How to build Rebel U-Boats. Guardian Squadron, Homing Missiles, Extra Munitions, Chips/LRS

By ParaGoomba Slayer, in X-Wing

The list is basically:

3x Guardian Squadron, 3x Homing Missiles, 3x Extra Munitions, 3x Chips/LRS, and 2x Autoblaster turret. But you can't get that third ABT in, so you drop one Guardian down to a Warden to fit the 3rd in.

What does this have over U-Boat? Higher PS, SLAM, better ordnance, and autoblaster turrets for Palp Aces.

Against Palp Aces if you don't have an HM shot or an ABT shot, just SLAM into a better spot for next turn because your regular 2 dice turret isn't doing anything to an ace. Still could whittle down the shuttle with them though.

K-Wings with SLAM make excellent blockers. You can double tap a 3 speed in order to block an ace with one K-Wing SLAM, then rain death with Homing Missiles. And if they close to range 1? Autoblaster time.

Haven't played it against triple U-Boat but it should do well. You have enough alpha to blow one away quickly if you go with the 3x Guardian Squadron variant, and if you drop one to a Warden to get the 3rd Autoblaster turret, you could use it to SLAM way out front and block all of the Jumpmasters from focusing.

A K-Wing list that doesn't have TLT's in it, gasp! Making more of them Wardens instead of Guardians would free you up for some Intel Agent shenanigans, but wouldn't really be safe against triple U-Boat IMO. Something to consider if your meta is more Palp Aces heavy than triple U-Boat though.

Discuss.

P.S. Another thing about LRS. You can SLAM away from things and use it to get free target locks. I tried the list out with Guidance Chips and it worked great against Inquisitor and Soontir Palp Aces.

Edited by ParaGoomba Slayer

Ive been thinking the same about the K Wing but it has one problem turning around that's why Im thinking Y Wings

Gray Squadron Pilot (20)
Autoblaster Turret (2)
Extra Munitions (2)
Proton Torpedoes (4)
Targeting Astromech (2)
Guidance Chips (0)

Gray Squadron Pilot (20)
Twin Laser Turret (6)
Extra Munitions (2)
Proton Torpedoes (4)
Targeting Astromech (2)
Guidance Chips (0)

Gray Squadron Pilot (20)
Twin Laser Turret (6)
Extra Munitions (2)
Proton Torpedoes (4)
Targeting Astromech (2)
Guidance Chips (0)

Total: 98

View in Yet Another Squad Builder

Yeah. I dig it. Less AGI, which may or may not be important, but you have the ability to spend a focus for defense and still get your shot off. The main difficulty I see with it is that a few good green rolls can stop you from killing a Jumpmaster, and that probably means you lose a K-wing on the first engagement.

Ive been thinking the same about the K Wing but it has one problem turning around that's why Im thinking Y Wings Gray Squadron Pilot (20)Autoblaster Turret (2)Extra Munitions (2)Proton Torpedoes (4)Targeting Astromech (2)Guidance Chips (0)Gray Squadron Pilot (20)Twin Laser Turret (6)Extra Munitions (2)Proton Torpedoes (4)Targeting Astromech (2)Guidance Chips (0)Gray Squadron Pilot (20)Twin Laser Turret (6)Extra Munitions (2)Proton Torpedoes (4)Targeting Astromech (2)Guidance Chips (0)Total: 98View in Yet Another Squad Builder

K-Wings are actually very good at turning around. Do a 2 hard and SLAM another.

The thing about the K-Wings is that they also have 2 dice PWT's. They don't get the R4 Agromech shenanigans but they should be able to still pile on damage to crippled U-Boats easily.

Y-Wings don't have SLAM. Or Homing Missiles (way better that Proton torpedoes). Or LRS as an option. Or 2 dice primary turrets to just plink low agility stuff for easy damage.

Yeah. I dig it. Less AGI, which may or may not be important, but you have the ability to spend a focus for defense and still get your shot off. The main difficulty I see with it is that a few good green rolls can stop you from killing a Jumpmaster, and that probably means you lose a K-wing on the first engagement.

If you fly the 2 Guardians and 1 Warden, hypothetically you could SLAM it in front of the Jumpmasters before they move and prevent them from focusing. You can then trade damage with them and if played right you should come out on top.

Also, it's easier to get 3 small bases to have an arc on one large base than it is for 3 large bases to have an arc on one small base. The joust should be easier for the K-Wings than the Jumpmasters.

