Brainstorming Alpha Strike Archetypes

By Biophysical, in X-Wing

Between new ordnance carriers (Scurrg), new ordnance (Cruise Missiles), and powerful new defenses to overcome (Wookie Gunship protecting Biggs), it looks like the table is set for an alpha strike meta beyond what we’ve seen in the past. Each faction looks like it has some options to participate in this evolution. Here’s a brief rundown. Note: This is a broad overview based on initial impressions, not playtesting, so as people try these different options out, I’d love to see input on how they play.

PS9 Scum Alpha Strike: The Pre-wave 11 standard, this archetype includes Dengar/Bossk and Dengar/Tel. In both cases Dengar’s buddy has VI, and both include ordnance and upgrades that make it very likely that the opponent receives two 4-dice hits. In addition, Dengar is strong ship after the alpha, so he closes out what’s left of the opponent’s squad.

Triple Deadeye Scurrg: New Deadeye Scouts, with bigger punches, but less control. Three likely 4-dice hits instead of 2, but at PS3 instead of 9, and with more crits (thanks to 3 primary attack + guidance chips), on very tough frames. You have the points in this list to use 5 point Homing Missiles to give more movement flexibility, or you could go with more powerful, but more limiting 3 point Cruise Missiles and get something else for those 2 points, like maybe Autoblaster Turrets, because FFG hates ships that point their nose to shoot at things with blasters. It will be hard to kill one before it fires, or it used to be….

Quad Deadeye Blacksun Aces: Even Newer Deadeye scouts, at least once Guns for Hire hits. You get a Black Sun Ace, Deadeye, Cruise Missile, Title, Guidance Chips, and Munitions Failsafe (because why not) for four PS5 Cruise Missile attacks. These are on much weaker frames than the Scurrgs, and only get one shot each, but you get one more and they all have better PS. It’s got a nice Final Salvo if the other player decides not to engage.

Quad Deadeye Green Squadron Pilots: The Rebel Version. Green Squadron Pilot, Deadeye, Cruise Missiles = 23 points, so you’ve got some flexibility for Autothrusters or something besides adaptability on your second EPT. I have a feeling this isn’t a winner, because the Greens just aren’t good after their warheads are away.

High PS Imperial Alpha Strike: Imperials can get a huge option of PS10 missile carriers with VI or Adaptability, among them are Vader, Quickdraw, the Inquisitor, Tomax Bren, and even Juno Eclipse. You can fit 3 with Cruise Missiles and have some points for upgrades still, and if PS10 isn’t enough, Vader and Quickdraw can give you a pair of 11s and still leave enough points for a solid 3 rd ship. Honestly, this seems like one extreme of the “race to the top” of the alpha strike meta. The other guy’s alpha strike is not as scary when a ship is removed before it goes.

Quad TIE Bombers: Four Gamma Squadron Veterans with Crack Shot, Cruise Missiles, Extra Munitions, Long Range Sensors. It combines the numbers and PS of the Black Sun Aces with more hit points, extra missiles in the magazine, and Crack Shot. This build is interesting, because your opponent can wipe a bomber before it fires, and you still have 3 ships left to send out their missiles. There are probably optimal configurations of Guidance Chips vs Long Range Sensors, and the right selection of warhead choices, but you get the idea.

Five TIE Bombers: 5 Scimitars with Cruise Missiles, Thread Tracers, and Guidance Chips (or Long Range Sensors, and drop 4 Tracers for 2 Extra Munitions). It’s tough, but at PS2, you’ll lose out to other alpha strikes pretty hard, and you don’t have the points to get Extra Munitions, so you’ll be relying on primary weapons to do a lot of work. Probably not ideal, but who knows?

Will any of these be solid? Who knows. I've only addressed pure spamming, there are also a lot of combos available if you want to mix in aces or blockers with these ships. Please post any other ideas that I've missed.

Psst. Hey kid! I heard you like Alpha strikes.

