U-Boats, or How to beat them without declairing World War III

By emmjay, in X-Wing

Tala sq. x 6

Blue sq. x 1

100pts.

IG88B w/crack shot, HLC, title, AT, sensor jammer

IG88C w/crack shot, HLC, title, AT, sensor jammer

I also like the double Lothal Rebel w/FCS and Biggs w/R4D6/Integrated that Wildhorn mentioned.

What about Rage Youngster and 7 Academies? The Bowflex Revolution only gets one torpedo volley off, and then everything bumps into a cloud of TIEs, never getting any actions off again.

IG88B w/crack shot, HLC, title, AT, sensor jammer

IG88C w/crack shot, HLC, title, AT, sensor jammer

IG88B w/crack shot, HLC, title, AT, sensor jammer

IG88C w/crack shot, HLC, title, AT, sensor jammer

That seems pretty good to me in terms of "giving you a shot against U-Boats without screwing you against everything else". I'm fiddling with something similar replacing C with 50 points of Dengar, too.

Lol, I ran brobots with Sensor Jammer at Regionals last year. Guess I was one year too early.

I thrashed a U boat list earlier today on Vassal. It was version2, with a TLT Hired Gun as the 3rd ship. My opponent conceded without having fired a torpedo. I flew Tycho, Sabine, and Blue Ace (yes, Blue Ace). I felt bad, but the big guys are actually pretty easy to arc dodge if you don't try to joust them, and you have at least 1 ship to bait them. Death by 1,000 cuts style, disengage and attack the flank with a different ship. Deploying asteroids is especially crucial.

Brobots with Advanced Sensors to not care about the bumps? Brobots then can even initiate some bumps to try to stay in range 1 or stop all 3 from having attacks.

With B wings being very similar to the JMK, do you think you will see more rebel versions of this list?

Nera Dantels (35)

FCS

Proton Torps

Extra Munitions

Guidance Gimps.

Deadeye

Dagger Squadron Pilot x2 (32)

FCS

Proton Torps

Extra Munitions

Guidance Gimps.

Brings in a grand total of 99 points.

You have higher PS than the scouts so maybe you get to kill one with all the missile love. Smaller bases for maneuverability and Nera has a turreted missile launcher for extra lols. I havent flown the B wing before, but I thought I would have a tinker and see what people thought.

Y-Wing: · Kavil (24)

Deadeye (1)

Extra Munitions (2)

Proton Torpedoes (4)

Dorsal Turret (3)

Guidance Chips (0)

Overclocked R4 (1)

Y-Wing: · Drea Renthal (22)

Extra Munitions (2)

Proton Torpedoes (4)

Unhinged Astromech (1)

JumpMaster 5000: · Manaroo (27)

Deadeye (1)

Extra Munitions (2)

Proton Torpedoes (4)

Guidance Chips (0)

R4 Agromech (2)

Yes, it uses a Jumpmasters, but it can shoot it's Ordnance before the scouts. I think the biggest problems are being susceptible to blocking, and having only 1 agility on the Y-wings.