Any body tried Miranda with ordonances?

By Mr Trep, in X-Wing Squad Lists

I was thinking about this latetly, but i haven't had the time to go play some games..

Miranda could deal some heavy damage using proton torpedos or concussion missiles along with guidance chips..

If she sacrifice a sheild she can throw 5 red dices torpedos with good accuracy. This is a scary alpha strike !

However her mobility sucks and she would probably have trouble against arc dodging high ps aces. At least she could Slam to turn back into the fight once in a while.

Is this worth a try?

During a past event, I ran the gimmick list of: Miranda with TLT, Homing Missles, Advanced Proton Torpedoes (before Guidance Chips was in-play), Jan Ors with TLT and Moldy Crow, and Airen Cracken. A 6-dice attack at range 3, or a 7-dice attack at range 1 (if shields remain for Miranda to use).

Squadron can collapse quickly if the opponent focuses fire and has favorable red-dice rolls.

I ran a somewhat similiar setup to Griffon78's, before wave 8 when the TLT meta was strong.

Jan-(25)

TLT (6)

Nien Numb (1)

Miranda (29)

Extra Munitions (2)

Homing Missiles (5)

TLT (6)

Tala Squadren (13)x2

I struggled with 2 things in this list;getting the initial TL with Miranda and keeping Jan alive. Against lower PS ships this kind of setup works well, everything shoots before thugs and gold squadron Y's. You can easily take 1 off the board before it can shoot back, but against high PS arc dodgers or high PS ships that concentrated fire on Jan, I struggled. Once long range scanners comes out with Imperial Veterans i'll give this list another shot.

I played a lot with a Miranda alpha strike list. the list was as follows:

Miranda Doni — K-Wing

29

Twin Laser Turret

6

Extra Munitions

2

Homing Missiles

5

Chewbacca

4

Ship Total: 46

Ten Numb — B-Wing

31

Calculation

1

Fire-Control System

2

Ship Total: 34

Airen Cracken — Z-95 Headhunter

19

Crack Shot

1

Ship Total: 20

The list has 2 major problems.

1st problem: If you're playing against a list with higher PS or with a Ship with higher PS that can kill the Z95 before he shoots.

you simply can't make the big amount of damage on your first strike. If you fail to remove a ship on the first face of... you'll probably lose.

2nd problem: If the enemy manages to run ships from beyond range 3 to range 1 fast... you lose the game.

Anyway, it was a fun list to play. I had some epic games where by turn 5 there was no opposing ships on the table.

I was thinking about this latetly, but i haven't had the time to go play some games..

Miranda could deal some heavy damage using proton torpedos or concussion missiles along with guidance chips..

If she sacrifice a sheild she can throw 5 red dices torpedos with good accuracy. This is a scary alpha strike !

However her mobility sucks and she would probably have trouble against arc dodging high ps aces. At least she could Slam to turn back into the fight once in a while.

Is this worth a try?

I have done very well with Miranda. The torpedoes and missiles can certainly do some damage if in arc, but she doesn't actually need the mobility. Toss on a couple mines and bombs. Here's what I've had success with (I mix it up a lot, but it's been very successful):

-Miranda-

choice of adv. slam, Exp Int.

choice of mine

choice of bomb

Bombardier

Ext Munitions

choice of torp or missile

TLT (regen every use)

Single guy in front of you? -- Missile/torp him

multiple coming at you? -- slam (if needed) behind them then mine (TLT if didn't need slam)

Someone just move to shoot your back? -- bomb & TLT

multiple coming at you? -- bomb and something (usually depends on situation - slam, or TLT, up to you)

someone to the side? -- turn away and mine or bomb and TLT

got a runner (arc dodger)? -- Drop those mines in awkward places (helps other ships hit them) and TLT them

The TLT teat holds you back, but it is pretty great on Miranda...

If you are going to go ordnance with Miranda, you have to remember there is no EPT to save your target lock for modifying your attack, and even with Chips you still want the target lock. Protons could almost be counted on for 2 hits every time, but 4 points is a lot for just 2 hits even if one is a critical.

Seems to me that the best ordnance load out would be extra munitions and homing missiles, maybe a bomb. Even with that thought, I can't think of any way to get the same kind of action economy that lets the Jumpmasters use torpedoes so well on the K Wing.