The new Alphas (100)

N'Dru Suhlak (23) - Z-95 Headhunter
Veteran Instincts (1), Cruise Missiles (3), Scavenger Crane (2), Guidance Chips (0)

Quinn Jast (24) - M3-A "Scyk" Interceptor
Veteran Instincts (1), "Heavy Scyk" Interceptor (2), Guidance Chips (0), Cruise Missiles (3)

Viktor Hel (28) - Kihraxz
Veteran Instincts (0), Cruise Missiles (2), Scavenger Crane (1), Vaksai (0), Guidance Chips (0)

Genesis Red (25) - M3-A "Scyk" Interceptor
Veteran Instincts (1), "Heavy Scyk" Interceptor (2), Guidance Chips (0), Cruise Missiles (3)

Low-Mid PS ... Talas or Black Sun Soldiers with Homing/Concussion/Cruise missiles, often enabled by XX-23 Thread Tracers. Enough PS to do in Scurrgs or Jumpmasters, enough ships to spread fire (you can do six in a list with a missile mix). There's also Quad-Y-wings, who can do some interesting combos with torpedoes and bombs.

With the new Kihraxz & Scurrg we have excellent new platforms for the Fearlessness Cluster Missile with good potential for 8-hits.

Lok Revenant (34) - Scurrg : Fearlessness, Cluster Missile, Dengar, Long-Range Scanners

Black Sun Ace (31) - Kihraxz : Fearlessness, Cluster Missile, Glitterstim, Chips, Engine, Auto-thrusters

I've been trying this out and it's done well in four practice games. PS11 alpha would probably nuke it, though.

Nym fires first and strips focus

Airen fires next, gives action (usually to Wedge)

Wedge fires

There's flexibility in the order, like Airen first to give Nym a barrel roll off a ship after a bump, etc.

Captain Nym (Rebel) (30)
Veteran Instincts (1)
Autoblaster Turret (2)
Hotshot Co-pilot (4)
Bomblet Generator (3)
Long-Range Scanners (0)

Wedge Antilles (29)
Adaptability (0)
Proton Torpedoes (4)
BB-8 (2)
Guidance Chips (0)

Airen Cracken (19)
Veteran Instincts (1)
Homing Missiles (5)
Guidance Chips (0)

Total: 100

View in Yet Another Squad Builder

Recently I've been running both Imperial and Rebel high PS alphastrike lists. They've both proved to be solid lists:

25 Airen w/ VI, HomingM, Chips.
45 Miranda w/ TLT, C3P0, HomingM, EM, Chips.
30 (2x) Prortotype w/ Refit.

44 Quickdraw w/ Expertise, FCS, HomingM, LWF, Targeting Synch, Title.
32 Tomax w/ Crack, HomingM, EM, Chips.
24 (2x) AP.

They both work on the same principle of using the higher PS pilot to 'spot' at TL for the other PS8 pilot. The 2x PS1 ships in each list are there to prevent an opponent rushing and blocking you ordnance carriers. You'd be surprised how many players have forgot/never learnt to avoid blocks. Quickdraw and Miranda are also both excellent closers.

The Imperial list is about as good as it's gonna get, but the Rebel list could still use some tinkering. I'm planning to downgrade Miranda's Homing to a concussion missile, lose EM to add the bomblet generator to her. I find the second missile on Miranda is just win-more, but infinite bombs could help against the few ships she's vulnerable to.

Edited by CRCL

It's possible to run Omega Leader with Targeting Synchronizer and Swarm Tactics in conjunction with 3 TIE Bombers (2 vets + Scimitar, the vets get Swarm Tactics) all with LRS + EM + Cruise Missiles.

It's vulnerable to PS9 alpha, but it can target 2 enemy ships. TSync on OL means you can take your LRS lock on a different ship than you wind up firing at in the first round of shots. Or, if you nuke your first target, the other cruise missiles can still be used.

OL is chosen for the best PS you can get at the lowest price with TSync and Swarm Tactics. QD with FCS is better, but costs a bomber, at which point you've got no real need for Swarm Tactics; just run Tomax, or VI vets.

ps 9 imperial alpha inc

at the very least, we got your good ole Expertise FCS quickdraw farting a cruise missile for a potential 8 dice total in a single round

also Vader, who may or may not finally come back outta the wood work with fully modified cruise missiles and a two action per turn standard to give him some late game staying power (with ATC, obviously). VI or crackshot seriously augment his offensive potential. Only 34 points!

both in a list fits one more omega leader, even if you want to LWF Quickdraw instead of G-chips

Edited by ficklegreendice

The Black Sun Soldier Z-95 looks pretty tempting, or the Tala Squadron for rebels. Out PS the Scurrg, or simultaneous fire. Two with tracers, two with cruise missiles, two with homing? I think that fits fine, and gives some room to play around with customization.

