The Gunboat experience so far

By Warlon, in X-Wing

17 hours ago, mcgreag said:

Win against 2 Sienar-Jaemus Analyst and 2 Nu with Jamming Beam (very good player but maybe not so good list).

Damm. I want to try this list!

Any additional details about that particular game would be awesome.

4 hours ago, Rolotamasi said:

what about this for the 4Bs?

Blue Squadron Pilot (22)
Collision Detector (0)
Linked Battery (2)
Courier Droid (0)
B-Wing/E2 (1)

Blue Squadron Pilot (22)
Collision Detector (0)
Linked Battery (2)
Courier Droid (0)
B-Wing/E2 (1)

Blue Squadron Pilot (22)
Collision Detector (0)
Linked Battery (2)
Courier Droid (0)
B-Wing/E2 (1)

Blue Squadron Pilot (22)
Collision Detector (0)
Linked Battery (2)
Courier Droid (0)
B-Wing/E2 (1)

Total: 100

View in Yet Another Squad Builder

I know return you to your regularly scheduled gunboat thread.

How about Electronic Baffles instead of E2+largely pointless crew?

2 hours ago, Celestial Lizards said:

Damm. I want to try this list!

Any additional details about that particular game would be awesome.

His list where 2 silencers with advanced optics and autotrusters and the 2 gunboats with title and jamming beam.

I felt that the gunboats didn't pose much danger and tried to focus on the silencers but keeping them in the arc of my gunboats wasn't so easy so I ended up shooting more at his gunboats anyway. The game ended with me having killed his 2 gunboats and he having killed one of mine with him being close to killing the second one in the last turn.

Token stripping wise he removed a taget lock from one of my gunboats to a silencer which I didn't end up shooting anyway and he removed 2 tokens total including that target lock in the whole tournament but he also said that one of the reasons they underperformed was that he forgot to take Long Range Scanners on them.

21 hours ago, mcgreag said:

Today I used 2 Rho with XG-1, HLC, Crack, Linked, LRS and Vessery with Juke, X-7, MKII in a 4 round 14 man tournament. It was the first tournament I have played in and I went 2-2 finishing in 6th place with being very close to a 3-1 result (lost the last game to the last die roll).

I have to wonder if VI would be better in this particular case (so Rho could shoot before juking Vessery).

5 minutes ago, PT106 said:

I have to wonder if VI would be better in this particular case (so Rho could shoot before juking Vessery).

Maybe, probably considering how often I ended up forgetting to use Crack Shoot (first time I have used it). Think I lost something like 6 gunboats with Crack Shoot still unused on them...

Random question.

What is better...a 7 HP Gunboat with Harpoons and Reload or a 6 HP Bomber with Harpoons and Munitions?

Nu Squadron Pilot — Alpha-class Star Wing 18
Harpoon Missiles 4
Long-Range Scanners 0
Ship Total: 22
Scimitar Squadron Pilot — TIE Bomber 16
Extra Munitions 2
Harpoon Missiles 4
Long-Range Scanners 0
Ship Total: 22
Edited by Boom Owl

I want to say gunboat purely on the edge in survivability.

11 minutes ago, Boom Owl said:

Random question.

What is better...a 7 HP Gunboat with Harpoons and Reload or a 6 HP Bomber with Harpoons and Munitions?

Nu Squadron Pilot — Alpha-class Star Wing 18
Harpoon Missiles 4
Long-Range Scanners 0
Ship Total: 22
Scimitar Squadron Pilot — TIE Bomber 16
Extra Munitions 2
Harpoon Missiles 4
Long-Range Scanners 0
Ship Total: 22

This is not really close. The Gunboat is way better for the points.

54 minutes ago, Biophysical said:

This is not really close. The Gunboat is way better for the points.

Darn right it is.

Was there ever any doubt?

Alright, my friend and I played our lists against each other...

Linked Battery definitely does not save the B wing. It gave it one heck of an offensive boost, but they were just too slow to keep up with the Gunboat.

This match I actually SLAMmed way more than I thought I would, I got back into the mentality of hit and run/turn around, I would shoot, SLAM away, reacquire Target Lock or firing arc, and then resume.

Once again, the Gunboat reveals just how durable it can be, I blanked out on evades several times, but my shields managed to keep me alive whereas my Interceptors would have been demolished.

If the Empire had some GUNBOATS during the Battle of Endor, we probably would have won.

Soon we're going to try a "thematic" game, where we'll run 200-250 points and my buddy will have a Transport that I have to destroy, we're going to mainly keep it to the "regular" ships (TIE Fighters, Interceptors, X wings, Y wings, etc) but he'll let me use the GUNBOATS as actual ordnance carriers.

