Cute Control Rhos + 3rd ship of some kind

By theBitterFig, in X-Wing Squad Lists

The Ship:

Rho Squadron Veteran (28) Alpha-class Star Wing (21), Deadeye (1), XG-1 Assault Configuration (1), Ion Pulse Missiles (3), Flechette Cannon (2), Guidance Chips (0)

The Background:

So I've had this idea for a while: a fun twist on a Deadeye/Harpoon Rho would be to use two spare points and get not Extra Munitions or the title, but Flechette Torpedos. It'd be an OK control tool against a lot of ships, and provides a much better attack than a primary weapon (3 dice + GC > 2 dice + focus), despite not really overloading the ship. Plus, you'll get double mileage out of Reload, since you'll have two weapons to get back, instead of just one. But massed Harpoons can sometimes be a **** upgrade in casual play (go go go for Tournaments, but if I'm just playing a random Tuesday against "eh, I just threw this together because the ships are cool" I don't really want to bring more than, like one Harpoon to that... depends on context).

Anyhow, so I was thinking about something else to do with the basic platform, and other missiles which could be fun. Ion Pulse seemed interesting, but Flechette Torpedos won't work on most large ships, and the turn cycle doesn't work as well, since you'll need to reload after two shots. But then it occurred to me: XG-1 and a Flechette Cannon are only one point more than a Flechette Torpedo, and can be fired when reloading the Ion Pulse Missile. So an interesting sequence emerges:

  1. Ship A fires IPM. Ship B fires Flechette Cannon.
  2. Ship A reloads, fires Flechette Cannon. Ship B fires Ion Pulse Missiles.
  3. Ship A Fires IPM. Ship B reloads, fires Flechette Cannon
  4. (and it repeats)
  5. ???
  6. Profit.

Probably more fragile in gameplay than on paper, but it seems like a reasonable amount of control to throw onto something. Damage output might be low, however. Let's see what a 3rd ship can add.

The Partners:

  • Test Pilot “Blackout” (43) TIE Silencer (31), First Order Vanguard (2), Push the Limit (3), Advanced Sensors (3), Advanced Optics (2), Autothrusters (2)
  • Kylo Ren (44) TIE Silencer (35), First Order Vanguard (2), Veteran Instincts (1), Fire-Control System (2), Advanced Optics (2), Autothrusters (2)
  • Major Vynder (33 + Ordnance) Alpha-Class Star Wing (26), Push the Limit (3), OG-1 Arsenal Loadout (2), Advanced SLAM (2)
  • Quickdraw (43) TIE/SF Fighter (29) Expertise (4), Fire Control System (2), Advanced Optics (2), Harpoon Missile (4), Special Operations Training (0), Lightweight Frame (2)

Just a few options. Kylo and TPBO have a fun, new ship. Silencers are just nifty. Perhaps not super hard-hitting, though. Vynder packs Harpoons (or Homing, by context), and a few more treats. Advanced Proton Torpedos would fit and hit HARD, or Extra Munitions and Cluster Missiles. Proton Rockets are cheap (more important in a different list than this one), and add an extra die over Primary in Range 1, but get countered pretty hard by Hotshot Copilot. Quickdraw is an old favorite hard-hitter, and the free point could make Harpoon into Homing, depending on how friendly the game is. But once you start getting into Heavy Control, perhaps friendship is already out the door.

If I bring this some upcoming casual night, I'd go with Test Pilot Blackout (new and cool) or Vynder (triple Gunboat).

Any reason to prefer Ion Pulse Missiles over Ion Torpedoes other than cost?

Cost mostly. 5 points is a lot. Ion Pulse Missiles also do two Ion tokens, so you'll activate the ion move on a Large Base Ship with a single shot, but Ion Torpedos only put one* Ion token on a target. That said, Ion Torpedos can do actual damage. It could easily be worth considering. You've still got strong control, you hit harder (not that much harder... I figure a lot of the time you'll get partially evaded so the one-damage cap isn't too big), and a 40 point ship like a QD could still do a lot of damage.

It's worth thinking about.

*There is a minority but not absurd interpretation of Ion Torpedos that since they name both the defender and ships at range one of the defender, that the target is double-counted and double-Ion'd. Most folks disagree with this.

Edited by theBitterFig