Missile Gunboats?

By CasoPrime, in X-Wing Squad Lists

May take on trying to get missile gunboats to work.

Captain Yorr(32) [Captain Yorr(24), Darth Vader(3), Anti-Pursuit Lasers(2), Tactician(2), Tractor Beam(1), Collision Detector(0)]

Rho Squadron Veteran(34) [Rho Squadron Veteran(21), Push The Limit(3), Proton Rockets(3), Plasma Torpedoes(3), Advanced SLAM(2), Os-1 Arsenal Loadout(2)]

Rho Squadron Veteran(34) [Rho Squadron Veteran(21), Push The Limit(3), Proton Rockets(3), Plasma Torpedoes(3), Advanced SLAM(2), Os-1 Arsenal Loadout(2)]

Lambda for tractor beam and flying in front as a blocker/stress receiver, with the idea of the gunboats hanging back turn 1 and slamming in range turn 2. Then using Advanced slam to target target lock if necessary.

Vader to push the last bit of damage through if needed. May pull Vader and trade out for engine upgrade. I think this may be a "for fun" list on a casual night

Why PTL?

For reload+target lock when necessary.

I dig it. I can't see any holes, though the low PS and the Shuttle's terrible dial makes your challenge dealing with arc dodgers.

I am actually pretty decent with the lambda. I flew it on a few game nights when I didn't have a huge pool of ships. HLC Lambda with Vader has won me some games.

I am actually thinking of changing the Plasma Torps to cruise. 3 to 4 modded dice sounds better than 4 unmodded.

Captain Yorr(30) [Captain Yorr(24), Tractor Beam(1), Collision Detector(0), Hotshot Copilot(4), Inspiring Recruit(1)]

Rho Squadron Veteran(35) [Rho Squadron Veteran(21), Push The Limit(3), Proton Rockets(3), Advanced SLAM(2), Harpoon Missiles(4), Os-1 Arsenal Loadout(2)]

Rho Squadron Veteran(35) [Rho Squadron Veteran(21), Push The Limit(3), Proton Rockets(3), Advanced SLAM(2), Harpoon Missiles(4), Os-1 Arsenal Loadout(2)]

This is the final list I have decided to fly on tuesday to see how it does. Let me know if any different ideas or things you see.

If you can run PTL on the gunboat, more power to you. Just be sure to time your double hard-2’s for when you’re not stressed.

I’ve flown them almost exclusively since they came out, and I’m not sure I could pull it off. Though I have ran a Wired Karsabi to some effect on a cannon buildout.

Edited by jwilliamson12
51 minutes ago, jwilliamson12 said:

If you can run PTL on the gunboat, more power to you. Just be sure to time your double hard-2’s for when you’re not stressed.

I’ve flown them almost exclusively since they came out, and I’m not sure I could pull it off. Though I have ran a Wired Karsabi to some effect on a cannon buildout.

We will see if I can. I haven't got to put mine on the table yet. Tuesday will be my first go round with them. I have a plan in my head and PTL shouldn't be used that often, but brutal when it is.

so I need a different 3rd ship to fly. Pulling off prockets gives 36 points for a wingman. Obvious answer is Quickdraw. But a bounty hunter firespray crossed my mind as well. Any suggestions?

Also PTL/Advanced slam was awesome with the boats. Slam TL and focus for a pretty much guaranteed 4 hit Harpoon missile.

Hard to argue with Quickdraw (VI, FCS, Advanced Optics, LWF is 36), or a VI Vader with a Missile.

Bounty Hunter with Andrasta and Bomblet Generator could be fun at 36 points.

Another bomblet option is taking Deathrain. With Bomblets, Lightweight Frame, and either Accuracy Corrector or Advanced Sensors and Unguided Rockets, they also fit in at 34/36 points. I've heard some things about Trajectory Simulator, but haven't tried it personally.

A TIE Defender might be nice, too. Vessery with A Score To Settle is 33 points and can trigger some Harpoons perhaps. Countess is always solid, and I keep meaning to fly her or another Defender with Lone Wolf. If the Gunboats mostly stick together, perhaps this could be the list for it.

Should be interesting. My only thought would be dropping vader to turn Yorr into a more efficient stress-hoover - electronic baffle & inspiring recruit lets you burn 2 stress off for a point of damage, which unlocks the "where the bloody **** did they come from?" option of Straight 4 (Yorr, burn stress)/SLAM 4 (Yorr)/Advanced SLAM focus/Push The Limit target lock, and be able to deliver double-modified, 5 dice cruise missile fire after an effective "speed 9 straight".