Also, bring large obstacles and the old damage deck. Each K-Wing has 3 secondary weapons, no EPT or pilot ability, and against aces their PS might as well be zero anyways.

Edited by ParaGoomba Slayer

Could drop the homing to concussion to get the other ABT. I'd prefer that to dropping to Guardian Warden. If you do that, the LRS is a must so that you have TL to spend with focus / missile to modify. You have a point left which can either roll back into a HM, have small bid, or add an intel agent for slam blocking.

Edited by Rhoaran

Ive been thinking the same about the K Wing but it has one problem turning around that's why Im thinking Y Wings Gray Squadron Pilot (20)Autoblaster Turret (2)Extra Munitions (2)Proton Torpedoes (4)Targeting Astromech (2)Guidance Chips (0)Gray Squadron Pilot (20)Twin Laser Turret (6)Extra Munitions (2)Proton Torpedoes (4)Targeting Astromech (2)Guidance Chips (0)Gray Squadron Pilot (20)Twin Laser Turret (6)Extra Munitions (2)Proton Torpedoes (4)Targeting Astromech (2)Guidance Chips (0)Total: 98View in Yet Another Squad Builder

K-Wings are actually very good at turning around. Do a 2 hard and SLAM another.

The thing about the K-Wings is that they also have 2 dice PWT's. They don't get the R4 Agromech shenanigans but they should be able to still pile on damage to crippled U-Boats easily.

Y-Wings don't have SLAM. Or Homing Missiles (way better that Proton torpedoes). Or LRS as an option. Or 2 dice primary turrets to just plink low agility stuff for easy damage.

K wings can do a 2 hard and a 2 hard to turn around but then they cant shoot that's why I like Targeting Astromech and Y wings for now and with 2 of them with TLT they have more options

but when LRS comes out, K wings all the way.

Could drop the homing to concussion to get the other ABT. I'd prefer that to dropping to Guardian. If you do that, the LRS is a must so that you have TL to spend with focus / missile to modify. You have a point left which can either roll back into a HM, have small bid, or add an intel agent for slam blocking.

Homing Missiles are much better for a single point more. They deny evade tokens, and if you don't spend the TL you can use it later for another missile or whatever.

It's an option if you really want Intel Agent though.

Also, Wardens are the PS 2 K-Wing at 23 points. Guardians are the PS 4 ones at 25 points.

Ive been thinking the same about the K Wing but it has one problem turning around that's why Im thinking Y Wings Gray Squadron Pilot (20)Autoblaster Turret (2)Extra Munitions (2)Proton Torpedoes (4)Targeting Astromech (2)Guidance Chips (0)Gray Squadron Pilot (20)Twin Laser Turret (6)Extra Munitions (2)Proton Torpedoes (4)Targeting Astromech (2)Guidance Chips (0)Gray Squadron Pilot (20)Twin Laser Turret (6)Extra Munitions (2)Proton Torpedoes (4)Targeting Astromech (2)Guidance Chips (0)Total: 98View in Yet Another Squad Builder

K-Wings are actually very good at turning around. Do a 2 hard and SLAM another.

The thing about the K-Wings is that they also have 2 dice PWT's. They don't get the R4 Agromech shenanigans but they should be able to still pile on damage to crippled U-Boats easily.

Y-Wings don't have SLAM. Or Homing Missiles (way better that Proton torpedoes). Or LRS as an option. Or 2 dice primary turrets to just plink low agility stuff for easy damage.

K wings can do a 2 hard and a 2 hard to turn around but then they cant shoot that's why I like Targeting Astromech and Y wings for now and with 2 of them with TLT they have more options

but when LRS comes out, K wings all the way.

Unless the K-Wings have autoblaster or Homing Missile shots, best to not bother shooting. And if they're facing something that their primary weapons can damage, then maybe you shouldn't be SLAMing.

K-Wings have much better dials than Y-Wings because SLAM.

I would risk it and go for no third extra munitions on one, if only to have the 3 auto turrets. If your ordinances fails yo h in the opening round vs Uboats you are pretty far behind the mqtch any how

It's not bad. I might drop to concussions for some extra points.

My real concern with LRS is that you are telegraphing your target and they can do something about it.

Instead of autoblasters, I would go for 2x guardians and Miranda. Adding that extra dice to your homing is deadly, plus regen afterwards until you get into position is awesome as well.

Alternatively I think esegu finally has a use...

