Most hyperthetical damage in one turn contest!

By Oberron, in X-Wing Squad Lists

Fun little contest to build a list that can do the most damage in a single game turn.

Post a legal 100 point list with the goal of being able to do as much damage damage in a single round. It doesn't have to be pretty, competitive or even sane just have it focus on as much damage as you can!

Use whatever cards/pilots even if they aren't released yet just make sure the list is standard game legal (no epic).

Your opponent can have any number of ships small or large size (no huge size) that have 0/0/100/0 stat line (unless you need less for a reason) but no upgrades on them. Assume they have no firing arc unless you need one for a combo

Explain your perfect set-up as if you where going on a play-by-play step and how any of your combos interact to do that amount of damage.

Assume perfect dice rolls (all hits or all crits) as well as perfect crit card draw unless one of your combos requires something else to work (such as having a shot miss to use gunner and such)

Highest damage with the lowest points spent on their list wins!

Winner gets a drawn picture of any pilot/upgrade of their choice (i am not a good artist). Lets make the deadline 12/15 and i'll post the picture by 12/25 as an X-mas gift for the winner

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Example post

Point Total: 85/100

Ship 1: "Quick draw"

Opportunist

Electronic Baffle

Special Ops training

Ship 2: "Back Draft"

Opportunist

Electronic Baffle

Special Ops training

Ship 3: "youngster"

Expose

Explanation: Youngster moves into range 1 of a large base ship right in front of him. Expose as his action. Backdraft moves up beside the large ship with both firing arcs on the large base ship. Expose is his action thanks to youngster. Quickdraw does the same as backdraft but on the other side of the large base ship. Expose is her action thanks to youngster.

Shooting phase. Quickdraw attacks through her primary adding an extra dice from Opportunist but no extra dice from title card to gain a 2nd attack and gains a stress, electronic baffle is used to remove the stress and takes a damage removing a shield. First front attack is 2+1(range)+1(Expose)+1(opportunist) for 5 crits. First rear attack is 2+1(range)+1(Expose)+1(opportunist) using electronic baffle to remove stress again for 5 crits. Since a shield is removed from quickdraw she attacks again with her primary weapon. Second front attack is 2+1(range)+1(Expose)+1(opportunist) using electronic baffle to remove stress again for 5 crits. Second rear attack is 2+1(range)+1(Expose)+1(opportunist) using electronic baffle to remove stress again for 5 crits. Quickdraw is down to 2 hull because of electronic baffle and has done 20 crits.

Backdraft attacks through his primary adding an extra dice from Opportunist but no extra dice from title card to gain a 2nd attack and gains a stress, electronic baffle is used to remove the stress and takes a damage removing a shield. Front attack is 2+1(range)+1(expose)+1(opportunist)+1 crit (he is attacking a ship that is in his aux. firing arc but also in his main firing arc, his ability does not state he has to fire through his rear to gain the crit) for 6 crits. Rear attack for 2+1(range)+1(expose)+1(opportunist)+1 crit for another 6 crits. Backdraft is down to 3 hull and 2 shield from baffleing once and has done 12 crits.

Youngster fires with expose for 2+1(range)+1(expose) for 4 crits.

Total damage in one round: 20+12+4=36 crits worth of damage and with all direct hits flipped as well as both major explosions being the last two crits and both going off = 33(the entire deck)+7(extra damage from direct hit)+1(major explosion chaining into one another with the last adding the extra)+ 5 extra crits that are unable to be resolved since there is no more crit deck = 46 damage in a single turn . 46/85 is a .54 damage to point list ratio.

(my example will not be in the contest, it was my attempt at just making the most damage possible)

Edit: This also begs the question what happens if you run out of a damage deck in a game? Found it in the rule book you just keep track of the overflow damage with counters.

Edited by Oberron

Points total 98

4x Binayre Pirates

Cluster Missiles

N'Dru Suhlak

Fearlessness

Cluster Missiles

1x Binayre Pirate

NAKED

As long as N'Dru is alone and facing the enemy in its firing arc at range 1 he's dealing 4 crits+1 hit x 2 = 8 crits+2 hits

the 4 Cluster Pirates: (3 x 2) x 4 = 24 crits

Range 1 NAKED Binayre Pirate: 2 + 1 = 3 crits

35 crits and 2 hits

after all that fancy crit shenanigans I guess my damage total is 48? 48/98 is a .49 damage to point list ratio.

FEAR THE ZEAD HUNTERS!

Hmm maybe I should try this squadron out...

Edited by Butlern

your opening list is probably pretty close to the max dice you can roll

Point Total: 97/100

Ship 1: "Quick draw"

trick shot

Pattern Analyzer

Special Ops training

Ship 2: "Back Draft"

trick shot

Special Ops training

Ship 3: "Zeta Leader"

trick shot

Ship 4: "youngster"

Expose

so the setup is very similar each ship moves into range 1 behind debris of a large base ship and exposes as action
quickdraw lands on a debree cloud and uses pattern analyzer to expose before suffering a stress
rolls a crit on the debree damage and loses a shield to roll his first 2 shots at range 1 obstructed from his ability

quickdraw

2+1(range)+1(Expose)+1(trick shot) for 5 crits.

then the title rear arc shot 2+1(range)+1(Expose)+1(trick shot) 10 crits
using the old damage deck for 2 console fires, 2 minor hull breach, 2 stunned pilot, 2 minor explosions,+2 for the rolls, and 2 direct hits (14 damage)

target ship then executes a red manuver and rolls 2 hits from minor hull breach
and doesn't move due to bumping a ship and suffers 2 damage from stunned pilot

combat phase

console fire occurs and rolls 2 hits causing 2 more dmage (20 damage)

quickdraw

2+1(range)+1(Expose)+1(trick shot) 5 direct hits (30 damage)

then the tttle rear arc shot 2+1(range)+1(Expose)+1(trick shot) = (35 total damage)

backdraft

2+1(range)+1(Expose)+1(trick shot)+1(rear arc crit bonus) = (41 total damage)

then the title rear arc shot 2+1(range)+1(Expose)+1(trick shot)+1(rear arc crit bonus) = (47 total damage)

Zeta Leader

suffers 1 stress durring combat to roll 1 additional die

2+ 1(range)+1(Stress)+1(Expose)+1(trick shot) = (53 total damage)

Youngster

2+ 1(range)+1(Expose) = (57 total damage)

gives us aprox. 0.588 point to damage ratio

could save 2 points if the enemy had a cargo shute so that i didnt need to take pattern analyzer