Brainstorming Alpha Strike Archetypes

By Biophysical, in X-Wing

16 minutes ago, defkhan1 said:

The Rebel list is 100 pts. I'm not going to be worried about bids until the PS wars actually start.

My bad, the list I had in my squadron build tool was showing 97.

On 7/8/2017 at 8:49 PM, 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

now thats interesting...bringing back the Swarm Tactics chain. Haven't seen that in years.

While probably not an archetype, but certainly a possibilty, the round 1 alpha:

Edited by Jo Jo

And now for something completely different... a 16 red alpha with focus.

Imperial Trainee (17)
Lightweight Frame (2)
Adaptive Ailerons (0)

Imperial Trainee (17)
Lightweight Frame (2)
Adaptive Ailerons (0)

Imperial Trainee (17)
Lightweight Frame (2)
Adaptive Ailerons (0)

Imperial Trainee (17)
Lightweight Frame (2)
Adaptive Ailerons (0)

Academy Pilot (12)

Academy Pilot (12)

Total: 100

View in Yet Another Squad Builder

Fire your PS9 torpedos, I dare you. 22 health behind 3 agility, any one ship can take 2 torpedos reliably before dying. And there's more where they came from.

I really want to see someone try this. Something has to die from 5 cruise missiles.

Lieutenant Blount — Z-95 Headhunter 17
Veteran Instincts 1
XX-23 S-Thread Tracers 1
Ship Total: 19

Tala Squadron Pilot — Z-95 Headhunter 13
Cruise Missiles 3
Guidance Chips 0
Ship Total: 16

Tala Squadron Pilot — Z-95 Headhunter 13
Cruise Missiles 3
Guidance Chips 0
Ship Total: 16

Tala Squadron Pilot — Z-95 Headhunter 13
Cruise Missiles 3
Guidance Chips 0
Ship Total: 16

Tala Squadron Pilot — Z-95 Headhunter 13
Cruise Missiles 3
Guidance Chips 0
Ship Total: 16

Tala Squadron Pilot — Z-95 Headhunter 13
Cruise Missiles 3
Guidance Chips 0
Ship Total: 16

10 hours ago, Biophysical said:

I think it's to get ahead of triple 10s, which the Empire can do easily. If there's an alpha strike race, Imperials can make 3 10s from a lot of pilots. Two 11s beats this, because they probably trade their 3rd low PS ship for an enemy ship of their choice, then close in to where Vader and Quickdraw are pretty solid in standard dogfighting.

The question, I think, is who that 3rd ship is. Pure Sabacc, Deathfire, a Gamma Vet, and Omega Leader are all obvious quality picks.

I agree with this. I think it's the safest bet, you also can't get kylo ' d at 11

Something like this

TIE/sf Fighter: · "Quickdraw" (29)

Veteran Instincts (1)

Cruise Missile (3)

Fire Control System (2)

Lightweight Frame (2)

Special Ops Training (0)

TIE Advanced: · Darth Vader (29)

Veteran Instincts (1)

Cruise Missile (3)

Engine Upgrade (4)

TIE/x1 (0)

Advanced Targeting Computer (1)

TIE Avanced Prototype: Baron of the Empire (19)

Juke

Cruise missile (3)

TIE/v1 (1)

-- TOTAL ------- 100p. --

It has everything for a great late game but can hit like a truck in the opening round of fire

Really the third wheel can change, I don't think this is a bad choice, it's a threat but a threat not worth the effort

Edited by TheOz
9 hours ago, Rakaydos said:

And now for something completely different... a 16 red alpha with focus.

Imperial Trainee (17)
Lightweight Frame (2)
Adaptive Ailerons (0)

Imperial Trainee (17)
Lightweight Frame (2)
Adaptive Ailerons (0)

Imperial Trainee (17)
Lightweight Frame (2)
Adaptive Ailerons (0)

Imperial Trainee (17)
Lightweight Frame (2)
Adaptive Ailerons (0)

Academy Pilot (12)

Academy Pilot (12)

Total: 100

View in Yet Another Squad Builder

Fire your PS9 torpedos, I dare you. 22 health behind 3 agility, any one ship can take 2 torpedos reliably before dying. And there's more where they came from.

TIE swarms are quite satisfying for that reason.

"Hahaha! I have used my Glitterstim Crack Shot Homing Missiles and taken out a TIE fighter in one shot!"

"You realise that that's 8 points of 1-use stuff, and only a 12 point ship, right? It's not exactly an achievement..."

I was wondering about going the other way on alpha strikes;

3 Starkiller Base Pilots is a squad I've been looking at, and different options for the upgrades jump out; upgrade 1 to Dormitz, take Fire Control Systems, or Systems Officers, or Pattern Analysers, or whatever. I wonder what 3 Upsilon shuttles with Reinforced Deflectors would make of an alpha strike list..... by my back-of-a-spreadsheet calculation, you'd need 4 target lock/focused missiles or torpedoes to bring one of them down, and that still leaves his two mates, all spitting 4-dice attacks and sharing actions with co-ordinate as needed.