Harpoon Swarms

By CubsFanSean23, in X-Wing Squad Lists

Anyone have any good ideas for a harpoon swarm?? Seems like it could be a giant pain.

This seems good. Not as scary as triple imperial aces with them but it’s up there.

Im more interested in thoughts to counter them right now. All I’ve got is range control, but then they’re still throwing four die attacks at me! (Or five if talonbane. Eight if Quickdraw...) Ideas?

I'm aiming for something like:

Black Sun Ace — Kihraxz Fighter 23
Deadeye 1
Harpoon Missiles 4
Scavenger Crane 2
Guidance Chips 0
Munitions Failsafe 1
Vaksai 0
Ship Total: 27
Black Sun Ace — Kihraxz Fighter 23
Deadeye 1
Harpoon Missiles 4
Scavenger Crane 2
Guidance Chips 0
Munitions Failsafe 1
Vaksai 0
Ship Total: 27
Black Sun Ace — Kihraxz Fighter 23
Deadeye 1
Cruise Missiles 3
Scavenger Crane 2
Guidance Chips 0
Munitions Failsafe 1
Vaksai 0
Ship Total: 26
Kaa'to Leeachos — Z-95 Headhunter 15
Deadeye 1
Harpoon Missiles 4
Guidance Chips 0
Ship Total: 20

Harpoon swarm you say?

Lieutenant Blount
Z-95 Headhunter
XX-23 S-thread Tracers
Veteran Instincts
Guidance Chips

Bandit Squadron Pilot #1
Z-95 Headhunter
Harpoon Missiles
Guidance Chips
16 points
Bandit Squadron Pilot #2
Z-95 Headhunter
Harpoon Missiles
Guidance Chips
16 points
Bandit Squadron Pilot #3
Z-95 Headhunter
Harpoon Missiles
Guidance Chips
16 points
Bandit Squadron Pilot #4
Z-95 Headhunter
Harpoon Missiles
Guidance Chips
16 points
Bandit Squadron Pilot #5
Z-95 Headhunter
Harpoon Missiles
Guidance Chips

I think the Harpoon swarms have a problem, which is that Harpoon is so good that whoever fires their harpoons first probably wins, so it's a PS game more than it's a number game.

  • Airen Cracken (10) - VI, Harpoon Missile, Guidance Chips (24)
  • Wes Janson (10) - VI, Plasma Torpedo, BB-8, Guidance Chips (35)
  • Captain Nym (10) - VI, Autoblaster Turret, Harpoon Missile, Extra Munitions, Rey, Guidance Chips (41)

Or perhaps this...... you could also sub out Palp with Omega Leader, just copy paste link,it isn't all loading ....Vader Quickdraw Palp shuttle both with harpoons basically......

https://geordanr.github.io/xwing/?f=Galactic Empire&d=v4!s!22:27,243:23:25:U.124;208:27,36,243,-1:42:25:;56:-1,-1,132,-1:-1:-1:&sn=Palp Aces Harpoon&obs=

Edited by CubsFanSean23

The Imperial version is PS11 alpha, with QD, Vader and Inqy at PS10 (I believe).

4 minutes ago, Stay On The Leader said:

The Imperial version is PS11 alpha, with QD, Vader and Inqy at PS10 (I believe).

If you only have 2 harpoons, I may go ahead and up it to 4, but if you just go with 2 still inquisitors or do you go Palo shuttle or omega leader??

Okay 3 ships probable doesn't count as a swarm, but OMG am I psyched about this list:

Torani Kulda

VI

Harpoons

EM

Scavenger Crane

VT or GC

Enforcer

Unhinged Astro

Cpt. Jostero

Expertise

Vaksai

Harpoons

Scavenger Crane

GC

VT

Black Sun Ace

Deadeye

Vaksai

Harpoons

Scavenger Crane

GC

VT

So many crits, so much non-attack damage, so many opportunities for Jostero to proc.

2 hours ago, Greebwahn said:

Torani Kulda

VI

Harpoons

EM

Scavenger Crane

VT or GC

Enforcer

Unhinged Astro

No need for Vectored Thrusters on a ship with a native barrel roll ability. :D

1 hour ago, emeraldbeacon said:

No need for Vectored Thrusters on a ship with a native barrel roll ability. :D

Oh lol whoops, forgot about that

I went against a similar 3 PS 10 Harpoon strike last week. It was Horton Salm instead of Wedge, Cracken, and Nym. Beat them pretty handily with the below list. Just be sure to not fly in range 1 formation, flank and make them waste ordinance shots with good obstacle placement. My dice were great, admittedly, but harpoons aren't that bad if you rush range one of the enemy after getting hit with them. Free Dead Man's switch!

