So MANY Mines

By Gold_SquadronPilot, in X-Wing Squad Lists

Cutlass Squadron Pilot — TIE Punisher 21
Minefield Mapper 0
Extra Munitions 2
Unguided Rockets 2
Cluster Mines 4
Cluster Mines 4
Ship Total: 33
Cutlass Squadron Pilot — TIE Punisher 21
Minefield Mapper 0
Extra Munitions 2
Unguided Rockets 2
Cluster Mines 4
Cluster Mines 4
Ship Total: 33
Cutlass Squadron Pilot — TIE Punisher 21
Minefield Mapper 0
Extra Munitions 2
Unguided Rockets 2
Cluster Mines 4
Cluster Mines 4
Ship Total: 33

I love this idea. Just imagine going to a tournament and the guy opposite pulls out three Punishers!

All most worth investing in two more so I can fly it myself. Almost...

Do it.

Return to tell the tale to all of us poor peeps that dream about dropping 6 sets of mines in setup and having six more to boot.

Those shenanigans are what xwing is all about. swx34_preview.jpg

I think it might be worth sacrificing something in each for LWF, the extra die will help in their survival I think.

1 hour ago, DanteStorm said:

I think it might be worth sacrificing something in each for LWF, the extra die will help in their survival I think.

I might suggest downgrading from Cluster Mines to Proximity Mines. That saves exactly the points to equip Lightweight Frames on each ship, which is a pretty good buy for the seriously-built punisher.

Yes, you don't get your 3-mini-token-wide 'chains' but a proximity mine token is larger, and if your opponent triggers it, it's 3 dice which can cause [critical] damage.

The thing is, you've got a 6-token 'minefield'. But it's deployed beyond range 3 of an opponent, so you've not got the K-wing Surprise move of " What you fail to appreciate is that my ship is towing mines! " that you have when dropping them during combat - your opponent is only going to head towards the minefield if they've accepted they're going to take their lumps and go through them. If they do so, they'll almost inevitably time it right to pass through with a maneuver template not a base, so the odds of hitting them with multiple cluster mine tokens seems pretty low.

I'm not sure on the actual tactics of deploying the minefield.

  • You get to place mines after seeing where the enemy is and where he's heading, which is good.
  • They must be beyond range 3, so your opponent clearly has time to reverse direction and go a different way. It should prevent your opponent setting up and then proceding to run away from a 'fair fight' though - you can block the edge of his board, or add an actual mine to a debris token, to avoid the classic "and now Dash Runs away" approach.
  • You have to assume you're placing the cutlass squadron first.
  • 3 lightweight frame/unguided rocket cutlass squadron aren't bad , but also aren't going to win a head-on joust against a lot of squadrons out there.