Reconsidering Horton Salm

By Karhedron, in X-Wing

I have always had a soft spot for the old Y-wings and I am looking to make better use of one than just a stresshog. With all the fuss about the Torpedo Scout, I thought I would take a look and see how Horton stacked up. His basic ability to reroll blanks and Range 2-3 is mediocre with the basic Y-wing primary weapons but starts to look a lot more valuable if you put secondary weapons on him.

Proton Torpedoes are a good start since they allow you to flip a Focus and the TLT synergises nicely with his ability. This could quickly make Horton pricey but he might actually be worth it. He combines the potential for a solid alpha strike with the long term potential of a TLT carrier. The lack of EPT is annoying but not the end of the world and you can always fill the Astromech slot.

26 Hoton Salm

4 Proton Torpedoes

2 Extra Munitions

0 Guidance Chips

6 TLT

That comes to 38 points but provides a solid threat with 8 hit points. You can then add an Astromech if you want.

Still dies as quickly as a stresshog. I'd pick between ordnance and Torpedoes, lest ye be handicapped by 38 dead points turn 2 of combat.

I always enjoy people saying that every ship they aim at dies the minute they blink at it.

I always enjoy people saying that every ship they aim at dies the minute they blink at it.

Except the Scyk, then it's true .

Just been looking at a 3 Y-wing torpedo squad with both Dutch and Horton and a Grey. They will have a pilot skill advantage over the U-boats and some of the other U-boat counters while hitting hard vs any ace they can catch in their cross fire.

Might have to invest in a Y or three :-)

You should definetively choose between TLT Nd torpedoes. But in my opinion, even without Hortons ability, but with Guidance Chips, you should be able to roll 3-4 hits

I have always had a soft spot for the old Y-wings and I am looking to make better use of one than just a stresshog. With all the fuss about the Torpedo Scout, I thought I would take a look and see how Horton stacked up. His basic ability to reroll blanks and Range 2-3 is mediocre with the basic Y-wing primary weapons but starts to look a lot more valuable if you put secondary weapons on him.

Proton Torpedoes are a good start since they allow you to flip a Focus and the TLT synergises nicely with his ability. This could quickly make Horton pricey but he might actually be worth it. He combines the potential for a solid alpha strike with the long term potential of a TLT carrier. The lack of EPT is annoying but not the end of the world and you can always fill the Astromech slot.

26 Hoton Salm

4 Proton Torpedoes

2 Extra Munitions

0 Guidance Chips

6 TLT

That comes to 38 points but provides a solid threat with 8 hit points. You can then add an Astromech if you want.

I was theorising with this kind of list last night. I chose Dutch to be loaded up with plasma torps because of his ability, then I left Salm as a stress hog because his ability goes well with the TLT. I then put 2 plasma torps on Nera Dantels. Think there was still space to put a small turret on Dutch.

You could use the droid that gives you a elite talent, if you think you need one! That becomes one expensive piece of salami though.

Lose the TLT, its taking up too many points. Replace it with either nothing or an ABT to create an ace scare zone.

I always enjoy people saying that every ship they aim at dies the minute they blink at it.

Except the Scyk, then it's true .

Just been looking at a 3 Y-wing torpedo squad with both Dutch and Horton and a Grey. They will have a pilot skill advantage over the U-boats and some of the other U-boat counters while hitting hard vs any ace they can catch in their cross fire.

Might have to invest in a Y or three :-)

Behold: 'Alpha Strike Y-Wings"

Horton Salm — Y-Wing 25 Dorsal Turret 3 Proton Torpedoes 4 Extra Munitions 2 R5-D8 3 Guidance Chips 0 Ship Total: 37

"Dutch" Vander — Y-Wing 23 Dorsal Turret 3 Proton Torpedoes 4 Extra Munitions 2 R5-K6 2 Guidance Chips 0 Ship Total: 34

Gray Squadron Pilot — Y-Wing 20 Autoblaster Turret 2 Proton Torpedoes 4 Extra Munitions 2 R2 Astromech 1 Guidance Chips 0 Ship Total: 29

Edited by Dr Zoidberg

I ve used him with relative success in a tournament lately.

