Rebel U-boats?

By Sanguinary Dan, in X-Wing Squad Lists

Torpedo Flight Y (100)

Gray Squadron Pilot (27) - Y-Wing

Extra Munitions (2), Plasma Torpedoes (3), Targeting Astromech (2), Guidance Chips (0)

Gray Squadron Pilot (27) - Y-Wing

Extra Munitions (2), Plasma Torpedoes (3), Targeting Astromech (2), Guidance Chips (0)

Gray Squadron Pilot (28) - Y-Wing

Extra Munitions (2), Proton Torpedoes (4), Targeting Astromech (2), Guidance Chips (0)

Green Squadron Pilot (18) - A-Wing

Adaptability (0), Chardaan Refit (-2), A-Wing Test Pilot (0), Crack Shot (1)

I even considered dumping the Green Squadron for turrets of some flavor, but I kind of like the idea of a fourth ship to make up the maneuverability difference.

What do you folks think?

Without Deadeye, low-PS ordnance is iffy at best.

it's not just deadeye, but also the re-rolls from r4 aggromech

ordnance is way too spikey without it

It's not just deadeye, but without a way to get the ordnance off in the first engagement, ordnance is fundamentally much more difficult to run, with the exception of Proton Rockets and CLuster Missiles, because it's so easy for a higher PS list to get the PS kill or bum rush for range 1/arc dodge by turn 2 of actual shooting and just stay there until things die, and you're going to do basically nothign at range 3 with a y-wing's primary...

I was rather thinking that the TA would give me that range 3 opening shot by pulling any of the Reds that litter the Y's dial. Admittedly I've yet to try it out but was hoping folks had at least shot for something similar.

Y has 2 greens; not TA friendly

I was rather thinking that the TA would give me that range 3 opening shot by pulling any of the Reds that litter the Y's dial. Admittedly I've yet to try it out but was hoping folks had at least shot for something similar.

Perhaps something like:

100 points

PILOTS

Airen Cracken (24)

Z-95 Headhunter (19), Concussion Missiles (4), Veteran Instincts (1), Guidance Chips (0)

Nera Dantels (39)

B-Wing (26), Fire-Control System (2), “Mangler” Cannon (4), Proton Torpedoes (4), Extra Munitions (2), Crack Shot (1), Guidance Chips (0)

Tycho Celchu (37)

A-Wing (26), A-Wing Test Pilot (0), Assault Missiles (5), Push the Limit (3), Autothrusters (2), Rage (1)

Nera moves, focus token. Tycho moves, TL plus Rage. Cracken moves last and TL. Cracken fires first with concussion. Ability enables Nera to TL. Tycho fires Assault with TL, rage gives him focus and lets him reroll 3 dice. Nera fires protons with TL, has her focus + chips + proton ability for mods and crack to finish anyone off. Looking at basically 13 fully hit red dice on any opponent opening round. Net round Nera has another torp. Cracken if alive, lets her get TL on anyone she wishes again. Tycho is now Tycho and does his raging thing.

Y has 2 greens; not TA friendly

It would take more luck than I can imagine to actually make use of TA and EM. Again, the fact that FFG made the big boo-boo with the JM5000 strikes down an interesting idea.

Horton Salm (25):

  • Plasma Torpedoes (3)
  • Extra Munitions (2)
  • Twin Laser Turret (6)
  • R5-P9 (3)
  • Guidance Chips (0)

Total: 39 pts

Nera Dantels (26):

  • Deadeye (1)
  • Proton Torpedoes (4)
  • Extra Munitions (2)
  • Fire-Control System (2)
  • Guidance Chips (0)

Total: 35 pts

Biggs Darklighter (25):

  • R4-D6 (1)
  • Integrated Astromech (0)

Total: 26 pts

100 pts. (you can bid to 99 by switching R5-P9 with Targeting Astromech, if you prefer...Horton doesn't care much about stress after torps are gone)

Horton has a quasi-R4 Agro effect and Chips take care of any stranded eyeballs. TLT for insurance, R5-P9 for after-ordnance defense. You may also take TargetMech for K-Turn shots and to fix eyeballs on TLT shots. Your call.

Nera does what Nera does.

Biggs does what Biggs does.

That's as close to U-Boats as Rebels can get. Higher PS, sturdy protection and accurate shots. Nera and Biggs have same PS, which helps a lot. Keep Horton alive and watch the fireworks.

Edited by K Genesis

How about this?

32 “Dutch” Vander (23), R5-P9 (3), Proton Torpedoes (4), Extra Munitions (2), Guidance Chips (0)

31 Garven Dreis (26), R2-D6 (1), Integrated Astromech (0), Draw Their Fire (1), Plasma Torpedoes (3)

37 Esege Tuketu (28), Recon Specialist (3), Proton Torpedoes (4), Extra Munitions (2), Guidance Chips (0)

100 Points

All ships are PS6 meaning you can move and fire in any order you want (and before both U-boats and Gamma Squadron Veterans).

Normally I would would move Dutch last, take a target lock and share it with Esege. Garvin can take his own target lock (more on this later). Esege Focuses gaining 2 tokens thanks to Rec Spec.

In the firing phase, Garvin shoots first in order to maximise the shield damage of the plasma torps. If he needs a Focus (or even if he doesn't) he takes one from Esege and after spending it, transfers it to Dutch.

Dutch fires next. If he needs a Focus token (unlikely since Protorps will automatically flip 1 Focus result for you) he can either spend his own or save it and spend Esege's.

Esege fires last and again, will only need to spend a Focus token if he rolls 2 or more Focus results.

Ideally, at the end of the first round of firing, you will have dished out 12 red dice (well modified) and hopefully have 1 or 2 Focus tokens left over for defense. If Dutch loses any shields and still has his Focus token at the end, he can spend it on R5-P9 to regain a shield.

Repeat on the second turn of firing except this time, Garvin should Focus since he will be out of Ordnance so he may as well maximise his ability to share with Dutch. He should probably stay close to maximise Focus sharing and also to protect against the odd critical hit with DTF.

Optionally, drop Garvin to a plain R2 Astromech and use the extra point to give Esege Homing Missiles for busting aces.