Horton's new ability is a pain to list build around, but I do really like that he seems to synergise very nicely with Intimidation Arvel.
Two Battle of Endor squadron leaders working well together is something I like. Arvel wants to be at range 0 of a target, and doing so with Intimadation means that Horton is getting a shot against that target with a free single die re-roll and against reduced agility. He also potentially gets to double tap. Question is, what to fill the rest of the list with?
The way I see it, the more ships you can get to range 1 the better, but you also need something that can put out some damage. What's cheap enough to get two of, but also give you decent options for damage? Well...
Arvel Crynyd [36]
- Intimidation [3]
Total - 39
Horton Salm [38]
- Expert Handling [3]
- Ion Cannon Turret [6]
- Veteran Turret Gunner [8]
- R4 Astromech [2]
- Proton Bombs [5]
Total - 61
Gray Squadron Bomber x2 [32]
- Dorsal Turret [4]
- R3 Astromech [3]
- Adv Proton Torpedoes [6]
- Proton Bombs [5]
Total - 50 x 2 = 100
Total 200 points
I'm not sure whether Grays or Golds are optimum here. I can't work out whether slightly higher initiative and a talent slot is worth losing some of the tools in this kit. I could drop the bombs all round to upgrade to Golds with ICTs instead of Dorsals and Expert Handling all round.
But I feel like bombs could be very useful if the aim is to get them in close at range 1. I can't double tap with the generics, so turrets out the sides and bombs in the rear gives them very good coverage. Bombs also make sense when you're hopefully chucking out enough ion the turn before to make the bombs unavoidable.
Edited by GuacCousteau