Proton rockets/plasma torpedoes is an odd choice of ordnance, if you don't mind the observation.

Actually, thinking about Proton Rockets, it might be an interesting option for Major Vynder; Advanced SLAM/Push The Limit gives you not only a target locked/focused proton rocket, but also ups Vynder's agility to give you the magic 5 dice attack. That gives the Major a very effective "are you really sure you want to get that close?" weapon.

Possible idea:

  • Major Vynder
    • OS-1 Arsenal Loadout
    • Push The Limit
    • Harpoon Missiles
    • Proton Rockets
    • Advanced SLAM
  • Nu Squadron Pilot
    • XG-1 Assault Configuration
    • Heavy Laser Cannon
    • Linked Battery
    • Seismic Torpedoes
    • Long Range Scanners
  • Nu Squadron Pilot
    • XG-1 Assault Configuration
    • Heavy Laser Cannon
    • Linked Battery
    • Seismic Torpedoes
    • Long Range Scanners
Edited by Magnus Grendel
1 hour ago, Magnus Grendel said:

Actually, thinking about Proton Rockets, it might be an interesting option for Major Vynder; Advanced SLAM/Push The Limit gives you not only a target locked/focused proton rocket, but also ups Vynder's agility to give you the magic 5 dice attack.

I'm not sure it works that way. Vynder's ability grants you an extra defense die, not an extra point of agility which is what proton rockets are based on.

Ah, mis-remembered. I thought it was one of those which increased your agility

I had to go look at it when I read that. I had been already considering proton rockets or clusters as a range 1 ordnance option and that 5th die would have made it a pretty easy choice between the two

1 hour ago, Magnus Grendel said:

Proton rockets/plasma torpedoes is an odd choice of ordnance, if you don't mind the observation.

Had the plasma torps because I didn't have harpoons, and wasn't really planning on getting G4H just for 2 cards....I have it now anyway. lol

I had thought about using Ryad with TIE/D, Tractor Beam, ASTS, and Twin Ion(Cause it fits). I am just afraid of how fast she would get burned down.

1 hour ago, CasoPrime said:

Had the plasma torps because I didn't have harpoons, and wasn't really planning on getting G4H just for 2 cards....I have it now anyway. lol

I had thought about using Ryad with TIE/D, Tractor Beam, ASTS, and Twin Ion(Cause it fits). I am just afraid of how fast she would get burned down.

If I was taking a TIE/D, my first thought is Vessery. Firstly you get 'free' modifiers on both attacks, but that then frees up your focus token for defence.

I get that A Score To Settle Ryad does the same, but only against one target, and at a cost of taking nasty criticals back. I think she's just more of a natural with TIE/x7.

20 hours ago, CasoPrime said:

so I need a different 3rd ship to fly. Pulling off prockets gives 36 points for a wingman. Obvious answer is Quickdraw. But a bounty hunter firespray crossed my mind as well. Any suggestions?

Also PTL/Advanced slam was awesome with the boats. Slam TL and focus for a pretty much guaranteed 4 hit Harpoon missile.

So I've been flying something similar to this. I use the Yorr to absorb stress if needed, PTL's with Advanced SLAM work wonders together, Harpoon missiles are wonderful. I'll Hux to add a focus token while available, passing the condition or applying it to the Lambda if needs be. All are PS 4 so I can either move the Rho's in close to give them a focus, or I can use Yorr first to give them the focus, and then Fly the gunboats farther away. Benefit with PS 4 is it's harder to block them, but it does mean they're farther down on the firing list. The nice part is this usually has Yorr as one of the first targets since he passes focuses all around, and looks like a strong bid, also being the only large ship on the table makes him a target because they can half point him. It allows the Gunboats to hit hard for the first couple rounds, and they can't ignore the mangler since it pushes that crit.

Rho Squadron Veteran — Alpha-class Star Wing 21
Push the Limit 3
Harpoon Missiles 4
Advanced SLAM 2
Os-1 Arsenal Loadout 2
Ship Total: 32
Rho Squadron Veteran — Alpha-class Star Wing 21
Push the Limit 3
Harpoon Missiles 4
Advanced SLAM 2
Os-1 Arsenal Loadout 2
Ship Total: 32
Captain Yorr — Lambda-Class Shuttle 24
Advanced Sensors 3
"Mangler" Cannon 4
General Hux 5
Ship Total: 36