6 Ship Rebel swarm

By Cubanboy, in X-Wing Squad Lists

I have this crazy Idea that I might be able to get away with running 6 rebel ships, I think now with the Y-wing upgrade that is possible, any thoughts on below,

1 • Prototype Pilot - Chardaan Refit (15)
2 • Prototype Pilot - Chardaan Refit (15)
3 • Gold Squadron Pilot - R2 Astromech - Autoblaster Turret - BTL-A4 Y-wing (21)
4 • Gold Squadron Pilot - R2 Astromech - Autoblaster Turret - BTL-A4 Y-wing (21)
5 • Bandit Squadron Pilot - XX-23 S-Thread Tracers - Munitions Failsafe (14)
6 • Bandit Squadron Pilot - XX-23 S-Thread Tracers - Munitions Failsafe (14)

or this

1 • Prototype Pilot - Chardaan Refit - Autothrusters (17)
2 • Prototype Pilot - Chardaan Refit - Autothrusters (17)
3 • Gold Squadron Pilot - R2 Astromech - Autoblaster Turret - BTL-A4 Y-wing (21)
4 • Gold Squadron Pilot - R2 Astromech - Autoblaster Turret - BTL-A4 Y-wing (21)
5 • Bandit Squadron Pilot (12)
6 • Bandit Squadron Pilot (12)

Tracer Bandits should run with Guidance Chips over Munitions Failsafe, imho.

I would take off the Munitions Failsafe, and use the points to upgrade from an Auto Blaster Turret to Dorsal Turrets. Reason being is this is a very low Pilot Skill list. You want to play it safe, and keep at a distance. You move first so the common builds like Imperial Aces, and Palmobile, will arc dodge you. With 4 attack dice at range 2, you will do plenty of damage. If you by some miracle get in range 1, that is 5 attack dice.

The above poster has a decent idea. I would put Guidance Chips in there seeing as you don't have points to work with.

The only reason, I am thinking AutoBlaster over Dorsal is that autoblaster reads" Your results cannot be canceled by defense dice. The defender may cancel results before results." Which means hits on the autoblaster shot are going to hurt if a hit is rolled. The Y-wings can take some damage while a naked A-wing and Z-95 can still deal damage.

I have no idea what I was thinking about with not doing Guidance Chips. I totally forgot about them for some reason.

Because look at the Auto Blaster range.. It's Range 1. Your chances of getting that on Pilot Skills higher than you, are slim to none. A Dorsal Turret is Range 1-2, which gives you more safety.

The only time an Auto Blaster will work on lower Pilot Skill, is if it's something like Chopper (VCX-100). His entire goal is to bump. With Accuracy Correcter, and the Shuttle docked, Chopper could "double tap".. Hit with the primary 5 attack dice, then accuracy corrector the Auto Blaster Turret for 2 guaranteed hits, on top of whatever the primary rolled.

I have this crazy Idea that I might be able to get away with running 6 rebel ships, I think now with the Y-wing upgrade that is possible, any thoughts on below,

1 • Prototype Pilot - Chardaan Refit (15)

2 • Prototype Pilot - Chardaan Refit (15)

3 • Gold Squadron Pilot - R2 Astromech - Autoblaster Turret - BTL-A4 Y-wing (21)

4 • Gold Squadron Pilot - R2 Astromech - Autoblaster Turret - BTL-A4 Y-wing (21)

5 • Bandit Squadron Pilot - XX-23 S-Thread Tracers - Munitions Failsafe (14)

6 • Bandit Squadron Pilot - XX-23 S-Thread Tracers - Munitions Failsafe (14)

I've been running the following with reasonable success:

Gold Squadron Y - TLT [24]

Dagger Squadron B - 24

Tala Squadron Z-95

Tala Squadron Z-95

Tala Squadron Z-95

Tala Squadron Z-95

I prefer having ships at PS4, which is why the Dagger and Talas are there.

That said, with the release of Wave 8 I believe this build has gotten a little weaker.

Kevin

The only reason, I am thinking AutoBlaster over Dorsal is that autoblaster reads" Your results cannot be canceled by defense dice. The defender may cancel results before results." Which means hits on the autoblaster shot are going to hurt if a hit is rolled. The Y-wings can take some damage while a naked A-wing and Z-95 can still deal damage.

Dorsal turret is awful.

Autoblaster turret can punch through a Soontir. You go with Dorsal turret and face a Palp aces squad and your opponent will just be immune to damage. It doesn't matter that you get to fire your Dorsal Turret out to range 2 with 2 attack dice because Soontir can convert 3 blanks to evade results with an evade token, palpatine, and autothrusters.

With some smart blocking you have a chance against aces.

Before Wave 8 came out, some Store Championships were won by 5x Autoblaster Gold Squadrons and 4x Autoblaster K-Wings.

Before Wave 8 came out, some Store Championships were won by 5x Autoblaster Gold Squadrons and 4x Autoblaster K-Wings.

Agreed. Autoblaster turrets aren't bad en masse, because 5 autoblaster bubbles - or 4 bubbles with engine upgrades, can make a fearsome dragnet. The point is that you only need 1 turret to have a shot to be confident of doing some damage.

With dorsal turrets, it's not so much the token/token/palpatine that matters because in theory many shots can deplete those, it's the fact that agility 3 with stealth & autothrusters is likely to dodge 2 hits (the most you can do) on naked dice, so even concentrating fire from an entire squad on Soontire is not going to hit him.

I half wonder if a BTL-A4 with a dorsal turret might work - two three-dice attacks at range 1 sounds impressive - but the ultimate problem is that any turret at range 1 has to compete with the autoblaster and any turret at range 2 has to compete with the twin laser turret. The ion turret gets a free pass because of its control abilities, but the blaster and dorsal turrets just don't really cut it.

Blaster turrets do at least have a use because there are many ways to get the focus token free or to get some dice modification with it (recon specialist, palob, R4 agromech) but you're still pushing up the cost of the turret to the TLT by including that. The potential 4-dice attack from Kavil is nice, though.