4 Novice T 70 against the U boote pack

By Hexdot, in X-Wing

I wrote in another topic about 8 Ties vs 3 Scouts, long but good gamw. 4 T 70 is another world. With R2 and IA at the end of round 4 five salvoes were fired against them. Two ships received the volleys, one torn to pieces and the remaining with two hulls remaining and no droids. During turn 6 the last salvo crippled a slightly damaged T 70, and the damaged one blew up.

Trying to evade a rock I missed and kaboom. Only one T 70 vs 2 Scouts. Hunted. Destroyed in 50 minutes. I played quite bad, but Scum player was also under the influx of an undetermined number of cans of beer, and didn't perform Top Gun tactics. My impression is that low PS jousters are cannon fodder against those Scum. Agi 2 and strong shields protects them while firing torps, and can blew 2 T 70 quite fast. Then you must face the 360 degree menace of at least 2, probably two and a half large ships. And 360 degree is solid gold as we know. I flew Tie swarm and T 70 swarm against these and...believe me, no more T 70 swarm vs u boote !!!

Indeed. The TIE swarm can handle themselves (ish) because (a) there's a degree of overkill involved - one torp probably won't kill you, two is a waste - and they have the agility, if focused, to avoid turret shots.

A T-70 has more hit points than a pair of TIE fighters, but lacks the ability to evade fire. Without autothrusters and just 2 green dice and a focus token, you're looking at 1 evade per torpedo - meaning that two torps will leave you on fire and with just you integrated astromech letting you hang on. By comparison, at range 3, even four 3-dice attacks will barely tickle a jumpmaster - certainly, it's not enough to kill a Jumpmaster before it empties its torp magazines.

Their lower Pilot skill doesn't help either.

I dunno. There must be a way to get them to work. If you deploy set up to joust, then you're obviously going to take some pain, but I wonder if you might be able to get a kill before they fire if you fly devious? You'd need to hold out of range on the first turn, but a T-70 has Boost, which could - in theory - allow you to sprint in under torpedo range and let them have it at range 1 on the next turn.

The problem is the second turn of the engagement - if you fly in head-on, you'll only be able to K-turn, not Talon Roll, and then they'll smartly Segnor's loop behind you and get torpedoes off anyway - and again, with lower PS, they get the first shot so you're likely down at least one X-wing.

If you can force them to fight in the rocks it might work - four t-70s in a precise pinwheel can find a channel, whilst three jumpmasters are going to struggle to find space to turn about. It doesn't help that if they need to gain space and distance, though, they do still have a Speed 4 Koiogran turn - and with R4 Agromechs, they may well have a target lock left from the previous turn they can use to fire a torp after turning about.

It's a problem. I'd like to use a T-70 squad, but I don't see how to make them work; you lack warm bodies to block with and low speed manoeuvres against ace lists, and the durability to endure range 3 secondary weapons fire against torp bombers.

With Red Squadron Veterans, or named pilots, you gain the points to offer upgrades that can actually make a difference, and the PS to take options like Ordnance without worrying you'll die before firing it, but I'm not sure how to make a block of generics work.

Edited by Magnus Grendel

There's really no low ps jouster list that can handle u boats. Low ps generics were on life support before with how much ffg had been pushing up aces, but u boats pretty much finished the job.

There's really no low ps jouster list that can handle u boats. Low ps generics were on life support before with how much ffg had been pushing up aces, but u boats pretty much finished the job.

Wouldn't a TIE swarm (4 Academy, 4 Obsidian) do a number on them? They'd have to be pretty luck to kill more than one on the initial volley, might well take a bit of damage on the return fire, and be blocked on most subsequent turns.

There's really no low ps jouster list that can handle like ANYTHING

fixed that

PS3+ is required, and that's not rookie level :D

I wonder how 2 red vets and a couple of A wings would do.

I'm pretty interested in this matchup, because I enjoy 4T70s, but have no practical experience to offer. Theory, however, suggests that they key to the matchup is to use the T70's boost to try and block up Scouts on the first turn, or failing that, get inside Range 1, where you'll have a huge firepower advantage.

This is all much easier said than done, of course.