Scumordinance ( 99 )

Cartel Marauder — Kihraxz Fighter 20
Cruise Missiles 3
Black Market Slicer Tools 1
Munitions Failsafe 1
Guidance Chips 0
Vaksai 0
Ship Total: 22
Quinn Jast — M3-A Interceptor 18
Deadeye 1
Harpoon Missiles 4
Guidance Chips 0
"Heavy Scyk" Interceptor (Missile) 2
Ship Total: 25
Black Sun Ace — Kihraxz Fighter 23
Deadeye 1
Harpoon Missiles 4
Black Market Slicer Tools 1
Munitions Failsafe 1
Guidance Chips 0
Vaksai 0
Ship Total: 26
Captain Jostero — Kihraxz Fighter 24
Deadeye 1
Cruise Missiles 3
Black Market Slicer Tools 1
Munitions Failsafe 1
Guidance Chips 0
Vaksai 0
Ship Total: 26

Captain Jostero (24)
Crack Shot (1)
Harpoon Missiles (4)
Glitterstim (2)
Guidance Chips (0)
Munitions Failsafe (1)
Vaksai (0)

Cartel Marauder (20)
Harpoon Missiles (4)
Glitterstim (2)
Guidance Chips (0)
Munitions Failsafe (1)
Vaksai (0)

Cartel Marauder (20)
Harpoon Missiles (4)
Glitterstim (2)
Guidance Chips (0)
Munitions Failsafe (1)
Vaksai (0)

Cartel Marauder (20)
Harpoon Missiles (4)
Glitterstim (2)
Guidance Chips (0)
Munitions Failsafe (1)
Vaksai (0)

Total: 100

View in Yet Another Squad Builder

Not sure how this list should work. To fire Harpoon you need TL and range 2-3. With low PS I don't think you will have ever chance to do that unless your opponent makes mistakes.

BR,

Pelzak

EDIT:

I recently tested below list. Wasn't very impressive but playable.

Black Sun Ace — Kihraxz Fighter 23
Deadeye 1
Harpoon Missiles 4
Scavenger Crane 2
Guidance Chips 0
Munitions Failsafe 1
Vaksai 0
Ship Total: 27
Black Sun Ace — Kihraxz Fighter 23
Deadeye 1
Harpoon Missiles 4
Scavenger Crane 2
Guidance Chips 0
Munitions Failsafe 1
Vaksai 0
Ship Total: 27
Black Sun Ace — Kihraxz Fighter 23
Deadeye 1
Cruise Missiles 3
Scavenger Crane 2
Guidance Chips 0
Munitions Failsafe 1
Vaksai 0
Ship Total: 26
Kaa'to Leeachos — Z-95 Headhunter 15
Deadeye 1
Harpoon Missiles 4
Guidance Chips 0
Ship Total: 20
Edited by Pelzak

Definitely takes a lot of skill, but this one might be fun (PS6 will Alpha-strike a lot of stuff):

Gamma Squadron Veteran (25) - TIE Bomber
Adaptability (0), Harpoon Missiles (4), Extra Munitions (2), Guidance Chips (0)

Gamma Squadron Veteran (25) - TIE Bomber
Adaptability (0), Harpoon Missiles (4), Extra Munitions (2), Guidance Chips (0)

Gamma Squadron Veteran (25) - TIE Bomber
Adaptability (0), Harpoon Missiles (4), Extra Munitions (2), Guidance Chips (0)

Gamma Squadron Veteran (25) - TIE Bomber
Adaptability (0), Harpoon Missiles (4), Extra Munitions (2), Guidance Chips (0)

Maybe less good, but has a gentler learning curve:

Scimitar Squadron Pilot (25) - TIE Bomber
Harpoon Missiles (4), XX-23 S-Thread Tracers (1), Seismic Charges (2), Extra Munitions (2), Guidance Chips (0)

Scimitar Squadron Pilot (25) - TIE Bomber
Harpoon Missiles (4), XX-23 S-Thread Tracers (1), Seismic Charges (2), Extra Munitions (2), Guidance Chips (0)

Scimitar Squadron Pilot (25) - TIE Bomber
Harpoon Missiles (4), XX-23 S-Thread Tracers (1), Seismic Charges (2), Extra Munitions (2), Guidance Chips (0)

Scimitar Squadron Pilot (25) - TIE Bomber
Harpoon Missiles (4), XX-23 S-Thread Tracers (1), Seismic Charges (2), Extra Munitions (2), Guidance Chips (0)

10 hours ago, Kieransi said:

Definitely takes a lot of skill, but this one might be fun (PS6 will Alpha-strike a lot of stuff):

Gamma Squadron Veteran (25) - TIE Bomber
Adaptability (0), Harpoon Missiles (4), Extra Munitions (2), Guidance Chips (0)

Gamma Squadron Veteran (25) - TIE Bomber
Adaptability (0), Harpoon Missiles (4), Extra Munitions (2), Guidance Chips (0)

