New Rebel Fortress: Hedgehog

By SaszaPL, in X-Wing Squad Lists

My shopping list just grew. What do you think about such list?

Blue Squadron Pathfinder (23)
Fire-Control System (2)
Han Solo (2)
Hera Syndulla (1)
Pivot Wing (0)
Gold Squadron Pilot (18)
Twin Laser Turret (6)
Gold Squadron Pilot (18)
Twin Laser Turret (6)
Gold Squadron Pilot (18)
Twin Laser Turret (6)
Total: 100
Place your U-wing in the corner, facing the middle of the map. Next to him all Y wings.
In the first 2 moves with U-wing you do stops (Hera allows that). Y wings does one/two hard turns to stay in front of the U-wing and on his sides, bumping (one of the hard turns is red 2-turn), no issues. If anything approaches Range 3, you will have at least 1 double TLT shot, but most probably it will be 3 double TLT's plus 3 red dice U-Wing (sometimes with TL). Thanks to Hera you do not even need to have an Y-wing in fornt of you, because you can still reveal red maneuvers... even Dengar would not be that happy to approach that crazy Hedgehog (his 2x3reds vs 6 TLT shots plus U-wing...) And in the next round of shooting no Glitterstim and Countermeasures, but theres no more of one of the Y-wings...
If one does not approach for the whole game waiting in the other side of the game map, in the Final Salvo you get 9 red dice which is "good enough". Though, you could end up out of stress tokens so, look out my fellow friend.
That list sounds like the personification of Negative Playing Experience... One play does not even change his dials after second round.

You baited me. I've said it in other fortress threads: gaming the system and playing the game are not the same thing. Fortressing is gaming the system. It destroys something between participants: mutual respect. Mutual respect exists in a setting when all participants show up to play the game; it's an unwritten social contract. The moment a player games the system, the social contract is broken and mutual respect is lost.

I fail to see how this actually kills something with autothrusters and palp. Naked tlt shots just aren't terrifying to certain ships and 3 dice from a uwing, even with target lock just isn't scary. None of the ships in this list are that hard to kill with 8 hp and no actions combined with 1-2 agility.

Plus just take 4 health off the u wing without losing a ship and suddenly half points wins the game.

Edited by nigeltastic

I'd have to see it to be sure I'm understanding it correctly, but from the sound of it, I think it would be possible to destroy a y-wing without losing a ship in return depending on how you approach. This is assuming that all the rebel ships are either performing red moves or bumping and therefore will have no actions to modify their attacks with.

Triple X-7 Defenders with crack shot for example could most likely win a trade of dice with only one or two y-wings in range, then turn away and barrel roll so still no more than one or two y-wings could fire, then k-turn and repeat until a y-wing is dead, then run away and run down the clock. Its unlikely a Defender would die from that, but if one did get seriously damaged, you could just keep that one out of the fight and let the other two finish off the damaged y.

Dengar should actually be okay too. Approach to range 2/3-ish, but outside of the u-wings firing arc. Pop counter-measures and trade shots with the TLTs. Next turn, bump into the fortress and stay there until the u-wing is destroyed. The opponent will be forced to break the fortress or lose because TLT's will be too close to fire and u-wing will have no shots. Dengar has 1 hard turns, so no fear of going off the board.

Edited by blade_mercurial

So what about a list like this?

Blue Squad Pathfinder(23)

-Andor (2)

-Zeb (1)

-Pivot wing (0)

- Prusuit lasers (2)

Gold Squad (24) x3

-TLT (6)

you don't hide in a corner and with that pathfinder its more of a pain to engage with while your TLT Y's fly at range being annoying as per usual.

This also eliminates what JMSWOOD was talking about....gaming the system.

You baited me. I've said it in other fortress threads: gaming the system and playing the game are not the same thing. Fortressing is gaming the system. It destroys something between participants: mutual respect. Mutual respect exists in a setting when all participants show up to play the game; it's an unwritten social contract. The moment a player games the system, the social contract is broken and mutual respect is lost.

I kind of agree with you, but on the other hand take a look at other replies. This is not a list that is winning everything without even moving.. would be distracting for opponents though, who could end up with one wrong move that takes them out of the board.

What I really love about that game is that there are no "best squads" that are winning everything.

I do feel like the originally proposed fortress here does differ somewhat from traditional fortresses as we know them;

Most fortresses the intent is to break it and start moving once the enemy comes into the position you want them to be in, this one doesn't appear to have any particular plan for breaking up the fortress.

This could be quite bad, because it looks very possible to engage - do enough damage to score some points, and pull back. Since the attacker controls which ship(s) engage & when it shouldn't be too difficult to concentrate fire on one of the fortressing ships whilst keeping the return fire diluted amongst your own squad.

And once you have scored some number of points on that list... It's not going to be very good at chasing you down to recoup the loss.

I'll be honest. I didn't when they first appeared and still don't actually see the point in playing a "fortress" style auto-bump list. If you want to sit in a corner, play Call of Duty.... I do understand the concept of forming up to bump on the first turn as it throws off all kinds of pre-engagement options (the rule of 11 etc) but to just sit there and keep bumping with no tokens? Really, not my style.

My ongoing stance against fortress lists has nothing to do with who wins the game; it has everything to with playing a game without borderline unsportsmanlike manipulation. At least half of X-wing is maneuvering; the spirit of the game is a space combat simulation. I understand collisions and blocking are unavoidable realities of a 3-dimensional simulation in 2-dimensional space. However, there is a fine line between basic blocking tactics, and manipulating the maneuvering system so you don't actually maneuver at all. It doesn't matter if a fortress list is meant to stay in fortress indefinitely or break out eventually. A fortress exploits the mechanics and betrays spirit of the game; refer to my earlier opinion about social contract.