The Gunboat experience so far

By Warlon, in X-Wing

3 hours ago, Schu81 said:

Thanks dude!

I have just tried it against my dog and lost again. But I was doing better than the first time.

You a pro, bro? Best advice ever.

It's just that there are a few too many eggs in one basket in terms of points with those ships.

So I got the last GUNBOAT at my FLGS. Yeah so far I only got one. Now I will confess here that I am not a GUNBOATBOY. I didnt contribute a single post to the MOAT (mother of all threads). I didnt play the BOAT in the old TIE fighter game and really didnt see the near obsessive waifu like love espoused for the ship. After playing it in two games Saturday...I like it.

I ran the following

Major Vynder

HLC

Jamming beam

Title Assault loadout

Outmaneuver

Specialist Aggressor

TLT

Unguided Rockets

Lightweight frame

Countess Ryad

Outmaneuver

Title x7

I had success against a Rebel Y-wing spam and against a Scum Bossk /Manaroo list.

I am pleased with the hit that the GUNBOAT brings to the table. I am no expert by any means and I play Imperial almost exclusively. I am known for flying Interceptors and other arc dodgers. Something I found interesting is the desire to take a target lock for something other than ordnance! You may laugh but as an arc dodging Imperial it is extremely rare for me to take a simple target lock unless I am trying to blast someone with a rocket or missile. I found myself willingly plopping down the little red and blue counters and loving the resulting 3 and 4 hit results. It was....sublime. I have botched 4 and 5 dice range 1 attacks so many times in the past with 3 or 4 blanks and no means of rerolling them. Such is the life of a pilot living on the 45 degree edge. With the GUNBOAT there is none of that. You cant dodge, you just lock on and melt them with Heavy Laser hate. Then your Defender covers your 6 while you bring it back around for a second run. Meanwhile your little TLT friend is zipping around on the edge picking off shields of your next victim. I was a good day....

59 minutes ago, Thormind said:

Both ships need their crew slots for other options. And you are not bringing them just to add inspiring recruit, thats 100% for sure. Also of the 2 ships only the decimator is a decent partner for Kylo. And you already sacrifice a lot on RAC to have enough pts for Kylo.

Quite the contrary.
I saw successful Whisper lists that didn't use her crew slot.
As for a Decimator there are lot of flavours - you can play with Palp or Hotshot/Gunner for example, in both cases you are left with open crew slot so you can suit yourself - you can take Kylo or you can provide some level of immunity to stress.

Also his point was that there are no ships for Imperials that have a crew slot yet are good in other aspects besides being vessels. So I brought back two perfect examples - Decimator and Phantom.
Also don't forget that Empire got access to Firespray.

Decimator is a terrible kylo partner

6 minutes ago, Stay On The Leader said:

Decimator is a terrible kylo partner

I am talking about Kylo crewman

Kylo Ren (TIE Silencer) (35)
Push the Limit (3)
Advanced Sensors (3)
Primed Thrusters (1)
Autothrusters (2)
First Order Vanguard (2)

Boba Fett (39)
Expertise (4)
Seismic Charges (2)
Inspiring Recruit (1)
Scrambler Missiles (2)
Extra Munitions (2)
Engine Upgrade (4)
Slave I (0)

Total: 100

View in Yet Another Squad Builder

1 hour ago, Thormind said:

Your definition of a best ship/pilot is one that can outrun another ship and play with the clock? Sure then Kylo might win.

So let me clarify this point:
1. The process of whittling down both the opponent's list and them doing the same to you will probably take most of the game, unless they somehow killed your 2 or 3 other ships on the first pass.
2. If you are down to a 1v1 at the end, Kylo could win, but he can also dodge their arc the entire game
3. If Kylo is double repositioning to take no shots, he is only rolling 3 red dice, which puts minimal damage through to a ship with focus or evade tokens

Kylo doesn't need to run, he just needs to dodge the arcs. If you're playing against another competent player at a tournament, they should be able to outlast you whether they are running or arc dodging around you.

In conclusion: Yes, Kylo is the best ship, because he will win if he costs more than the last remaining enemy ship. But he's also the worst ship, because if you go to time in every game at a tournament, you will never get a pee or food break.

