Rebel UBoat Hunters?

By jjdog79, in X-Wing Squad Lists

I'm looking for a rebel build that has more than 3 ships to knowck out Uboats... and I think I found something decent: http://xwing-builder.co.uk/view/518352/rebel-uboat-hunters#

Biggs Darklighter + R4-D6 + Plasma Torpedoes + Integrated Astromech (29)
Lieutenant Blount + XX-23 S-thread Tracers + Deadeye (19)
Gray Squadron Pilot + R2-D6 + Plasma Torpedoes + Dorsal Turret + Draw Their Fire (28)
Gold Squadron Pilot + Plasma Torpedoes + Dorsal Turret (24)
Comes to 100 pts.
Biggs will draw the Uboat torps with the gray squadron Y wing pulling off some of the crits.
I should get a decent Alpha strike with TL and focused Ywings and Biggs, and the rest of the game is staying in range 1 and 2 with the Y's and Blount...
Any recommendations?

not enough damage; not enough reliable damage either

even with the target locks, you're looking at no modifiers on the plasmas outside of g-chips. Those attacks are going to bounce, and you're going to be looking at some pissed off but still fully functioning U-boats (who do have modifiers)

if you want to alpha with anything that's not a Scout or Redline, you're basically stuck with Homing Missile (the only missile that allows you to re-roll with the target-lock while doing more than one damage, ala ion pulse and adv. Homing)

which, since you're Rebel, basically means you're stuck with Tala Squadron Z-95s (18 points with missile and chips; PS 4 to smack scouts before they shoot), as the K's a bit too **** expensive and awkward without a k-turn while the A without refit is horrendously overpriced

so, I'd recommend ditching the Ys for Zs (a whole step further in the alphabet, yes, but worth it for what you want to do)

if your intention is just to bombard the crap out of scouts before the shoot, then you probably won't need Biggs. He is, however, good for ensuring your Zs don't die v anything else before they shoot.

finally, personal opinion, but I believe blount to be an incredible waste of time. I understand the merit of free target-locks overcoming low PS target-lock requirements on ordnance, as well as allowing ships to focus and then TL with tracers, but he's 19 points (ie, another homing Tala) does no damage and does NOTHING after his one shot.

3 Homing Missile Talas + r4-d6 Biggs (no plasmas, imo not worth it) hits 80 points. That's 12 re-rollable (w 3 chips) missile dice and 3 dice from Biggs' primary; should kill a scout before it shoots

with 20 points left over, you could just shove Blount back in I guess. There's also Airen Cracken with the appropriately named Crackshot (good mods for Biggs) or a Crackshot + Adaptability refit Green Squadron with auto-thrusters or even a simple Gold Squadron with autoblaster turret

alternatively, if you don't have enough Zs, two Homing Missile Talas + r4-d6 Biggs leaves 38 points to balance out the alpha strike with some late game

easiest thing to do would be to shove VI + r5-p9/r2-d2 Poe with autothrusters in there. He gives you great late game and decent anti-ace tech (should strive to nuke the palp shuttle first, unless you're really confident in getting your Zs to fire missiles off on PS 8+ aces, because Poe is not reliably hitting aces through the Emperor's tomfoolery)

small problem is you're looking at 8 re-rollable dice (+2 chips) and then 6 with just focus. It's still a lot of dice, but it's not as done a deal when it comes to murdering scouts before they shoot

Edited by ficklegreendice