Fly Backward

By Graeme Lyon, in X-Wing

people act like low ps ships cant get TL's at all.

For one, its untrue. Its harder, not impossible.

For second, this is why you go Clusters so you have no fear of range1. Thats the real kicker, often if you get a TL on a higher PS ship theyre in your face before you can shoot.

Its also called mindgames. If you zoom forward at your max speed, you telegraph your 2nd speed will be slow as balls because otherwise you'd get too close. Same if you go snailpaced. Mix it up: often i go 2-3 speed with my ordnance and where my opponent went dictates what im doing next. This isnt a cut and dry game, its a ton of reactive and adaptive skills.

people act like low ps ships cant get TL's at all.

For one, its untrue. Its harder, not impossible.

The issue isn't that they can't get the TLs. The issue is that they can't always get the TLs. It takes incredible flying to consistently get the TLs at lower PS. I agree Clusters are the better option because of this, but even then there is a wide margin for error.

Cant really check from my phone, but does the ps 5 have an ept?

If so, we are a go for mindlinks!

Otherwise, i imagine triple tlt (r4 aggro thugs) with a cloaking device tug tractor (can even be plutt, 17 + 4 hits 21 for 1 point of int agent or primed) being an annoying thing indeed

And if the fabled scum aces pulls through with special k fighters, well youll get 3 of those with plutt easy

Cant really check from my phone, but does the ps 5 have an ept?

If so, we are a go for mindlinks!

It does, yes.

Only if you actually manage to spend the missiles first.

How I'd expect it to work:

Z swarm moves. Can't get target lock. Enemy moves, PS kills a z. Z swarm moves, gets target lock. Enemy moves, PS kills another z. Z swarm fires, if their missiles are at the right range and arc. Enemy moves, z swarm re locks, enemy PS kills a z, remaining 2 zs get their missiles back.

Wooh?

With homing or concussion missiles, agreed. There is some argument for cluster missiles, which are pretty good at allowing you to move fast because there's no minimum range.

I don't think a 'pure' squad is that ideal - but 2-3 claw-equipped ships are a nice pairing with something more threatening.

I guess the real issue is what else goes in the list to take advantage of the reduced agility.

Anything, really. Z-95 swarms so you can toss lots of dice at the reduced agility ship. A couple Protectorate Starfighters, so you can hammer something hard. Maybe even an ion Scyk or two- moar control than the gods.

TLT's are also good ships to use, as well. You get the 3 dice, but can usually only modify one. If the enemy is rolling less green dice, then there is a greater chance of hitting things. Or....of forcing them to use their tokens for multiple attacks. Yes, you can max do 2 damage a turn, but you can more reliably do that 2 damage. That's great for the high agility aces. Soontir Fel with only 2 green dice (after Stealth is gone) is great, especially if it's numerous TLT attacks.

There is some argument for cluster missiles, which are pretty good at allowing you to move fast because there's no minimum range.

Cluster Missiles are also good for Z-95's that don't have Deadeye or a good PS. This way, they will get the TL once the shooting already happens. After that, they will be in R 1-2 to fire at things. Other missiles are only 2-3 and if you aren't getting the TL early, then you will probably be too close.

If you also have someone that can give out actions (Squad Leader or such) then you can do alright with the TL's, but Scum don't have a lot of those.

Can always upgrade your missile boat:

Jakku Gunrunner - Ketsu Onyo, Tugboat Tractor Array, Primed Thrusters (19)

Concord Dawn Veteran - Deadeye, Proton Torpedoes, Guidance Chips

Concord Dawn Veteran - Deadeye, Proton Torpedoes, Guidance Chips

Concord Dawn Veteran - Deadeye, Proton Torpedoes, Guidance Chips

Sure, it lacks the illicit slot for Scavenging Cranes, but Protectorates have 3R natively. You get two dice mods (Proton eye -> crit, Chip ____ -> crit) so even tokenless you have a decent chance of 4 hits. Jakku Gunrunner does his thing, can use Ketsu to try to keep those tokens on a particularly annoying enemy.

Not really at all competitive I guess, but would be fun to try and certainly pack a punch in the first exchange.