Triple Scouts ?

By K13R4N, in X-Wing Squad Lists

It's back (not really)

(52) Contracted Scout
(9) Proton Torpedoes
(5) Contraband Cybernetics
Points 66

(52) Contracted Scout
(9) Proton Torpedoes
(5) Contraband Cybernetics
Points 66

(52) Contracted Scout
(9) Proton Torpedoes
(5) Contraband Cybernetics
(2) Tactical Scrambler
Points 68

Total points: 200

Could it work? Target lock, Shoot the torps, K turn, cc, target lock, and shoot again. On the 2nd turn they will have to K turn and not get a action agaist my protons or not K turn and not get a shot on

At that point, you can do better for a torpedo/cybernetics carrier in the form of the kimogila, it has the same health of nine (one less shield to hull), though it is a downgrade in agility.

it is a medium base and as such will be easier to use in formation for an opening salvo, while also having saturation salvo for more damage (though that may be swapped with a regen astromech for survivability) and has reload capabilities.

Cartel Executioner — M12-L Kimogila Fighter 44
Saturation Salvo 6
Proton Torpedoes 9
Contraband Cybernetics 5
Ship Total: 64
Cartel Executioner — M12-L Kimogila Fighter 44
Saturation Salvo 6
Proton Torpedoes 9
Contraband Cybernetics 5
Ship Total: 64
Cartel Executioner — M12-L Kimogila Fighter 44
Saturation Salvo 6
Proton Torpedoes 9
Contraband Cybernetics 5
Ship Total: 64

You have a higher damage output for your two turns of shooting (one if you use saturation) and a higher initiative to use it with plus points to spare. Also the bullseye “dead to rights” increases damage further.

the scout isn’t really that great of a weapon platform in contrast.

I underatand this was most likely posted as a joke but I think the jumpmaster fills a different role to the torpboat it was in 1.0 and that this is a good chance to show how it works differently.

I think I mentioned the build on the day the points lists came out. I think it's kinda gotta be played on table. That new dial is a lot worse, and the feel of it will be big, as well as the difference due to being a mobile single arc ship. Loss of the old R4 Agromech is also huge; that gave a lot of free mods. I still think the Jump is a bit too pricey, but it might not be too bad. One of these things is going to be fairly hard to bring down fast, and has a much better chance to get two shots off than a lot of torpedo carriers.