The cruise missile will be hard pull off, but I could see it being popular like the plasma torpedo due to the low cost.

Here's the problem with most of those Alpha strike concepts:

Poe Dameron (PS9) (33)
Intensity (2)
BB-8 (2)
Pattern Analyzer (2)
Black One (1)

Total: 40

Intensity Poe can strip the TLs from two of your homing missiles and still get his focus for his ability. Against two ship pS9 scum alpha, assuming you have enough of a bid to move second, they should never get to fire their missiles. Against three LRS ships, it'll be one in the first joust, and then probably no more after that, since you'll be caught up in a scrum, and the odds of getting three TLs at range three in one turn again seem slim.

The only Alphas worth considering seem likely to be PS>9 (or at least PS9 with a huge initiative bid - a bare bones Biggs, Lowhhrick, Poe build can be had for 95) or based on Deadeye. Triple Deadeye Scurrgs, or possibly two fat Scurrgs and a wingman (jumpmaster, HWK etc.) seem like the way to go.

Edited by MacchuWA
23 minutes ago, MacchuWA said:

The only Alphas worth considering seem likely to be PS>9 (or at least PS9 with a huge initiative bid - a bare bones Biggs, Lowhhrick, Poe build can be had for 95) or based on Deadeye. Triple Deadeye Scurrgs, or possibly two fat Scurrgs and a wingman (jumpmaster, HWK etc.) seem like the way to go.

You're forgetting Thread Tracers and Targeting Synchronizer with FCS. Both of these laugh at Black One (as well as Countermeasures) and generally don't care about PS.

Also lets not forget about PS10 Rebel alpha:

Tycho Celchu — A-Wing 26
Veteran Instincts 1
Cruise Missiles 3
Swarm Tactics 2
Guidance Chips 0
A-Wing Test Pilot 0
Ship Total: 32
Green Squadron Pilot — A-Wing 19
Crack Shot 1
Cruise Missiles 3
Swarm Tactics 2
Guidance Chips 0
A-Wing Test Pilot 0
Ship Total: 25
Green Squadron Pilot — A-Wing 19
Crack Shot 1
Cruise Missiles 3
Swarm Tactics 2
Guidance Chips 0
A-Wing Test Pilot 0
Ship Total: 25
Lieutenant Blount — Z-95 Headhunter 17
Trick Shot 0
XX-23 S-Thread Tracers 1
Guidance Chips 0
Ship Total: 18
19 minutes ago, PT106 said:

You're forgetting Thread Tracers and Targeting Synchronizer with FCS. Both of these laugh at Black One (as well as Countermeasures) and generally don't care about PS.

True. But the ability to share or obtain free target locks has existed on the rebel side since wave 1, and thread tracers since wave 8. They've never proven particularly significant, and while cruise missiles -might- change that with targetting synchroniser, I honestly doubt it. Maybe though.

I think Deadeye/Snap Shot/Cruise Missile GSP's could be really good!

Now I have to buy two Scurggs......grrrr

1 hour ago, MacchuWA said:

True. But the ability to share or obtain free target locks has existed on the rebel side since wave 1, and thread tracers since wave 8. They've never proven particularly significant, and while cruise missiles -might- change that with targetting synchroniser, I honestly doubt it. Maybe though.

There is a big difference between Quickdraw with FCS and Targeting Sync and Rebel X-Wing Synergy.

TS can spot for everything and QD is just a much better platform for it. She can be PS10. If you try and shoot her she shoots back, which gives her either survivability or greater potential attacks in the opening engagement.

She is the equivalent of Rebel Synergy when built that way but she is also a much better platform.

I've been musing on a jumpstart list.

Dormitz w/ Hyperwave Comm 32pts

Quickdraw w/ Hyperwave Comm, FCS, Adpatability (or Score to Settle), GC, Cruise Missile, Title. 35pts

Backdraft w/ Hyperwave Comm, FCS, Adpatability, GC, Cruise Missile, Title. 33pts

The idea is that you deploy everyone at PS 12 starting with Dormitz and QD and BD as far forward as you can go. They start with evade and evade focus. Dormitz coordinates a focus on the ship without one. QD and BD hurtle forward on an intercept course with the enemy and get TLs. You set up at PS12 so you know exactly where they are. They could charge yo intervept and not let you get Cruise Missiles off but I think I would take my chances with fully tokened QD and BD at range 1 vs whatever. If they miss range 1 then Cruise Missiles - Boom.