He had:

Horton Salm

R2-D6 (1)
Twin Laser Turret (6)
Engine Upgrade (4)
Veteran Instincts (1)

As long as he moves last, he can almost always be at R3 and guaranties 2 hits every turn.

I won against Palp Aces with him.

While the Aces were chasing him around (engine upgrade works great here) my aces took out the Palpmobile first and after that the aces one by one.

Edited by tsondaboy

As we are all showing, the old war horse (not talking about salm, more the Y-wing) has a lot left to give the rebellion (and scum)!

After all these waves it has now fulfilled its potential as now all upgrade slots are viable and it isn't just a turret mount. Proper utility ship! Just remembered you can put bombs on it as well.

I still expect to see a title that gives it a second crew slot at some point...Even more options!

T-65s and Y wings are by far my favourite ships to fly at the moment!

I ve used him with relative success in a tournament lately.

He had:

Horton Salm

R2-D6 (1)

Twin Laser Turret (6)

Engine Upgrade (4)

Veteran Instincts (1)

As long as he moves last, he can almost always be at R3 and guaranties 2 hits every turn.

I won against Palp Aces with him.

While the Aces were chasing him around (engine upgrade works great here) my aces took out the Palpmobile first and after that the aces one by one.

Interesting... I definitely need to put this on the table. Put in Poe also at 10, and then you can choose between Biggs or the Stresshog to make it difficult to choose target priority.

I ve used him with relative success in a tournament lately.

He had:

Horton Salm

R2-D6 (1)

Twin Laser Turret (6)

Engine Upgrade (4)

Veteran Instincts (1)

As long as he moves last, he can almost always be at R3 and guaranties 2 hits every turn.

I won against Palp Aces with him.

While the Aces were chasing him around (engine upgrade works great here) my aces took out the Palpmobile first and after that the aces one by one.

Interesting... I definitely need to put this on the table. Put in Poe also at 10, and then you can choose between Biggs or the Stresshog to make it difficult to choose target priority.

I actually run it with Poe at 10 and Jake with Juke. :D

I have flown Horton with just a TLT and he is great.

I ve used him with relative success in a tournament lately.

He had:

Horton Salm

R2-D6 (1)

Twin Laser Turret (6)

Engine Upgrade (4)

Veteran Instincts (1)

As long as he moves last, he can almost always be at R3 and guaranties 2 hits every turn.

I won against Palp Aces with him.

While the Aces were chasing him around (engine upgrade works great here) my aces took out the Palpmobile first and after that the aces one by one.

Interesting... I definitely need to put this on the table. Put in Poe also at 10, and then you can choose between Biggs or the Stresshog to make it difficult to choose target priority.

I actually run it with Poe at 10 and Jake with Juke. :D

Would you mind sharing the list? It sounds pretty fun

Too many points into a ship that may die turn one but will 100% be dead turn two.

Too many points into a ship that may die turn one but will 100% be dead turn two.

I agree with this, the tlt is a giant waste. Ideally you are firing off both orpedis before dieing. And you will die. Best case scenario for you is never using the tlt because you are shooting torpedoes, best case scenario for your opponent is you are using the tlt and dieing before firing those torpedoes.

If you think you need the tlt because you don't have faith you can fire the torpedoes then don't run the torpedoes. If you think you can fire the torpedoes then don't bring the tlt because you are not going to be able to do both before dieing. If I see a 38 point ship with crap evade and 8 hit points it's going down in 2 turns at most. This is not exaggeration, it's almost half your list and it's easy to kill it's going to go down hard.

