving a favourable margin of victory, they can take tons of shots fired against them. Not as terribly undecosted as TLT x4, but triple Scouts will give troubles.

I am thinking about a third FS 31 for the Imps, 30 lifes to chew up, Agi 2 and 3 red. Back to wave 2...

What about youngster with EH in a list like this? barrel roll the whole squad to break the TL until you close within minimum or flank?

Edited by Darthfish

Terrible in that instance unless your whole squad has a PS above 3, or PS3 and has given away the initiative. EH only works if you use it after their activation, because they can just get the lock back unless you also blocked them.

Also, the U Boats don't need a lock to fire anyway, just a focus.