First off, lets look at the two main U - Boat builds.
Build 1
Contracted Scout
Extra Munitions
Plasma Torpedoes
R4 Agromech
Deadeye
Guidance Chips
33 points
*You can upgrade 1 to a proton torpedo if you want to run 3 of these ships in a build
Build 2
Contracted Scout
Extra Munitions
Plasma Torpedoes
R4 Agromech
Deadeye
Guidance Chips
Recon Specialist
36 points
*note you can upgrade to Proton Torpedoes for +1 points each
Both function pretty much the same, however there is a huge difference between Build 1 and Build 2. With build 1 you are able to field 3 of them for a total of 98 points. With the focus token available each ship can deal a maximum of 4 damage each, and having the focus token converted to a target lock with the R4 and a guidance chip to change another die only adds to the increased chance of having 4 hits vs your opponent. That makes it a maximum of 12 damage (without direct hit crits) that can be dealt in 1 round of shooting.
Build 2 is a little bit more involved. First off, at 36 points each you can only field 2 of them. That does leave 28 points remaining to add some good support or blockers. I personally run it with a cluster missile/lone wolf 25 point build N'dru for an additional 8 potential damage alpha strike. However, for 3 more points you get that extra focus token. Why is that so good? Well, first of all if you have to spend a focus for defense you still have one available for offense. Also, they are really good if you have both for offense. Let me explain. You attack with your torpedo spending a focus token, thus gaining you a target lock. You roll your dice. You now have a focus, target lock, and Guidance chips to try to get 4 hits/crits. It is very easy to do with this setup and once both torps have been fired having 2 focus tokens in the late game is also rather nice.
What makes the U - Boat build so great is that it is the first ship with a EPT, Salvaged Astromech slot, and Crew Slot. Having 2 torpedo slots only adds icing to the cake. So, great ship but very unique. Personally, during the playtesting FFG should have realized the power of 2 torpedo slots (with Extra Munitions) and not had 2 on this ship.
So, how do you beat these builds? Well there are several options.
1. Obstacles
Most U - Boat drivers will setup in the bottom right of the board to take advantage of all the green maneuvers. Take big obstacles and block their way. Keep them close to each other. Dirty the playfield up as much as possible so they can't fly in formation and prevent their squad take an easy route to your ships. Yes, this means you have to do some decent planning ahead of time. But, by keeping this in mind you hurt the U - boat player in their direct standard play.
2. Arc Dodgers
Remember, while the U - Boats do have 2 attack turrets, their best firepower is out of their front arc. If you can dodge this arc, well, they can't hit you with their torpedoes in the first place. It sounds simple and stupid, but if its stupid and it works, it isn't.....
3. Token Prevention and Denial
Wes, Omega Leader, Carnor, Palob, Dark Curse, these are some of the ships that your opponent doesn't want to see against them. By denying and/or stripping tokens from them to just straight out preventing them from firing their torpedoes can be a significant blow to their list. Yes, this does make those ships a priority target, but while they are in the game they are extremely deadly to this type of build. However, stripping focus tokens is easy. Pulling the target lock is a bit harder....
4. Stress
Along the same lines, get them stressed and keep them stressed. Again, by denying them actions or the ability to use their focus tokens they can't attack as effectively. Stress is even better because it also prevents the use of a target lock.
5. Biggs Darklighter
Hey, when all else fails give him another target to shoot at so he can't hit your main force.
6. Range 1
Remember, their torpedoes only work at range 2-3. Get into range 1 so they can't hit you.
7. Out Damage them
Throw enough damage back at them to kill them first so they can't bring their full firepower to bear.
8. Agility and Health
Take ships that have high agility or high health. Make them spend all 3 shots just for the CHANCE to kill your ship. For example, it is much better to take the Falcon than a Z-95. Shuttles are better than TIE Fighters. Y wings are great.
In Conclusion
Yes, U - Boat builds are big, mean, and scary. Yes, they can pump out a TON of damage. However, there are many ways to beat them. This will change up the meta much like TLT did from the previous wave. Truthfully, that is a good thing. A stale meta kills games. Look and see what the 4/4 build did for Imperial Assault and the drastic changes FFG had to make just to make the skirmish game viable again.
The sky is not falling people so don't panic!







