Who needs to slam or reload?

By HanScottFirst, in X-Wing Squad Lists

43 minutes ago, blade_mercurial said:

Edit: thinking about this some more:

Nu w/ OS-1, harpoons, thread tracers & Adv. SLAM = 27

I did Nu w/OS1, harpoons, thread tracers & GChips = 25. This way 4 can fit in a squad and Harpoons on some of them can be replaced (I currently do a mix of Harpoons, Protons and Clusters). Also even if a first tracers shot misses, the second boat would follow up with tracers (Another option is to deploy Double Edge for a double tracer shot, but I'm vary about his relatively low health)

31 minutes ago, PT106 said:

I did Nu w/OS1, harpoons, thread tracers & GChips = 25. This way 4 can fit in a squad and Harpoons on some of them can be replaced (I currently do a mix of Harpoons, Protons and Clusters). Also even if a first tracers shot misses, the second boat would follow up with tracers (Another option is to deploy Double Edge for a double tracer shot, but I'm vary about his relatively low health)

Ah ok. In this case, first combat turn launch via thread tracers is not possible with slamming, but afterwards it probably is. I can see that working alright, provided that initial tracer hits! Although even having to fire 2 tracers is not terrible...

Edited by blade_mercurial
24 minutes ago, blade_mercurial said:

Ah ok. In this case, first combat turn launch via thread tracers is not possible with slamming, but afterwards it probably is. I can see that working alright, provided that initial tracer hits! Although even having to fire 2 tracers is not terrible...

Yes. The way I see it, tracers would produce 3 hits 85% of the time (focus + chips), so are likely to either hit or strip defence tokens. And even if one boat is lost to alpha strike, tracers + harpoon/proton torpedo combo is a formidable retaliation. The squad doesn't telegraph initial target priority, immune to ordnance counter-plays and somewhat immune to deadeye counters (Jammers, Hotshot copilot).