If they try to run you should still get the trailing ship and be behind them with your SFs.

Second turn you have rear arc ships and Dormitz coming straight towards the enemy. You can also coordinate a TL to Sloop and Cruise if you didn't get to fire it first round.

All theory of course and definitely a one trick pony but it could be fun to at least try.

how about 4 barons or storms?

Onyx squadron escort
cruise misslses x2

guidance chips

25 pnts

14 hours ago, CRCL said:

44 Quickdraw w/ Expertise, FCS, HomingM, LWF, Targeting Synch, Title.
32 Tomax w/ Crack, HomingM, EM, Chips.
24 (2x) AP.

Am I doing it wrong? It came out to 101 points when I did it. :huh:

"Quickdraw" (29)
Expertise (4)
Fire-Control System (2)
Homing Missiles (5)
Targeting Synchronizer (3)
Lightweight Frame (2)
Special Ops Training (0)

Tomax Bren (24)
Crack Shot (1)
Extra Munitions (2)
Homing Missiles (5)
Guidance Chips (0)

Academy Pilot (12)

Academy Pilot (12)

Total: 101

View in Yet Another Squad Builder

Edited by Force Majeure

I think 3 Z-95s with cruise missiles + scavenger cranes paired with a Ketsu build could be truly devastating, not to mention relatively easy to set up:

Binayre Pirate (17) x 3
Z-95 Headhunter (12), Cruise Missiles (3), Scavenger Crane (2), Guidance Chips (0)

Ketsu Onyo (49)
Lancer-class Pursuit Craft (38), Predator (3), Zuckuss (1), Glitterstim (2), Shadow Caster (3), Gyroscopic Targeting (2)

Sure, it's a PS1 alpha strike, but Ketsu is more than capable of blocking aces and tractoring generics out of firing position.

4 hours ago, Force Majeure said:

Am I doing it wrong? It came out to 101 points when I did it. :huh:

"Quickdraw" (29)
Expertise (4)
Fire-Control System (2)
Homing Missiles (5)
Targeting Synchronizer (3)
Lightweight Frame (2)
Special Ops Training (0)

Tomax Bren (24)
Crack Shot (1)
Extra Munitions (2)
Homing Missiles (5)
Guidance Chips (0)

Academy Pilot (12)

Academy Pilot (12)

Total: 101

View in Yet Another Squad Builder

Apologies, Quickdraw has a concussion missile, not a Homing.

Edited by CRCL
21 hours ago, PT106 said:

Also lets not forget about PS10 Rebel alpha:

Tycho Celchu — A-Wing 26
Veteran Instincts 1
Cruise Missiles 3
Swarm Tactics 2
Guidance Chips 0
A-Wing Test Pilot 0
Ship Total: 32
Green Squadron Pilot — A-Wing 19
Crack Shot 1
Cruise Missiles 3
Swarm Tactics 2
Guidance Chips 0
A-Wing Test Pilot 0
Ship Total: 25
Green Squadron Pilot — A-Wing 19
Crack Shot 1
Cruise Missiles 3
Swarm Tactics 2
Guidance Chips 0
A-Wing Test Pilot 0
Ship Total: 25
Lieutenant Blount — Z-95 Headhunter 17
Trick Shot 0
XX-23 S-Thread Tracers 1
Guidance Chips 0
Ship Total: 18

I like this idea, but how is this going to work? If any of the other ships pass their PS to Blount, then it'll break the chain. If Blount isn't firing first, then it's inefficient because the other ships are forced to take a TL on their own. Plus, Blount doesn't need GC.

7 minutes ago, gennataos said:

I like this idea, but how is this going to work? If any of the other ships pass their PS to Blount, then it'll break the chain. If Blount isn't firing first, then it's inefficient because the other ships are forced to take a TL on their own. Plus, Blount doesn't need GC.

Oh, I see...Swarm Tactics triggers at the start of combat, not when they fire.

1 hour ago, gennataos said:

I like this idea, but how is this going to work? If any of the other ships pass their PS to Blount, then it'll break the chain. If Blount isn't firing first, then it's inefficient because the other ships are forced to take a TL on their own. Plus, Blount doesn't need GC.