Put LRS on him with recon and a single homing (no EM), to get an epic alpha that probably kills anything it faces.

I would risk it and go for no third extra munitions on one, if only to have the 3 auto turrets. If your ordinances fails yo h in the opening round vs Uboats you are pretty far behind the mqtch any how

Instead of autoblasters, I would go for 2x guardians and Miranda. Adding that extra dice to your homing is deadly, plus regen afterwards until you get into position is awesome as well.

Alternatively I think esegu finally has a use...

Put LRS on him with recon and a single homing (no EM), to get an epic alpha that probably kills anything it faces.

It's not bad. I might drop to concussions for some extra points.

My real concern with LRS is that you are telegraphing your target and they can do something about it.

Esege for focus shenanigans or Miranda for 5 dice Homing Missiles, also an option. I'd be scared of not having Autoblaster Turret as all the Palp aces player has to do is dodge your initial joust and you're screwed. With ABT you have a range 1 death zone around your ship. It also prevents an Ace from closing to range 1 to deny a HM shot as now he's taking an ABT shot. So in arc from range 1-3 is a death zone to an ace, and out of arc range 1 is a death zone.

A 3 straight + 3 straight SLAM carries your K-Wing as if it did a 7 straight. With the options for banks and the variety of 2 speed positions, you can kind of just force things to bump into you on the initial joust.

LRS telegraphs your target but that could be used against your opponent also. TL one ship and then on the joust switch to another. The Guidance Chip version is still great though so if you want to use chips instead, go for it.

Edited by ParaGoomba Slayer

ParaGoombaSlayer finally with a useful post, what a time to be alive....

Edited by Celes

As the spokesperson for Koensayr, I officially give this thread the Koensayr Badge of Approval .

ParaGoombaSlayer finally with a useful post, what a time to be alive....

You should check out my Mindlink Brobots thread if you like good ideas.

You could give one pure blocking duty:

Warden Squadron Pilot (23)
Autoblaster Turret (2)
Intelligence Agent (1)
Conner Net (4)
Advanced SLAM (2)

Guardian Squadron Pilot (25)
Autoblaster Turret (2)
Extra Munitions (2)
Homing Missiles (5)
Guidance Chips (0)

Guardian Squadron Pilot (25)
Autoblaster Turret (2)
Extra Munitions (2)
Homing Missiles (5)
Guidance Chips (0)

Total: 100

View in Yet Another Squad Builder

The Warden goes in for a block/Conner Net or otherwise is a general nuisance. If anything it should take some heat off the Guardians to get their missiles off. Alternatively, you can give the Warden Extra Munitions for two Conners instead of the ABT.

Edited by Jo Jo

after u-boats became all the rage i literally had a 3 k-wing conversation with a friend of mine. we didn't really look into builds though it should definitely be viable under the same logic U-Boats are.

You could give one pure blocking duty: Warden Squadron Pilot (23)Autoblaster Turret (2)Intelligence Agent (1)Conner Net (4)Advanced SLAM (2)Guardian Squadron Pilot (25)Autoblaster Turret (2)Extra Munitions (2)Homing Missiles (5)Guidance Chips (0)Guardian Squadron Pilot (25)Autoblaster Turret (2)Extra Munitions (2)Homing Missiles (5)Guidance Chips (0)Total: 100View in Yet Another Squad Builder The Warden goes in for a block/Conner Net or otherwise is a general nuisance. If anything it should take some heat off the Guardians to get their missiles off. Alternatively, you can give the Warden Extra Munitions for two Conners instead of the ABT.

The problem with this list is the same problem with U-Boats and one Bumpmaster. On the approach you lose and ordnance shot just to be slightly more annoying when you block.

IMO it's best to just have 3 U-Boats and shove the damaged one/one with less torps/one in the best position to block out as a blocker. K's with SLAM are already good blockers, so are U-Boats. No need to make one super specialized. Free a point up for Intel Agent and attempt to use that one as your blocker, or run a U-Boat with only one torp and Feedback Array as your blocker, but don't hinge your entire game plan around being able to get off that block. You want to be flexible and maintain the ability to just delete something with 3 Homing Missiles/Torpedoes while still being pretty good at blocking still instead of being moderately better at blocking in exchange for the massive reduction in alpha.

I only own 1 K-Wing, and not looking to get any more anytime soon.

I do have 2 Y-Wings, 1 T-70, 1 T-65, 1 B-Wing though.

How's this?

