How do you OS-1?

By DarthMuz, in X-Wing Squad Lists

So I bought a gunboat and have been puzzling over how to outfit it for the last couple of weeks while I wait to get a game and just can't come up with anything satisfying.

What's bothering me is how to reload and get the title to activate - where do you get the target lock from, if not carrying it from the previous round (which means you didn't shoot a torp or modify dice in that round)? Or do you not use the title at all? I do see a lot of builds with a single munition and no title. Are you resigned to shooting every second round so go cheap, or load it up and find some synergy with wing mates?

Here are a couple of lists I've put together. I'd welcome some critique!

Rho Squad Veteran OS-1 with Expertise, Adv. Proton Torp, Cluster Missile, Guidance Chips (36)

Colonel Jendon ST321 with FCS, Weapons Engineer, Engine Upgrade (38)

Omega Leader with Juke and Comm Relay (26)

Rho Squad Veteran OS-1 with Expertise, Plasma Torp, Ion Pulse Missile, Guidance Chips (34)

Darth Vader TIE/x1 with Squad Leader and ATC (32)

Delta Squad TIE/D with Ion Cannon (32)

Cheers!

I would make the delta a Tie X7 and get harpoons and drop the other ordnance and chips to toss on LRS, also from experience, vader wants VI and Engine upgrade.

First list. again i would drop the ordnance and chips for harpoons and LRS, drop Jendon for My favorite Vessery (Vessery[35] Tie/D [0] Expertise [4] Ion Cannon [3] and TIE MkII [1]) {43 points}, OL is always solid

It really depends on how you want to fly them. A good strategy is to go in, fire off your munition, then SLAM away, reload, and circle back in.

I run a pair of nu’s with protons and harpoons along side an Upsilon with Weapons Engineer, TS, and FCS. The Upsilon can coordinate a TL or reload action, and they can also use its target locks as long as they aren’t weapons disabled. I’m also able to spend the Shuttle’s TL on the harpoons to maintain the gunboat’s TL for the protons. It’s a great way to mix and match an attack.

If you use upgrades that don’t require you to spend the lock, I think you get more use out of the title, but even if not, I think it’s a worthy one point investment.

I would like to have a gunboat that could slam after most of the ships have moved so I can choose the exact spot every turn and shoot (not with cheep cannons) every turn.

So I came up with this

Major Vynder

-VI

-OS-1

-Adv. SLAM

-Any number of missiles that do not require to spend the target lock (Cruise missiles/Harpoons/Homming missiles)

It's really expensive but I think it will be a lot of fun.

And if u have problems with the target lock u can use stridan with systems officer.

Rho

OS-1

PTL

Harpoons

Adv. SLAM

They can SLAM, Reload, and TL again, firing every round.

Hard hitting musquitos... Caramba

Colonel Vessery(38) [Colonel Vessery(35), Twin Ion Engine Mk. II(1), TIE/x7(-2), Expertise(4)]

Countess Ryad(36) [Countess Ryad(34), TIE/x7(-2), Expertise(4)]

Rho Squadron Veteran(26) [Rho Squadron Veteran(21), Deadeye(1), Guidance Chips(0), Harpoon Missiles(4)]

Fun flying? and fairly retro

You don't need to SLAM because it is on your craft. It is an emergency move after An alfa strike.

Edited by D34d guru

QD plus 2 Rhos with PTL ASLAM Harpoons and OS1.

I’ve used these ships quite a bit since release, and I’m really not sure running PTL is worth it. You really box yourself in with its lack of green maneuvers. If you run into anything with Asajj or Tactition you could be in for some trouble.

4 minutes ago, jwilliamson12 said:

I’ve used these ships quite a bit since release, and I’m really not sure running PTL is worth it. You really box yourself in with its lack of green maneuvers. If you run into anything with Asajj or Tactition you could be in for some trouble.

Played against a tactician wookie list. They really have to focus on one to hurt it with the stress. 2 bank and slam still creates enough distance. We only had about 25 minute game, he focused one boat down but in the long game I think I could have taking him( the list was two wookies and a Yt 2400)

I thought about PtL but again wondered how clearing the stress would go.

Also I don't have Harpoon Missiles, which is why I put ion pulse on one build, to help chase a target down then hit it with a torpedo. Don't have an Upsilon either so thought rather than SLAM away and reload over a few turns, keep near a wingman that can hand a lock over. Jendon does it at start of combat so hopefully can easily pass one that is on a target at the optimum range to fire something.

16 hours ago, jwilliamson12 said:

I’ve used these ships quite a bit since release, and I’m really not sure running PTL is worth it. You really box yourself in with its lack of green maneuvers. If you run into anything with Asajj or Tactition you could be in for some trouble.

I've played these quite a bit as well. I couldn't disagree more. I think it's more playing style. No Offense. MY FAVORITE is the already posted.

20 hours ago, Greebwahn said:

Rho

OS-1

PTL

Harpoons

Adv. SLAM

They can SLAM, Reload, and TL again, firing every round.

I'll typically run two of them with another something special. The action economy is just incredible with these.

I've met guys however that can't do it without the LRS, and I hate the LRS, so I definitely think these have multiple uses, but I'm a huge fan of my PTL RHO BOATS.

3 hours ago, SkyCooper said:

I've played these quite a bit as well. I couldn't disagree more. I think it's more playing style. No Offense. MY FAVORITE is the already posted.

I'll typically run two of them with another something special. The action economy is just incredible with these.

I've met guys however that can't do it without the LRS, and I hate the LRS, so I definitely think these have multiple uses, but I'm a huge fan of my PTL RHO BOATS.

No offense taken at all! Probably is play style and strategy, alongside what you need the ships to do in their roles. The way I've ran them, I'm not sure I could rely on the green banks reliably enough. Though I suppose it's worth trying only using PTL when you're needing to reload.

Toss thread tracers on them as well, then a couple can slam or reload while one tracers, they all lock and can fire after reloading - with the title

Edited by wurms