47 minutes ago, GringoFett said:

So I got the last GUNBOAT at my FLGS. Yeah so far I only got one. Now I will confess here that I am not a GUNBOATBOY. I didnt contribute a single post to the MOAT (mother of all threads). I didnt play the BOAT in the old TIE fighter game and really didnt see the near obsessive waifu like love espoused for the ship. After playing it in two games Saturday...I like it.

I ran the following

Major Vynder

HLC

Jamming beam

Title Assault loadout

Outmaneuver

Specialist Aggressor

TLT

Unguided Rockets

Lightweight frame

Countess Ryad

Outmaneuver

Title x7

I had success against a Rebel Y-wing spam and against a Scum Bossk /Manaroo list.

I am pleased with the hit that the GUNBOAT brings to the table. I am no expert by any means and I play Imperial almost exclusively. I am known for flying Interceptors and other arc dodgers. Something I found interesting is the desire to take a target lock for something other than ordnance! You may laugh but as an arc dodging Imperial it is extremely rare for me to take a simple target lock unless I am trying to blast someone with a rocket or missile. I found myself willingly plopping down the little red and blue counters and loving the resulting 3 and 4 hit results. It was....sublime. I have botched 4 and 5 dice range 1 attacks so many times in the past with 3 or 4 blanks and no means of rerolling them. Such is the life of a pilot living on the 45 degree edge. With the GUNBOAT there is none of that. You cant dodge, you just lock on and melt them with Heavy Laser hate. Then your Defender covers your 6 while you bring it back around for a second run. Meanwhile your little TLT friend is zipping around on the edge picking off shields of your next victim. I was a good day....

That's what I love about the Gunboat, you're able to play a little more boldly than with an Interceptor or a phantom.

There were several times in my games against my friend where I willingly flew over an asteroid to get a better position, and the GUNBOAT didn't care, whereas with an Interceptor or even a Defender it would spell disaster.

No longer does the Empire have to rely on fickle dice and arc dodging, JOUST MY GUNBOATS, I DARE YOU. Oh, you rolled 3 hits at range 2 and I rolled double blanks? Pfft, I wanted the focus for offense anyway. EAT 4 RED SICE WITH FULL MODS.

39 minutes ago, Embir82 said:

Also his point was that there are no ships for Imperials that have a crew slot yet are good in other aspects besides being vessels. So I brought back two perfect examples - Decimator and Phantom.

I hate to disappoint you, but there are good Imperial lists that don't use Decimator or Whisper. The cost of any of the ships you mentioned is usually 40+ points once reasonably equipped and therefore would require redesigning the existing list from scratch, which is significantly different from "just spend 1 point on a crew and you're all set" that you were suggesting. Anyway, I think the point is sufficiently clear by now.

1 hour ago, PT106 said:

I hate to disappoint you, but there are good Imperial lists that don't use Decimator or Whisper. The cost of any of the ships you mentioned is usually 40+ points once reasonably equipped and therefore would require redesigning the existing list from scratch, which is significantly different from "just spend 1 point on a crew and you're all set" that you were suggesting. Anyway, I think the point is sufficiently clear by now.

Then I don't understand what is your point. Because this is what you said earlier.

7 hours ago, PT106 said:

FTFY.

The cost of using any crew for imperials is to dedicate a ship for it.

As I understand your point was that Imperials to use crewmen have to use dedicated vessels - as you wrote yourself cost of TIE Bomber Shuttle.
To refute your argument I reminded you that there are plenty of Imperial ships that are good at fighting (Decimator, Phantom or Firespray), yet are able to take crewman. So no, Imperials dont have to take dedicated crew ship. They can take one of those, equip Inspiring recruit and be completely fine.
Also your argument that those ships does not count because you have to have them in list makes no sense. You can say the same thing about any other faction. They also have to take ship that have a crew slot and it also may hinders their lists or gameplan. So by your logic any faction needs dedicated ship for bringing crewmen.

Got my gunboats to the table for the first time tonight!

