Kylo + 2x Nu is fun

By ScummyRebel, in X-Wing Squad Lists

(98)

Nu Squadron Veteran (26) - Alpha-class Star Wing
XG-1 Assault Configuration (1), Long-Range Scanners (0), Heavy Laser Cannon (7)

•Kylo Ren (46) - TIE Silencer
Push The Limit (3), Advanced Sensors (3), Primed Thrusters (1), •First Order Vanguard (2), Autothrusters (2)

Nu Squadron Veteran (26) - Alpha-class Star Wing
XG-1 Assault Configuration (1), Long-Range Scanners (0), Heavy Laser Cannon (7)

Had a blast flying this squad today. The one thing was it was hard to get them turned around especially with not wanting to slam and get no shots.

Debating....

1. Drop both to mangler? Or just one?

2. Flechette cannon on one or both? Ion cannon? I know ion won’t work with the title but for control measures it may be worth it.

Looking for ideas how to get better mileage out of this list.

I prefer it like this.

The gunboats are not very good if you cant shoot after a slam. They basically spend every other turn without a shot after your initial approach unless you are very careful about flight paths. Solid fun list.

Kylo Ren (TIE Silencer) — TIE Silencer 35
Push the Limit 3
Advanced Sensors 3
Autothrusters 2
First Order Vanguard 2
Ship Total: 45
Nu Squadron Pilot — Alpha-class Star Wing 18
Flechette Cannon 2
"Mangler" Cannon 4
Advanced SLAM 2
XG-1 Assault Configuration 1
Ship Total: 27
Rho Squadron Veteran — Alpha-class Star Wing 21
Deadeye 1
Harpoon Missiles 4
Guidance Chips 0
Os-1 Arsenal Loadout 2
Ship Total: 28
Edited by Boom Owl

I’m ultimately looking for something that’s at minimum Hanger Bay worthy.

Can't reccomend this enough. FCS makes fit wonderful action economy, as does the use of advanced optics. PS11 means you don't really need to worry about a bid for PS9's.

Having small based ships that can go 1 straight with an HLC us kind of incredible and when the fight inevitably turns into a furball you SLAM away. The Gunboats are going to be the menace of this wave I think.


TIE Silencer: Kylo Ren (35 + 9)
+ Veteran Instincts (1)
+ Fire Control System (2)
+ Advanced Optics (2)
+ First Order Vanguard (2)
+ Autothrusters (2)


Alpha-class Star Wing: Nu Squadron Pilot (18 + 10)
+ Xg-1 Assault Configuration (1)
+ Long-Range Scanners (0)
+ Heavy Laser Cannon (7)
+ Linked Battery (2)


Alpha-class Star Wing: Nu Squadron Pilot (18 + 10)
+ Xg-1 Assault Configuration (1)
+ Long-Range Scanners (0)
+ Linked Battery (2)
+ Heavy Laser Cannon (7)

I totally take your point on PS11 Kylo, but I still think there is merit to the PTL/AdvSens Kylo. I was thinking something like this:

Nu Squadron Pilot (18)
"Mangler" Cannon (4)
Linked Battery (2)
Guidance Chips (0)
XG-1 Assault Configuration (1)

Nu Squadron Pilot (18)
Harpoon Missiles (4)
Long-Range Scanners (0)
Os-1 Arsenal Loadout (2)

Kylo Ren (TIE Silencer) (35)
Push the Limit (3)
Advanced Sensors (3)
Threat Tracker (3)
Autothrusters (2)
First Order Vanguard (2)

Total: 97

View in Yet Another Squad Builder

It gives you variety with your Gunboats. Plus a healthy PS bid to help with Kylo. With the reload you should be good on the Os-1 gunboat and the XG-1 has plenty of mods. Was thinking of LRS but with Mangler's ability to shoot at R1 I didn't want to limit it. Also, 3 mods on the shot may be overkill (if that is even a thing). Maybe switch to AdvSlam for a defense token?

Thoughts?

1 hour ago, Rolotamasi said:

Nu Squadron Pilot (18)
"Mangler" Cannon (4)
Linked Battery (2)
Guidance Chips (0)
XG-1 Assault Configuration (1)

I'm guessing the Guidance Chips were meant to be LRS? They don't do anything for cannons but the missile lay out could use it. Although then you are going to have trouble getting that early lock.

2 hours ago, Rolotamasi said:

I totally take your point on PS11 Kylo, but I still think there is merit to the PTL/AdvSens Kylo. I was thinking something like this:

Nu Squadron Pilot (18)
"Mangler" Cannon (4)
Linked Battery (2)
Guidance Chips (0)
XG-1 Assault Configuration (1)

Nu Squadron Pilot (18)
Harpoon Missiles (4)
Long-Range Scanners (0)
Os-1 Arsenal Loadout (2)

Kylo Ren (TIE Silencer) (35)
Push the Limit (3)
Advanced Sensors (3)
Threat Tracker (3)
Autothrusters (2)
First Order Vanguard (2)

Total: 97

View in Yet Another Squad Builder

It gives you variety with your Gunboats. Plus a healthy PS bid to help with Kylo. With the reload you should be good on the Os-1 gunboat and the XG-1 has plenty of mods. Was thinking of LRS but with Mangler's ability to shoot at R1 I didn't want to limit it. Also, 3 mods on the shot may be overkill (if that is even a thing). Maybe switch to AdvSlam for a defense token?

Thoughts?

I think there's a whole bunch of ways to build him and it'll be super interesting to see what shakes out as "best". I tried the advanced sensors build and couldn't get on with it. More practice needed probably but I really like your build with the threat tracker!

Outmaneuver+Threat Tracker maybe for casual.

Just now, "Quickdraw" said:

Outmaneuver+Threat Tracker maybe for casual.

on Kylo Ren.

So, assuming we stick with the same Kylo build as you originally chose (a solid build for sure), I have a couple comments on the Alphas:

If going with Alphas, I feel like planning for SLAMing is important. For an XG-1 Build, I would advise Adv. SLAM, either Tractor Beams or Flechette Canons, and either Mangler Cannons or Harpoon missiles, depending on whether you feel confident picking target locks at a lower PS.

19 hours ago, Greebwahn said:

If going with Alphas, I feel like planning for SLAMing is important. For an XG-1 Build, I would advise Adv. SLAM, either Tractor Beams or Flechette Canons, and either Mangler Cannons or Harpoon missiles, depending on whether you feel confident picking target locks at a lower PS.

Its not really. I'm not trying to tell you how to play your alphas though. If you want the option to shoot after slamming, go for it, of course, but it really isn't necessary to make the ship effective.

11 minutes ago, blade_mercurial said:

Its not really. I'm not trying to tell you how to play your alphas though. If you want the option to shoot after slamming, go for it, of course, but it really isn't necessary to make the ship effective.

I think the option to shoot (or to threaten a shot) after SLAM/Reload is more important for ordnance gunboats. IMO, cheap cannons don't provide enough threat to alter opponent behavior.