Trying the Alpha-Class

By HistoryGuy, in X-Wing

I haven't played X-Wing in over a year but I'm playing again next weekend. I don't have much in the way of ships but I was looking at the alpha class ship and thought it was cool.

This is the list I'm thinking about:

TIE/FO Fighter: •"Omega Leader" (30)
Shield Upgrade (4)
Juke (2)
Comm Relay (3)

Alpha-Class Star Wing: •Major Vynder (41)
Advanced SLAM (2)
Os-1 Arsenal Loadout (2)
Saturation Salvo (1)
Extra Munitions (2)
Proton Torpedoes (4)
Concussion Missiles (4)

TIE/FO Fighter: •"Omega Ace" (29)
Shield Upgrade (4)
Juke (2)
Comm Relay (3)

Total: 100/100

I like this:

Kylo Ren (TIE Silencer) — TIE Silencer 35
Veteran Instincts 1
Fire-Control System 2
Threat Tracker 3
Autothrusters 2
First Order Vanguard 2
Ship Total: 45
Lieutenant Dormitz — Upsilon-class Shuttle 31
Advanced Sensors 3
Emperor Palpatine 8
Hyperwave Comm Scanner 1
Advanced Optics 2
Engine Upgrade 4
Kylo Ren's Shuttle 2
Ship Total: 51

Should be loads of fun!

My personal favorite Gunboat build is:

Lieutenant Karsabi (24)
Wired (1)
Heavy Laser Cannon (7)
Linked Battery (2)
Long-Range Scanners (0)
XG-1 Assault Configuration (1)

Total: 35

You can slam and fire the HLC with almost a full reroll.

Just now, mcgreag said:

My personal favorite Gunboat build is:

Lieutenant Karsabi (24)
Wired (1)
Heavy Laser Cannon (7)
Linked Battery (2)
Long-Range Scanners (0)
XG-1 Assault Configuration (1)

Total: 35

You can slam and fire the HLC with almost a full reroll.

Do you need 3 sources of re-roll really?

2 sources, Wired and Linked Battery. The LRS is only there to confuse the opponent, lock the target you are not going to attack as you don't actually need the target lock.

I don't have the TIE Silencer. I'm just trying to stick with what i have which I realize I forgot to post. I will be borrowing the shield upgrades and extra munitions, but I don't want to borrow too much of what I don't have.

Both Core sets one of each, 1 X-Wing, 1 TIE fighter, 1 TIE Advanced, 1 Y-Wing, 1 TIE Bomber, 1 E-Wing, 1 Z-95 Headhunter, 1 TIE FO.

I think that's it but I'll look again and edit it if I remember any more.

Gunboats are a lot of fun. I ran some Trick Shot HLC gunboats in Calgary Regionals, and I'm planning to run some different ones at Vancouver next weekend. One thing to bear in mind; they don't turn around so well, and slam won't get you clear of the action if they try and chase you. You want to think about next turn while planning this turn's maneuvers.

That is why I went with the one that gives an extra agility dice while I have the weapons disabled token. And I can also shoot my missiles and torpedoes while disabled. My goal is to stay at range 2-3 and just abuse SLAM the whole game. The two TIE FOs are mostly just trying to be a distraction to pull fire away from my gunboat. That is why I gave them an extra shield. It probably won't work but I want to explore what works and what doesn't.

Edited by HistoryGuy
8 hours ago, HistoryGuy said:

I haven't played X-Wing in over a year but I'm playing again next weekend. I don't have much in the way of ships but I was looking at the alpha class ship and thought it was cool.

This is the list I'm thinking about:

TIE/FO Fighter: •"Omega Leader" (30)
Shield Upgrade (4)
Juke (2)
Comm Relay (3)

Alpha-Class Star Wing: •Major Vynder (41)
Advanced SLAM (2)
Os-1 Arsenal Loadout (2)
Saturation Salvo (1)
Extra Munitions (2)
Proton Torpedoes (4)
Concussion Missiles (4)

TIE/FO Fighter: •"Omega Ace" (29)
Shield Upgrade (4)
Juke (2)
Comm Relay (3)

Total: 100/100

If you swap the protons torpedoes for proton rockets and concussion missiles for cruise missiles then you can fit push the limit and have all kinds of fun at range 1-3. Or take off extra munitions for ptl because vynder isn't hindered by reload if she has ptl.

