Saturation Salvo

By Boba Rick, in X-Wing

12 minutes ago, thespaceinvader said:

It's even less good if you have Reload - because your missiles are inifnite but cost you actions and potentially shots to regain, you really want each one to have a big impact when you do fire it. And your EPT is the most useful slot to get that impact.

Yes, reloading costs your action, so possible no Focus, and you will want a missile that retains its lock. SS helps you have that impact by pushing through damage even if you miss due to lack of modifiers. Reload is better for it since you can use an expensive missile which have more possible SS targets and get multiple uses without having to pay 2pts EM tax.

Edited by kris40k


3 hours ago, Oldpara said:




May I present you triple-tap Bossk ;)






We've been discussing this for a hot minute. Only place I could really even consider Saturation Salvo as viable, at the momentis on the Lizard Wizard hisself.















Double Edge is the only place I'd ever look at using it. UGR + TLT + LWF.

Does it affect the defender it missed? Since technically a ship is at Range 1 of itself?

Yes.

Okay crazy jank idea, pair these with a salvaged Astro slot, equip R5-TK, and run with 4-5 deadman switch Zs. Put all the Zs in range one of your target and shoot at one of them, miss, and proc SS. If you’ve played right all your Zs should be sitting on 1-2 health and the chain reaction would be hilarious.

I think this works best on an Alpha-class Star Wing with Homing Missiles. You have a high enough point value that any ship will suffer the Saturation Salvo if you miss, and you never have to spend your target lock, always reloading instead. The only thing I haven't decided is the modification: Advanced SLAM or Guidance Chips? Guidance Chips are great for making a good roll into an awesome roll, increasing the likelihood to hit, while Advanced SLAM will probably increase the time on target, allowing for reloading and shooting after a SLAM.

Man, I had a great response, quoting all the appropriate people, but I lost it. Ugh.

Trouble is, you don't EVER want to miss with your 5 point missile on your 7hp 2 agi ship because chances are your opponent goes 'yay', ignores the damage, and murders it before it can shoot a second time.

On ‎11‎/‎6‎/‎2017 at 11:05 AM, thespaceinvader said:

Double Edge is the only place I'd ever look at using it. UGR + TLT + LWF.

seems pretty bad comboing with unguided rockets, as only ships with agi 1 or 0 would be affected by the EPT. I would think if not all ships, you'd want at least ships with agi 0, 1, or 2 to be affected -- ie ordinance that costs 3 or more.

Edited by Gibbilo
On 3/11/2017 at 9:46 PM, gadwag said:

And it's a bargain build at only 41pts

LOL???

10 minutes ago, Gibbilo said:

seems pretty bad comboing with unguided rockets, as only ships with agi 1 or 0 would be affected by the EPT. I would think if not all ships, you'd want at least ships with agi 0, 1, or 2 to be affected -- ie ordinance that costs 3 or more.

Yup. Just because it's the best possible use of the thing doesn't mean it's remotely GOOD.

But UGR is a neat combo for it because you don't get good mods on it anyway, and you want to save the focus for the TLT.

As I've said in a few threads recently, the best build for a bad card is still among the worst builds for the ship trying to make the bad card not be bad.