Advanced Homing Missles and Boba

By K13R4N, in X-Wing Squad Lists

Let's list the top 3 builds (IMO) :

Ghost fenn

Mirranda lowrick ezra/fenn

Palp Aces

Each of these have 1 massive card that makes them better then the rest...

Ghost Fenn - 4 TLT shots can do massive damage

M L E/F - TLT let's Mirranda Regen and do damage (I know she has other stuff but the Regen's the biggest thing imo)

Palp Aces - Palp!!! I mean the build is named around and it and it has a ship that is literally just a carrier for it!

Now if you take tht card away from the build how good is it?

Ghost is 10 times worse

Mirranda is still strong build means you can go for lowrick first without a massive pain in your backside.

Palp aces become.... Well aces. Still strong but it means instead of having to push 10 damage through to get rid of Palp u need to take 1 shot then be on your way attacking the aces.

Problems?

If you don't hit..... If you don't hit then you've missed out on having harpoons that can really push some damage through.

So agaist the ghost you should be fine in hitting.

Agaist the lambda you should be fine pushing the damage through l

Agaist Mirranda it should be possible but you need 3 hits as c3p0 and lowrick is a 2 evades straight up and if he rolls a evade he can stop it. So how can we push through it? Target lock and a focus with 3 dice should be 3 hits if we are not unfortunate but that's not enough so.. We will probably have to go after lowrick first as the risk with Mirranda is too high but the amount of HP lowrick has is difficult so what if we but a torps on? (didn't see that coming did you) Plasma torps onto lowrick and your other ships focus firing him for the initial attack then after he is destroyed you can target the Miranda and get the Boba off.

Next problem?

What if you roll bad with 3 dice a target lock and a focus?

Well that's with everything but being fully modded should at least get you 2 hits and on most targets it should be enough.

Next problem.

Aces, what if you come agaist aces?

You are a ps10 which means you are probs moving last so arc dodging will be difficult for you opponent so what's the best play? Don't use it? I mean if it's a situation where you are probably only going to get 1 damage through sure use it but at the end of the day you don't how to use it.

So this is the list I have made:

Scurrg H-6 Bomber: •Captain Nym (47)
Long-Range Scanners (0)
Veteran Instincts (1)
Twin Laser Turret (6)
Plasma Torpedoes (3)
Adv. Homing Missiles (3)
•Boba Fett (1)
•Bomblet Generator (3)

Jumpmaster 5000: •Dengar (52)
•Punishing One (12)
•Lone Wolf (2)
•Maul (3)
Glitterstim (2)

Total: 99/100

What do you think could it work?

The AHM-Boba Nym looks super fun. I really don't like Long Range Scanners, though. It'd be good for having a focus on a Plasma Torpedo shot, but weak in the sense that you can't get TLs at Range 2, but can only shoot Advanced Homing Missile at Range 2. Meanwhile, Guidance Chips + TL is a slightly higher chance of 3 hits--84.4% for 3, 14.1% for 2. Focus/TL is 82.4% and 16.5%. Even with Guidance Chips instead of LRS, I think a Plasma Torp might be better than a 2nd AHM from Extra Munitions. Without Genius to potentially trade-in one of the Bomblets, EM loses some value. AHM is neat, but I don't know that it's a trick you need to use twice.

I guess the only other Nym thing would be TLT vs Autoblaster. With the intent being to use torpedos on the opening, and Nym frequently not living that long, it might be worth considering the auto-damage potential of ABT. I'm not saying it's better, just that it's worth thinking about, and whether it'd be better against some opponents.

Personally, I'd rather have Gonk/Experimental Interface than Maul (and find a spare point to toss in Burnout SLAM... bugging out on a regen ship is always strong), but I know some folks like Maul, so go for what you like. That said, this is a list designed not necessarily blow an opponent off the board first turn, but weaken their ability to sustain into the long game. As such, a Dengar built for sustain rather than initial damage might pair well with that. Zap the TLT off a Ghost or Miranda, and it won't have damage to kill a regen Dengar. Pop R2-D2 off of Poe, and he can be whittled down. Might even be able to take the Autothrusters off a Kylo Ren. So the things which could point-fortress against you won't be able to.

2 hours ago, theBitterFig said:

The AHM-Boba Nym looks super fun. I really don't like Long Range Scanners, though. It'd be good for having a focus on a Plasma Torpedo shot, but weak in the sense that you can't get TLs at Range 2, but can only shoot Advanced Homing Missile at Range 2. Meanwhile, Guidance Chips + TL is a slightly higher chance of 3 hits--84.4% for 3, 14.1% for 2. Focus/TL is 82.4% and 16.5%. Even with Guidance Chips instead of LRS, I think a Plasma Torp might be better than a 2nd AHM from Extra Munitions. Without Genius to potentially trade-in one of the Bomblets, EM loses some value. AHM is neat, but I don't know that it's a trick you need to use twice.

I guess the only other Nym thing would be TLT vs Autoblaster. With the intent being to use torpedos on the opening, and Nym frequently not living that long, it might be worth considering the auto-damage potential of ABT. I'm not saying it's better, just that it's worth thinking about, and whether it'd be better against some opponents.

Personally, I'd rather have Gonk/Experimental Interface than Maul (and find a spare point to toss in Burnout SLAM... bugging out on a regen ship is always strong), but I know some folks like Maul, so go for what you like. That said, this is a list designed not necessarily blow an opponent off the board first turn, but weaken their ability to sustain into the long game. As such, a Dengar built for sustain rather than initial damage might pair well with that. Zap the TLT off a Ghost or Miranda, and it won't have damage to kill a regen Dengar. Pop R2-D2 off of Poe, and he can be whittled down. Might even be able to take the Autothrusters off a Kylo Ren. So the things which could point-fortress against you won't be able to.

Good thoughts! Will probably switch out LRS do GC then. I can see the idea with playing the end game having a Regen ship. I will defo try it!

If you're using Maul on Dengar, I've seen Wired work wonders for people - I would suggest that - saves you a point for EM on Nym.

This is definitely a brutal list if you can Boba someone's key card.

I might ditch Plasmas for CM on Dengar?