Edited by Dabirdisdaword

Rho squadron with deadeye, guidance chips and harpoons is simple, cheap, and effective.

Alternately, Nu squad with long range sensors and harpoons is also a cheap, proven ship.

Since you don’t have plasmas or harpoons, you could sub in some other missile.

I would recommend keeping your gunboats cheap, they tend to die rather quickly when focused on.

I'm kind of fascinated by the idea of adding Flechette Torpedos to a Deadeye/Harpoon/GChip Rho. Only 2 points, spot stress control, and a 3-dice attack with GChips is a good deal better than a 2-die primary. Going a pair of double control Rhos with Flechette Torps and Ion Pulse Missiles also seems interesting, but sticking with Harpoon firepower is almost surely better.

What does the Jamming Beam do?

Hi @HistoryGuy , the Jamming Beam hasn't really found it's place, it's not that good yet.

Also, they're called GUNBOATs. ?

4 hours ago, HistoryGuy said:

What does the Jamming Beam do?

Not enough.

It's a control piece. Removes/prevent a focus or evade or blue target lock token next round on the enemy you hit.

However:

-unlike other control option like ion cannon (/turrets), ion torp, flechette cannon, flechette torp it does not do any damage at all!

-FFG still has not clarified how jam tokens stack, i.e. an enemy ship is hit by several jam attacks in one round, in which order and how many do you remove

3 hours ago, Boba Rick said:

Hi @HistoryGuy , the Jamming Beam hasn't really found it's place, it's not that good yet.

Pretty sure it just isn't good. Giving up your entire attack in order to strip one token, if you are lucky and hit - I can't see a world where that is ever good.

A bit like your original version, @HistoryGuy this actually won a regional in France...

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The list isn't coming up for me.

31 minutes ago, HistoryGuy said:

The list isn't coming up for me.

Second time lucky...

jI5OCHr.jpg

On 2/3/2018 at 7:32 AM, mcgreag said:

My personal favorite Gunboat build is:

Lieutenant Karsabi (24)
Wired (1)
Heavy Laser Cannon (7)
Linked Battery (2)
Long-Range Scanners (0)
XG-1 Assault Configuration (1)

Total: 35

You can slam and fire the HLC with almost a full reroll.

I've tried this build out myself, but I haven't figured out what to pair with it. What do you usually run with him?

7 minutes ago, SabineKey said:

I've tried this build out myself, but I haven't figured out what to pair with it. What do you usually run with him?

35 points is pretty mu ch the sweet spot for imps to fill around... mix and match QD, Vader, OL, Vessery, Ryad, Inq, countess, pure sabacc, deadeye rho vets, etc

10 minutes ago, hawk32 said:

35 points is pretty mu ch the sweet spot for imps to fill around... mix and match QD, Vader, OL, Vessery, Ryad, Inq, countess, pure sabacc, deadeye rho vets, etc

I know it fits with most of those pieces in the Imperial arsenal, but I haven't found a good combo that can draw attention away from Karsabi, who tends to be a juicy target. Now, part of that can be helped with me learning to fly the Gunboat better, but I was hoping to hear if there was any list building tips to help.

17 minutes ago, SabineKey said:

I know it fits with most of those pieces in the Imperial arsenal, but I haven't found a good combo that can draw attention away from Karsabi, who tends to be a juicy target. Now, part of that can be helped with me learning to fly the Gunboat better, but I was hoping to hear if there was any list building tips to help.

Try QD and saba cc. They won't get ignored.

12 minutes ago, hawk32 said:

Ah, there we are. My own first attempt went with my usual ignoring that SFs actually have Missiles, thus was way under the point limit and not happy about it. This looks better.

My thanks! I look forward to trying this out.

8 minutes ago, SabineKey said:

Ah, there we are. My own first attempt went with my usual ignoring that SFs actually have Missiles, thus was way under the point limit and not happy about it. This looks better.

My thanks! I look forward to trying this out.

I've never actually run it, but it could be good. Might try dropping crackshot and lwf from sabacc and giving him lone wolf. Or just switch crack for vi, depending on your meta.