I have always had a soft spot for the old Y-wings and I am looking to make better use of one than just a stresshog. With all the fuss about the Torpedo Scout, I thought I would take a look and see how Horton stacked up. His basic ability to reroll blanks and Range 2-3 is mediocre with the basic Y-wing primary weapons but starts to look a lot more valuable if you put secondary weapons on him.

Proton Torpedoes are a good start since they allow you to flip a Focus and the TLT synergises nicely with his ability. This could quickly make Horton pricey but he might actually be worth it. He combines the potential for a solid alpha strike with the long term potential of a TLT carrier. The lack of EPT is annoying but not the end of the world and you can always fill the Astromech slot.

26 Hoton Salm

4 Proton Torpedoes

2 Extra Munitions

0 Guidance Chips

6 TLT

That comes to 38 points but provides a solid threat with 8 hit points. You can then add an Astromech if you want.

I ran a Horton build very similar to yours but used a Dorsal Turret and R2 astromech versus a TLT to save a couple of points.

I always enjoy people saying that every ship they aim at dies the minute they blink at it.

With u boats that's pretty much the case for anything that can't arc dodge.

I often look at Horton Salm then reconsider.

One day he will stage a coup...

Weirdly enough, I was having a conversation about Salm at about the time you were posting this. :)

I think Salm pairs very well with TLT _or_ torps, but I agree with most of the others here that adding both is asking for trouble.

Part of the difficulty of Torpedoes is that you need both a TL and a Focus to make them work- and the timing of that is fiddly for something with as much red as a Y-Wing. You get to Range 3, get a TL, and then... Have to hope you're at R2 on the next turn.

You can mitigate this by running Salm next to Dutch. Or a PS9 pilot with Squad Leader. Or Blount with VI and thread tracers. Or Cracken- a Z-95 pilot who doesn't get much love at all! How about Pilot!Lando?

The upside to all of these ships is that- except maybe Lando- they're more tempting targets than Salm.

Part of the difficulty of Torpedoes is that you need both a TL and a Focus to make them work- and the timing of that is fiddly for something with as much red as a Y-Wing. You get to Range 3, get a TL, and then... Have to hope you're at R2 on the next turn.

You don't really need any extra actions with Horton due to his inbuilt reroll ability. Aquire a TL at PS8 (so you should have plenty of viable targets on turn 2). Spend your TL to fire the Torpedoes. Horton allows you to reroll any blanks, the Torpedoes let you flip an Eyeball to a crit and Chimps let you convert a remaining blank to a hit if you are unlucky to have any, even after rerolls. He should normally get 4 hits most times and the chances of getting less than 3 are so small as to be not worth worrying about.

I ve used him with relative success in a tournament lately.

He had:

Horton Salm

R2-D6 (1)

Twin Laser Turret (6)

Engine Upgrade (4)

Veteran Instincts (1)

As long as he moves last, he can almost always be at R3 and guaranties 2 hits every turn.

I won against Palp Aces with him.

While the Aces were chasing him around (engine upgrade works great here) my aces took out the Palpmobile first and after that the aces one by one.

Interesting... I definitely need to put this on the table. Put in Poe also at 10, and then you can choose between Biggs or the Stresshog to make it difficult to choose target priority.
I actually run it with Poe at 10 and Jake with Juke. :D
Would you mind sharing the list? It sounds pretty fun

This is the list:

http://geordanr.github.io/xwing/?f=Rebel%20Alliance&d=v4!s!86:152,72:7:-1:U.18;175:27,-1,78,-1:-1:-1:;8:135,-1,-1,70:-1:3:U.27&sn=Unnamed%20Squadron

It was before adaptability came out.

If I was to fly it again now, I will either switch VI on Poe for Adapatability and Autothrusters or put Adaptability both on Horton and Poe and Autothrusters to be at 99 points again.

Too many points into a ship that may die turn one but will 100% be dead turn two.

Amazing how you can give such a subjective opinion, and make it sound as if it is an objective truth.