On 1/1/2019 at 2:05 AM, Smudger13 said:Jumping on this thread following the redirect Wurms.
I can definitely see the potential of the homing missile on the SF. My personal preference is to have aces to play with as well though so I was wondering whether 3 homing missiles is enough?
The squad I posted in the other thread is as follows;
quickdraw, Backdraft and PS2 SF with fanatical midnight and targeting synchroniser.
All the SFs have homing missiles, gunner on QD and you still have some points for upgrades.
I6 TS Midnight should be useful to target lock with good board knowledge to set up the strike, and the aces all have good options in the late game.
I suppose my thought is whether the strength of this style of list is in the numbers.
3 Homing Missiles is good for a legit threat. 3 dmg is half of Kylos and Lukes and almost dead awings, etc. They cant just hang out at range 3 and pick you apart, or hit and run and boost to range 3 for protection. Death by a thousand paper cuts. This aint an alpha strike. Its slow torture. Being in arc = dmg. Its like ABT. It sucks. Unless a 3 agility ship is behind a rock to get that 4th dice, they can't take the chance.
3 green dice with a focus vs 4 reds with a lock is 1.22 expected hits (43% for a crit)
4 green dice with a focus vs 4 reds with a lock is .79 expected hits.
I like the idea of Midnight as Syncher. Might give it a try. Allows Quickdraw to save a focus for defense if needed, or else a revenge shot. BD is high PS than Zetas/Omegas and adds a red dice. I will see if I can test it tonight:
Will probably go with this:
"Midnight" (44)
Fanatical (2)
Targeting Synchronizer (5)
"Quickdraw" (45)
Fanatical (2)
Homing Missiles (3)
Special Forces Gunner (10)
Fire-Control System (3)
"Backdraft" (41)
Fanatical (2)
Homing Missiles (3)
Fire-Control System (3)
Zeta Squadron Survivor (34)
Homing Missiles (3)
Total: 200
Edited by wurms