Edited by Warlon

Well I had a nice success with a this configuration:

Rho Gunboat with Deadeye, Guidance Chips, and Harpoons

That really worked well.

Try the double DeltaX7/Nu.

Yeah it is ps 1-2 but blocks well and hits like a truck.

1 hour ago, Arma Quattro said:

Try the double DeltaX7/Nu.

Yeah it is ps 1-2 but blocks well and hits like a truck.

This is on my list of Gunboat lists to try!

Mrs. Rick and I finally got to play another game last night.

Her list: PS 11 Quickdraw with FCS, X7 Vessery with Juke, RHO with VI (to match Vessery) Mangler and Linked Batteries.

Me: PS 10 Poe with AO, R2D2, Autothrusters, Fenn Rau with R2, Wired, Jan Ors, and a Wookie Liberator with Expertise, C3P0, Courier Droid, Targeting Computer.

So, initial engagement she went after Fenn first thing (she does NOT like him). He nerfed one of her guns and Wired did a good job of keeping him alive. He escaped the first two rounds of fire with a couple hit points left. He would have died for sure the next round except I did a hard 2 and bugged out of her arcs - I was glad I had R2 on him. My only takeaway on him was I think PRS might have been good.

The Liberator was a tank! Sadly, I only remembered to use C3P0 once (ARRGH!) but when I did it was great. That round I coordinated a focus action to him and used Jan to flip it to an evade. Reinforce + C3P0 + evade token stopped 3 damage. I never felt the need to do a TL - there was always a better option and Expertise did a great job for offence.

Poe was my offensive powerhouse. He pretty much always had a TL and combined with a coordinate action he was all over the place, half his shots were range one. One time he was range 3 from a guy with a 1 straight dialed in. Fenn coordinated to give him a straight boost, then he revealed and did a 1 straight and now he was range one with a TL + Focus. There's an insane amount of flexibility with coordinate.

So back the batrep: Fenn bugged out and QD chased him around a debris. Fenn was fine with that because he kept nerfing QD. The GUNBOAT went down to concentrated fire from Poe and the Wookie, and Vessery tried to hurt the Wookie but didn't get anywhere. Then Wookie was trying to turn around and kept inadvertently blocking Vess, which Poe took advantage of and put some hurt on Vess.

Time was running out, we were in the final round, and I was ahead because I killed her GUNBOAT. My Wookie finally found itself back in the fight - facing down QD who finally was back in the fight as well. QD shot at Wookie and landed that nasty crit that makes all incoming damage cards faceup. The game was over at this point but derpy-derped anyways and shot at QD for fun (I had 4 or 5 hit points left). Well, that was a mistake - she fired back and then I realized my freshly acquired crit was going to hurt. I got all that nastys! Direct Hit and some explosion card that made me roll and then take more damage and BOOM my wookie was dead.

And she won.

The Wookie was worth more points than the GUNBOAT.

So, the GUNBOAT won the day because of how efficient its point cost is.

My takeaways: I need to drop the Targeting Computer on the Wookie and do one of the following:

1 - Vectored Thrusters

2 - Rey

3 - Breach Specialist (that would have been very nice...)

4 - Pulsed Ray Shield for Fenn. He draws so much agro that one extra HP might be worth it.

Also, I need to remember to use C3P0 every round.

Also, what heck do I do with QD? Focus him down the first round or leave him for last? Never let him go one-on-one, always shoot at him with two guns?

Her takeaways:

1 - Remember to use the reroll from Linked Batteries! She forgot the whole game.

2 - Focus every turn with the GUNBOAT for better options (see point one).

3 - Maneuver better. Vessery got blocked too much. Mrs. Rick is new to flying three ships but she's learning fast.

1 hour ago, Boba Rick said:

Mrs. Rick and I finally got to play another game last night.

Her list: PS 11 Quickdraw with FCS, X7 Vessery with Juke, RHO with VI (to match Vessery) Mangler and Linked Batteries.

Me: PS 10 Poe with AO, R2D2, Autothrusters, Fenn Rau with R2, Wired, Jan Ors, and a Wookie Liberator with Expertise, C3P0, Courier Droid, Targeting Computer.

So, initial engagement she went after Fenn first thing (she does NOT like him). He nerfed one of her guns and Wired did a good job of keeping him alive. He escaped the first two rounds of fire with a couple hit points left. He would have died for sure the next round except I did a hard 2 and bugged out of her arcs - I was glad I had R2 on him. My only takeaway on him was I think PRS might have been good.