Gamma Squadron Veteran (25) - TIE Bomber
Adaptability (0), Harpoon Missiles (4), Extra Munitions (2), Guidance Chips (0)

Gamma Squadron Veteran (25) - TIE Bomber
Adaptability (0), Harpoon Missiles (4), Extra Munitions (2), Guidance Chips (0)

Maybe less good, but has a gentler learning curve:

Scimitar Squadron Pilot (25) - TIE Bomber
Harpoon Missiles (4), XX-23 S-Thread Tracers (1), Seismic Charges (2), Extra Munitions (2), Guidance Chips (0)

Scimitar Squadron Pilot (25) - TIE Bomber
Harpoon Missiles (4), XX-23 S-Thread Tracers (1), Seismic Charges (2), Extra Munitions (2), Guidance Chips (0)

Scimitar Squadron Pilot (25) - TIE Bomber
Harpoon Missiles (4), XX-23 S-Thread Tracers (1), Seismic Charges (2), Extra Munitions (2), Guidance Chips (0)

Scimitar Squadron Pilot (25) - TIE Bomber
Harpoon Missiles (4), XX-23 S-Thread Tracers (1), Seismic Charges (2), Extra Munitions (2), Guidance Chips (0)

Why wouldn't you use Long Range Sensors instead of Guidance Chips?

3 hours ago, chrisrivers said:

Why wouldn't you use Long Range Sensors instead of Guidance Chips?

Because my red dice hate me. I personally like GC more than LRS. It’s usually not a problem to lock something as your action in the first list (since you’ll often be moving last), and the second one has Thread Tracers.

Thinking about Alpha Strike combos I could use, that rely on ultra-high pilot skill to get ordnance off before my opponent fires... looking for, optimally, a three-ship build that can fire at PS10 or 11 (PS9 is acceptable for maybe one element of the squad)

  • Pilot Skill 11 fighters (PS-9 with Veteran Instincts) with Missile/Torpedo:
    • REBELS: Han , Wedge , Poe-9
    • IMPERIALS: Vader , Quickdraw
    • SCUM: Talonbane , Fenn Rau
  • Pilot Skill 10 fighters (PS-8 with Veteran Instincts) with Missile/Torpedo:
    • REBELS: Tycho, Luke, Wes Janson , Horton Salm, Airen Cracken , Ten Nunb , Corran Horn , Cptn Nym , Poe-8
    • IMPERIALS: Boba Fett , Inquisitor , Juno Eclipse, Tomax Bren, Rexler Brath , RAC
    • SCUM: Boba Fett , Cptn Nym , Serissu

I figure the ships that are bolded are viable for a squad... but the strikethrough pilots are too expensive, slow, or improper for use as part of an alpha strike. My current ideas (with VI on everybody):

  • Talonbane, Fenn Rau, and Viktor Hel
  • Talonbane, Nym, and Serissu
  • Vader, Quickdraw, and Inquisitor
  • Wes, Airen, and Nym
9 minutes ago, emeraldbeacon said:

Wes, Airen, and Nym

I'd go Wedge with Adaptability over Wes with VI. He's a point cheaper and more lethal in an alpha strike.

Currently looking at Talonbane Cobra, Nym and either Quinn Jast (1 pt ini bid with ps11, ps10 and ps6) ór Genesis Red (no ini bid)

2x harpoon missiles and a concussion. Testing coming friday...

On 11/20/2017 at 3:41 AM, gennataos said:

I'd go Wedge with Adaptability over Wes with VI. He's a point cheaper and more lethal in an alpha strike.

More lethal all round. The point cheaper is a big deal as well, for what it lets you put on Nym.

Thoughts?

  • Talonbane Cobra (33) - Veteran Instincts, Harpoon Missiles, Scavenger Crane, Munitions Failsafe, Guidance Chips, Vectored Thrusters, Vaksai
  • Captain Nym (40) - Veteran Instincts, Autoblaster Turret, Extra Munitions, Harpoon Missiles, Boba Fett, Guidance Chips,
  • Serissu (27) - Veteran Instincts, Harpoon Missiles, Guidance Chips, "Heavy Scyk" Interceptor (Missile)
99 points
Talonbane Cobra (34), Vaksai (0), Veteran Instincts (1), Harpoon Missiles (4), Scavenger Crane (2), Guidance Chips (0), Pulsed Ray Shield (2), Vectored Thrusters (2)
Captain Nym (41), Veteran Instincts (1), Extra Munitions (2), Concussion Missiles (4), Autoblaster Turret (2), “Gonk” (2), Guidance Chips (0)
Quinn Jast (24), A Score to Settle (0), “Heavy Scyk” Interceptor (2), Guidance Chips (0), Harpoon Missiles (4)