making Horton Salm compedative

By shotbyscott, in X-Wing

I love my Y-Wings and I'm trying to work on a way to "leave no pilot behind" but Horton Salm seems to be the bane of my existence.

His lack of EPT just does not help. so far the best con-figs are:

TLT and R3 (keep your focus token for defence)

R2-D6, Trick shot and Vec-Thrusters (to keep him as range 3)

StressHog

Bombs are optional if you have the points but there must be some other set up I'm just missing.....

R3 doesn't work with TLT...

Vectored Thrusters R2-D6 TLT and Predator is probably how I'd try to do it, but without a native EPT he's always going to be a bit limp.

TLT and R3......if the R3 Astromech worked on a secondary weapon, this'd be great. But (annoyingly) it doesn't.

R2-D6 and Marksmanship might help (as it modifies both shots). Or Veteran Instincts, and vectored thrusters, might work nicely.

Edited by Magnus Grendel

R3 doesn't sound that awefull here Edit: I forgot just how botched that card is, but I'd probably run only the TLT and nothing else.

Edited by Admiral Deathrain

Oh yeaaa forgot that was house rule we used that R3 worked on secondary weapon

I love my Y-Wings and I'm trying to work on a way to "leave no pilot behind" but Horton Salm seems to be the bane of my existence.

His lack of EPT just does not help. so far the best con-figs are:

TLT and R3 (keep your focus token for defence)

R2-D6, Trick shot and Vec-Thrusters (to keep him as range 3)

StressHog

Bombs are optional if you have the points but there must be some other set up I'm just missing.....

If using an R3, I'd recommend the BTL-A4 title. That means you can use your primary weapon to try and accrue an evade, then follow up with the TLT barrage.

The downside is trying to keep your opponent in arc with a sluggish Y-Wing. Not impossible, but it'll take a lot of practice.

TLT + R2-D6 + Veteran Instincts + Vectored Thrusters.

Since you already HAVE dice mods from Horton's ability, you dial in a maneuver that will keep you far away from the action and do a barrel roll if you're still in arc of an enemy. VI lets you hopefully see as much as the battlefield as possible.

It's 35 points for a slippery TLT. I'm not sure I'd rate it as good as Miranda, but it's probably the best configuration for Horton available IMHO.

TLT + R2-D6 + Veteran Instincts + Vectored Thrusters.

Since you already HAVE dice mods from Horton's ability, you dial in a maneuver that will keep you far away from the action and do a barrel roll if you're still in arc of an enemy. VI lets you hopefully see as much as the battlefield as possible.

It's 35 points for a slippery TLT. I'm not sure I'd rate it as good as Miranda, but it's probably the best configuration for Horton available IMHO.

TLT + R2-D6 + : Adaptability + Vectored Thrusters. saves 1 point and you are at ps 9 (but 10 is so so cool to have)

TLT + R2-D6 + Veteran Instincts + Vectored Thrusters.

Since you already HAVE dice mods from Horton's ability, you dial in a maneuver that will keep you far away from the action and do a barrel roll if you're still in arc of an enemy. VI lets you hopefully see as much as the battlefield as possible.

It's 35 points for a slippery TLT. I'm not sure I'd rate it as good as Miranda, but it's probably the best configuration for Horton available IMHO.

TLT + R2-D6 + : Adaptability + Vectored Thrusters. saves 1 point and you are at ps 9 (but 10 is so so cool to have)

With 9 you're still losing to and tying with a lot of ships that will eat a Y-Wing alive, some of which can get into your doughnut with ease (Soontir, I'm looking at you!). With 10, at least you're not losing to Dengar and can even arc dodge his ability.