Thought Experiments- Striker and OL

By Gibbilo, in X-Wing Squad Lists

Trying to break away from the usual Imp stuff. What do you guys think about this?

Pure Sabacc

Swarm Leader

+/- Adaptive Ailerons

Lightweight Frame

Academy Pilot x 2

Scimitar Squadron Pilot

Homing Missiles

Extra munitions

Guidance Chips

Omega Leader

Juke

Comm Relay

I think you can see where I'm going with this, Some alpha strike plus blocking on one flank with Sabacc and Tie fighters, judicious use of the scimitar squad with homing missles to punish evade heavy ships (defenders) which may be blocked by the tie fighters. Omega Leader to clean up.

Here's another

Duchess

Swarm Leader

Adaptive Ailerons

Lightweight frame

Senar Test Pilot x 2

homing missles

Tie/vi

Guidance chips

Omega Leader

Juke

Comm Relay

Suggestions for improvement on either build? Similar ideas of your own?

Edited by Gibbilo

Sounds super interesting man. 5 ship list with the potential for some real burst damage. Especially the first list. Would love to know how you get on.

Looking good brother. I've been experimenting with a similar idea but with Countdown as the Striker.

Omega Leader

Juke

Comm Relay

Countdown

Title

X2 Gamma Sq Vet

Crackshot

Homing Missiles

LRS

Pure Sabacc

Swarm Leader

+/- Adaptive Ailerons

Lightweight Frame

Academy Pilot x 2

Scimitar Squadron Pilot

Homing Missiles

Extra munitions

Guidance Chips

Omega Leader

Juke

Comm Relay

I think you can see where I'm going with this, Some alpha strike plus blocking on one flank with Sabacc and Tie fighters, judicious use of the scimitar squad with homing missles to punish evade heavy ships (defenders) which may be blocked by the tie fighters. Omega Leader to clean up.

This one in particular looks very scary. Sabacc (up to 7 attacks at range 1!), OL and the bomber are all high priority targets which will make your opponent make some hard choices. The only change I might suggest would be to switch up guidance chips for long range scanners on the bomber, as painting a target on someone early on might give them jitters and make those choices even harder.

Pure Sabacc

Swarm Leader

+/- Adaptive Ailerons

Lightweight Frame

Academy Pilot x 2

Scimitar Squadron Pilot

Homing Missiles

Extra munitions

Guidance Chips

Omega Leader

Juke

Comm Relay

I think you can see where I'm going with this, Some alpha strike plus blocking on one flank with Sabacc and Tie fighters, judicious use of the scimitar squad with homing missles to punish evade heavy ships (defenders) which may be blocked by the tie fighters. Omega Leader to clean up.

This one in particular looks very scary. Sabacc (up to 7 attacks at range 1!), OL and the bomber are all high priority targets which will make your opponent make some hard choices. The only change I might suggest would be to switch up guidance chips for long range scanners on the bomber, as painting a target on someone early on might give them jitters and make those choices even harder.

This is an interesting thought. Acquiring a target from long range could definitely screw with someone's head and perhaps change their approach vector. If you put the target lock on your opponents heavy hitter and then have the sabacc squad approach from a different flank it could definitely create a damned if you do, damned if you don't scenario. Put say your opponent is flying an evade defender. That extra hit from the guidance chip might be very important against the native 3 defense dice. What do you think is better in this scenario? The extra hit from guidance chips or the mind games from long range scanners?

This is an interesting thought. Acquiring a target from long range could definitely screw with someone's head and perhaps change their approach vector. If you put the target lock on your opponents heavy hitter and then have the sabacc squad approach from a different flank it could definitely create a damned if you do, damned if you don't scenario. Put say your opponent is flying an evade defender. That extra hit from the guidance chip might be very important against the native 3 defense dice. What do you think is better in this scenario? The extra hit from guidance chips or the mind games from long range scanners?

Just realised that in my excitement that I missed the main advantage of LRS, being that you can slap a target lock on something where else you may struggle because of the PS2 moving first issue.

If you are using homing missiles, there's not really any reason to take guidance chips, unless you cannot use LRS well. The damage output for a homing missile with either LRS or guidance chips is mathematically almost the same.

The big difference is the advantage/disadvantage of LRS. You have no problem getting your TL + focus for your first shot, but then in future rounds, getting yourself set up for the 2nd missile can be tricky due to the fact that you cannot take a target lock on anything closer than range 3.

If you want or prefer guidance chips, then I suggest proton torpedo is slightly better. The damage output is about the same, but has much better chances of scoring a crit. It doesn't have the power to ignore evade tokens, but with Pure Sabacc shooting first, your opponent is going to use the evade token on that shot anyway, and therefore, there is less advantage for the homing missile in this particular case.

Edited by blade_mercurial

If you are using Homing Missile I strongly reccomend LRS. It doesn't always work this way, but here is an example: Get TL, focus next turn and end up heads-up (preferable not perfectly square) rng 2 of target, pop first shot with decent roll.... maybe use focus maybe not, but you can conserve the TL that you don't spend to fire, Next turn, K-turn still with a TL and fire again..... :) Doesn't always work, but gives some flexibility some of the other ordinance doesn't. Worst case they are out side of range three and you chase with a green to remove stress and focus up to have full mod avail again....