Incorrect. Tycho passes to Green, passes to Green, passes to Blount. Combo works fine.

1 hour ago, RampancyTW said:

Incorrect. Tycho passes to Green, passes to Green, passes to Blount. Combo works fine.

Right. I caught that in the post directly below mine that you quoted and directly above yours, about 2 hours before you posted.

Me: Oops, I'm wrong about that.

You: Yeah! You're wrong about that!

On 7/8/2017 at 9:23 PM, DodgingArcs said:

There is a big difference between Quickdraw with FCS and Targeting Sync and Rebel X-Wing Synergy.

TS can spot for everything and QD is just a much better platform for it. She can be PS10. If you try and shoot her she shoots back, which gives her either survivability or greater potential attacks in the opening engagement.

She is the equivalent of Rebel Synergy when built that way but she is also a much better platform.

I've been musing on a jumpstart list.

Dormitz w/ Hyperwave Comm 32pts

Quickdraw w/ Hyperwave Comm, FCS, Adpatability (or Score to Settle), GC, Cruise Missile, Title. 35pts

Backdraft w/ Hyperwave Comm, FCS, Adpatability, GC, Cruise Missile, Title. 33pts

The idea is that you deploy everyone at PS 12 starting with Dormitz and QD and BD as far forward as you can go. They start with evade and evade focus. Dormitz coordinates a focus on the ship without one. QD and BD hurtle forward on an intercept course with the enemy and get TLs. You set up at PS12 so you know exactly where they are. They could charge yo intervept and not let you get Cruise Missiles off but I think I would take my chances with fully tokened QD and BD at range 1 vs whatever. If they miss range 1 then Cruise Missiles - Boom.

If they try to run you should still get the trailing ship and be behind them with your SFs.

Second turn you have rear arc ships and Dormitz coming straight towards the enemy. You can also coordinate a TL to Sloop and Cruise if you didn't get to fire it first round.

All theory of course and definitely a one trick pony but it could be fun to at least try.

So this is what I've been thinking, after getting my *** handed to me by triple Upsilons with HCS in a tournament a few weeks ago (admittedly, the fact that I flipped 5 of 7 Direct Hit cards and whiffed FOUR attack rolls with TL or Focus - whichever one I had was the one I didn't need - was the root cause of the loss) and here's my thought on HyperDor now:

Lieutenant Dormitz — Upsilon-class Shuttle 31
Fire-Control System 2
Darth Vader 3
Rebel Captive 3
Hyperwave Comm Scanner 1
Pattern Analyzer 2
Engine Upgrade 4
Ship Total: 46

"Quickdraw" — TIE/sf Fighter 29
Rage 1
Electronic Baffle 1
Hyperwave Comm Scanner 1
Special Ops Training 0
Ship Total: 32

"Zeta Leader" — TIE/fo Fighter 20
Crack Shot 1
Hyperwave Comm Scanner 1
Ship Total: 22

The basic principle is simple: You set up at PS12 and throw QD and ZL at whatever ship would win against Dormitz 1v1. PA and EU makes him shockingly good at tight turns, FCS means he's free to boost, Vader is there to push damage through if he needs it, Rebel Captive makes Dormitz a serious pain 1v1 (and your opponent predictable). If you put Dormitz on a no-crew diet you can fit in a more meta Expertize/LWF/FCS, but frankly I'm not too sure it's necessary. Put QD behind double Evade tokens and she's likely to have enough juice for a second Rage shot! VI on ZL is also an option, to raise his firing and moving profile to match QD, but I do like Crackshot.

It's hilariously stupid fun to watch a Dengar pop his Glitterstim first turn and still take him to 1 HP.

I think the main problem with alpha strikes is that the best alphastriking ships are also turrets (PWT or efficient tlt carrier). I don't know how FFG mange to mess this up twice but there is an easy PRS pattern here that has been broken. You got the high damage alpha strike that can remove a ship in its firing arc, the natural counter is fragile arc dodgers that can easily evade alphastrike arcs, which are countered by turret ships that have enough damage to hit fragile arc dodgers but not enough to kill alphastriking bombers.

Instead we got a ship that is a turret, alpha striker and has some great maneuverability for arc dodging, twice and they are both in the scum faction.

Edited by Marinealver