Rho Vet // XG-1 / Linked Batteries / HLC

Rho Vet // XG-1 / Linked Batteries / HLC

Kylo Ren (Silencer) // Primed Thrusters / First Order Vanguard

Up against 3 Rookie pilots and 3 Bandits. A simple list, but what my opponent brought to the table. I thought it was fair to try it out, as I made the mistake of flying my Gunboats into the teeth of all of those fighters with Kylo trying to flank. So, it was a sticky situation... but I managed to get out of it. One of the Rhos dodged three attacks and only took a couple of shield hits until it whiffed a roll and ended up with damaged cockpit!

Long ago I made the call for the gunboat to be a small cannon carrier for the Empire that was cheaper to field than the TIE/D. On paper I thought the two cannons was pushing it a bit and the SLAM un-thematic but, ok, I'll run with it. I really like the result. Gunboats play to a boom-and-zoom mentality of fielding their cannons, and either slow-rolling to shoot what they can in front of them or hitting the SLAMs to get out of range or arc as fast as possible. I think this might lead to longer games ultimately as Gunboats do maximum damage, then hit the afterburners to take a turn or two to turn around.

Gunboats ended up being faster than their "canonical" depiction in TIE Fighter but I think I'm fine with it- and it may have been necessary for the health of the fighter since the cannon slot on a slow platform isn't enough, and it's too close to the shuttle. I really like what's possible in these fighters... I'll be using these frequently.

Next thing I want to try might be autoblasters with Linked Cannons... or taking the Cruise missile suggestion listed above. SLAM your way into the flank and then fly in, deliver your payloads, and fly out. The SLAM action gives the fighter a lot of on-the-spot maneuvers to try losing pursuers, or getting into ideal positions when they move. I think throwing opponent into confusion with weaving high-speed turns might be a fun way to run these things. Looking forward to my next game with them!

*rummages through the forums* hey how the heck did this drop off the front page!?!?

*ahem*

So i realized my vessery/doublegunboat list had Vessery priced at 36pts....which happens to be how expensive my Deathrain build is. Swapped him out and ran this yesterday:

Deathboats

Deathrain (36)
LWF (2)
Adv Sensors (3)
Unguided (2)
Bombletts (3)

Rho Squadron (32)x2
LRS (0)
XG-1 (1)
Crackshot (1)
HLC (7)
Linked Battery (2)

Total: 100pts

Holy freaking nutcrackers batman that was a dirty list. Deathrain pretty much prevents anyone that banks on high evasion from diving into me or tailing after me when i try to disengage to turn around. He's also considerably tougher to pop than the gunboats, which are proving to be rather tanky too.

The LRS was literally a failsafe move because why not when you have nothing else for the slot anyway, vast majority of the time if i had a focus i only needed 1 reroll anyway. Think i spent a TL 4 times between 2 games.... but i ALWAYS used the LB's
Duo HLC's with cracks, rerolls, and a focus is just nuts. Especially with a fat bomb spammer blocking people from getting into your deadzone lol

Really, really wish i could utilize the title somehow (fletchettes would be amazing) but that single die reroll proved to be far, far more valuable than i expected.

Edited by Vineheart01

Well my package from the Warstore arrived while I was gone this past weekend so I have opened the box of goodness, really like the looks of the Star Wing (I might have to get two more) The Bomber is huge so is the Silencer, haven't opened anything yet, but am looking forward to putting together my one and only Dark Side list... :D

30 minutes ago, Vineheart01 said:

Deathrain (36)
LWF (2)
Adv Sensors (3)
Unguided (2)
Bombletts (3)

So you boost or focus, drop, roll, and move? Nasty.

3 minutes ago, Celestial Lizards said:

So you boost or focus, drop, roll, and move? Nasty.

#1 trick is AS->Focus, drop forward, barrelroll forward, 4k. You have a focus for Unguided and as long as you fully barrelrolled forward you clear your frontbomb R1 killzone.

The amount of times ive done that and utterly punished people for not thinking i could clear my own bomb is hilarious
Also random bomb drop for pre-move barrelroll.

Edited by Vineheart01
Just now, Vineheart01 said:

#1 trick is AS->Focus, drop forward, barrelroll forward, 4k. You have a focus for Unguided and as long as you fully barrelrolled forward you clear your frontbomb R1 killzone.