The Liberator was a tank! Sadly, I only remembered to use C3P0 once (ARRGH!) but when I did it was great. That round I coordinated a focus action to him and used Jan to flip it to an evade. Reinforce + C3P0 + evade token stopped 3 damage. I never felt the need to do a TL - there was always a better option and Expertise did a great job for offence.

Poe was my offensive powerhouse. He pretty much always had a TL and combined with a coordinate action he was all over the place, half his shots were range one. One time he was range 3 from a guy with a 1 straight dialed in. Fenn coordinated to give him a straight boost, then he revealed and did a 1 straight and now he was range one with a TL + Focus. There's an insane amount of flexibility with coordinate.

So back the batrep: Fenn bugged out and QD chased him around a debris. Fenn was fine with that because he kept nerfing QD. The GUNBOAT went down to concentrated fire from Poe and the Wookie, and Vessery tried to hurt the Wookie but didn't get anywhere. Then Wookie was trying to turn around and kept inadvertently blocking Vess, which Poe took advantage of and put some hurt on Vess.

Time was running out, we were in the final round, and I was ahead because I killed her GUNBOAT. My Wookie finally found itself back in the fight - facing down QD who finally was back in the fight as well. QD shot at Wookie and landed that nasty crit that makes all incoming damage cards faceup. The game was over at this point but derpy-derped anyways and shot at QD for fun (I had 4 or 5 hit points left). Well, that was a mistake - she fired back and then I realized my freshly acquired crit was going to hurt. I got all that nastys! Direct Hit and some explosion card that made me roll and then take more damage and BOOM my wookie was dead.

And she won.

The Wookie was worth more points than the GUNBOAT.

So, the GUNBOAT won the day because of how efficient its point cost is.

My takeaways: I need to drop the Targeting Computer on the Wookie and do one of the following:

1 - Vectored Thrusters

2 - Rey

3 - Breach Specialist (that would have been very nice...)

4 - Pulsed Ray Shield for Fenn. He draws so much agro that one extra HP might be worth it.

Also, I need to remember to use C3P0 every round.

Also, what heck do I do with QD? Focus him down the first round or leave him for last? Never let him go one-on-one, always shoot at him with two guns?

Her takeaways:

1 - Remember to use the reroll from Linked Batteries! She forgot the whole game.

2 - Focus every turn with the GUNBOAT for better options (see point one).

3 - Maneuver better. Vessery got blocked too much. Mrs. Rick is new to flying three ships but she's learning fast.

Next time you get major hull breach, read the text. The face up damage cards don't come until the following round.

11 minutes ago, Trespasser 989 said:

Next time you get major hull breach, read the text. The face up damage cards don't come until the following round.

Nice.

Well, that MIGHT have made up for her forgetting to reroll with Linked Batteries.

After a hiatus of about a year, the GUNBOAT enticed me back to X-Wing last night. I did a little 50-point, three-way free for all with a couple buddies last night. They're much more casual players and were running casual lists: Rebels went with a generic Red Squadron T-65 with R2 astromech and Gemmer Sojan with concussion missiles (I know, I know); Scum went Kavil + dorsal turret + unhinged astro and N'Dru Suhlak + lone wolf + hotshot blaster. I spent an hour on the forum and cooked up the following: Nu + LRS + harpoon, Nu + XG-1 + HLC + linked battery + LRS.

I started in the middle of one board edge, with the Rebels in the left opposite corner and Scum in the right. I maneuvered slowly to the right and managed to catch the Scum Y-Wing in missile range on the second or third turn with my Harpoon, and then finished him off with concentrated HLC and laser fire the following turn, taking only one damage from my own Harpoon when he blew up. Unfortunately, however, I found myself being flanked by the Rebel ships, who in turn had the Scum Z-95 on their six. The lack of K-turn saw me using SLAM to try and get in a better position, and I did manage to do some damage to the X-Wing, but I took heavy fire from both my opponents and ended up losing my Harpoon gunboat in the melee at the center. My HLC gunboat tried to break away and turn back, but got caught from behind by the A-Wing and killed. The same turn I died, the Scum player ran his Z-95 onto an asteroid and dropped himself to one hitpoint. The very next turn, after killing me, the A-Wing promptly turned into an asteroid and killed itself. We were all a bit rusty!

In hindsight, I should've taken more care not to get flanked, because it was very hard to get unflanked. Of course, it was a weird game situation - three players and only 50 points each - so even though I lost, I was pretty pleased with the GUNBOAT. The HLC Nu is pretty beastly. Best of all, they look incredible. Pictures do not do them justice. They are truly beautiful minis.