Guardian Squadron Pilot (35)
K-Wing (25), Autoblaster Turret (2), Extra Munitions (2), Homing Missiles (5), Intelligence Agent (1), Guidance Chips (0)

Dagger Squadron Pilot (32)
B-Wing (24), Fire-Control System (2), Extra Munitions (2), Proton Torpedoes (4), Guidance Chips (0)

Gray Squadron Pilot (32)
Y-Wing (20), R2-D2 (4), Proton Torpedoes (4), Extra Munitions (2), Autoblaster Turret (2), Guidance Chips (0)

I would much rather play 3 Kwings than Jumpmasters... sounds more fun. and Kwings are cooler.

I only own 1 K-Wing, and not looking to get any more anytime soon.

I do have 2 Y-Wings, 1 T-70, 1 T-65, 1 B-Wing though.

How's this?

Guardian Squadron Pilot (35)
K-Wing (25), Autoblaster Turret (2), Extra Munitions (2), Homing Missiles (5), Intelligence Agent (1), Guidance Chips (0)

Dagger Squadron Pilot (32)
B-Wing (24), Fire-Control System (2), Extra Munitions (2), Proton Torpedoes (4), Guidance Chips (0)

Gray Squadron Pilot (32)
Y-Wing (20), R2-D2 (4), Proton Torpedoes (4), Extra Munitions (2), Autoblaster Turret (2), Guidance Chips (0)

same. only got one, and technically I bought it for my friend, I just keep it here, he has no Xwing stuff.

Edited by Sir Orrin

I only own 1 K-Wing, and not looking to get any more anytime soon.

I do have 2 Y-Wings, 1 T-70, 1 T-65, 1 B-Wing though.

How's this?

Guardian Squadron Pilot (35)

K-Wing (25), Autoblaster Turret (2), Extra Munitions (2), Homing Missiles (5), Intelligence Agent (1), Guidance Chips (0)

Dagger Squadron Pilot (32)

B-Wing (24), Fire-Control System (2), Extra Munitions (2), Proton Torpedoes (4), Guidance Chips (0)

Gray Squadron Pilot (32)

Y-Wing (20), R2-D2 (4), Proton Torpedoes (4), Extra Munitions (2), Autoblaster Turret (2), Guidance Chips (0)

Once LRS comes out, you could put that on the K-Wing with Weapons Engineer. Turn 1 double Target lock.

But for now, seems good. Regen on the Y-Wing, eh. Maybe R7-T1 instead? The 3 point boost and get a TL if you're in someone's arc at a certain range seems like a good option, so would the EPT droid with Deadeye.

R7-T1 would synergize real well with the Intel Agent on your K-Wing.

Edited by ParaGoomba Slayer

The drop from Homing to Concussion doesn't seem optimal. I get that with chips and the innate blank conversion it isn't bad, but not as good as keeping your target lock. Dumb firing munitions post chips is better than pre chips, but we have options.

I haven't tried it yet, but I was kicking a Rebel list around that uses Esege, Garvin, and Dutch. Garvin would end up dumb firing a plasma, but Dutch and Esege would get full mods on their munitions. Starting to sound better to me after reading this thread.

I've been absolutely loving this version I made when guidance chips finally came out:

Miranda- TLT, EM, Homing Missiles, Tactician, GC

Guardian- TLT, EM, Homing Missiles, Tactician, GC

A-Wing- Chaardan Refit

I find it has high survivability beyond the initial pass and is very versatile vs all sorts of lists, especially with a solid blocker. It's tempting to put the Guardian down to a Warden for autothrusters on the A, but I've resisted the temptation so far with all the U-Boats out there at PS3.

I would risk it and go for no third extra munitions on one, if only to have the 3 auto turrets. If your ordinances fails yo h in the opening round vs Uboats you are pretty far behind the mqtch any how

So I flew this against double U-Boat and a Bumpmaster today a few times.

Trying to SLAM block with a PS 2 Warden just doesn't work that well. Easier to just drop EM on one of them so they all get both ABT's and PS 4. You need to be able to just wipe something before the JM's get behind you and fire more torpedoes while you're left with 2 dice PWT shots.

So you're right JisforJets. Drop EM on one, you still have /five/ Homing Missiles with Chips, and you should be able to just drop a U-Boat in the joust. Then you only take 2 torpedoes at best and end up with probably all 3 left alive, with one almost dead. In the game I played with it against Palp Aces I blew an HM at the shuttle when I was behind it, so I would have been fine with 5 that game.