The amount of times ive done that and utterly punished people for not thinking i could clear my own bomb is hilarious

Only problem is you cant do it on back-to-back turns.

True, but generally dont need to. Defenders are the only one ive faced that make it an issue, the 1fwd is green and i rarely, RARELY want to go faster than that after the 4k anyway

Ok, now I have to try that list.

You can also forego the focus for boosts before dropping, allowing you to squeak around rocks and move the bomb to the side.
He can still drop the bomb if hes stressed but no roll. Sometimes i drop it anyway and eat it because im still full hp and the guy infront of me is not lol. My hp is a resource....

7 minutes ago, Vineheart01 said:

#1 trick is AS->Focus, drop forward, barrelroll forward, 4k. You have a focus for Unguided and as long as you fully barrelrolled forward you clear your frontbomb R1 killzone.

The amount of times ive done that and utterly punished people for not thinking i could clear my own bomb is hilarious
Also random bomb drop for pre-move barrelroll.

I found it up a few, nice list!

5 minutes ago, Celestial Lizards said:

Ok, now I have to try that list.

Yes......

Edited by clanofwolves

Honestly...now that the initial excitement has passed its a better Heavy Syck.

Edited by Boom Owl

Pretty much lol.

Sunny/Cartel with HLC is the cheapest scyk, at 23pts. But thats no additional actions, built in rerolls, LRS, or SLAM and you're also half as tanky (roughly)
Cheapest gunboat is 26pts w/ title and HLC, but it has 3 more hp and SLAM as it is and can take LRS for free. The Rho build i had is a measily 9pts more and it enables crazy reliable HLC shots.

You cant have 4 HLC gunboats but you can have 4 HLC scyks. But i'd put more money on the 3 Gunboats winning over the 4 Scyks any day....

Edited by Vineheart01
15 minutes ago, Vineheart01 said:

Pretty much lol.

Sunny/Cartel with HLC is the cheapest scyk, at 23pts. But thats no additional actions, built in rerolls, LRS, or SLAM and you're also half as tanky (roughly)
Cheapest gunboat is 26pts w/ title and HLC, but it has 3 more hp and SLAM as it is and can take LRS for free. The Rho build i had is a measily 9pts more and it enables crazy reliable HLC shots.

You cant have 4 HLC gunboats but you can have 4 HLC scyks. But i'd put more money on the 3 Gunboats winning over the 4 Scyks any day....

Yea the gunboats better for sure. Im just saying the difference between a Hull Upgrade HLC Syck and a Nu Squadron HLC role in a list isnt much. Little cheap thing throwing 4 dice once or twice that cant be ignored.

The kicker for Gunboats is Linked Batteries or LRS and a better chance of surviving the initial engagement.

The Gunboat is a Heavy Syck with dice mods which is still awesome :)

Edited by Boom Owl

I already liked scyks and i routinely had Inaldra toting around an HLC + PRS typically

But even with the new scyk stuff they always felt just a hair underperformed. Gunboat removed that hair i'd say lol

51 minutes ago, Boom Owl said:

Honestly...now that the initial excitement has passed its a better Heavy Syck.

Or a better TIE Bomber.

I experimented with different gunboats/ordnance loadouts and ended up going with the ace (as I can't make 4 ordnance Gunboats to reliably work past initial alpha). Karsabi is pretty amazing as a Harpoon carrier as long as you have a Targeting Synchronizer nearby. I usually pair him with a double SF list (that I ran with Tomax Bren before) and so far I like the results:

Lieutenant Karsabi — Alpha-class Star Wing 24
Crack Shot 1
Harpoon Missiles 4
Guidance Chips 0
Ship Total: 29
"Quickdraw" — TIE/sf Fighter 29
Draw Their Fire 1
Fire-Control System 2
Advanced Optics 2
Lightweight Frame 2
Special Ops Training 0
Ship Total: 36
"Backdraft" — TIE/sf Fighter 27
Veteran Instincts 1
Fire-Control System 2
Targeting Synchronizer 3
Lightweight Frame 2
Special Ops Training 0
Ship Total: 35