After the points rejigging some key turret carrying ships and dorsal turret itself got cheaper.
It feels like the Y-Wing is coming into its own. Veteran Turret Gunner is going to get played more. Those double taps are nasty.
I posted this in a thread previously but I wanted to try and create some specific discussion about this type of squad which I feel will become a popular archetype over the next 6 months.
After some test games using drea +2 mining ties +2 Lok Revenant/Dorsal Turret/Veteran Turret Gunner I have settled on the following squad.
Drea + dorsal turret + hull upgrade (47)
Lok Revenant + dorsal turret + veteran turret gunner (51)
Lok Revenant + dorsal turret + veteran turret gunner (51)
Hired Gun + squad leader + ion cannon turret + veteran turret gunner + R4 astromech (51)
200pts
- This squad is SLOW. It has issues keeping fast ships in arc but the range 2 killing zone it can create with all those turrets is effective vs enemy ships getting into range. The Lok revenants can really dish out heavy damage esp. at close range but the trick with this list is to get consistent shots on enemy ships. Not easy with low init. pilots (2.2.2 and 4). The scurrg bombers cannot k-turn but do have a 3 talon roll. Their medium base can have difficulty with finding enough space to maneuver but with practice I'm getting better at wrapping around obstacles and auto bumping when its useful to do so.
- Squad Leader comes in at 6pts on Hired Gun which is pretty cheap for a red coordinate. R4 helps to keep the coordinate online. Giving ur frontline ship a TL when they already have a focus seems good. Also possible to give something a red barrel roll after it focuses or a blocked friendly ship an action. All these options become possible with squad leader.
- Ion Cannon Turret adds a bit of control to the list that is a little matchup dependent but at worst a little insurance vs big base ships. Hired Gun can fire after the scurrg bombers making the odds of an ion token sticking a little higher. If I can be confident of an ion shot hitting then the ionized ship may even drift into range one of at least one scurrg the next round.
- Drea's rerolls take the veteran turret gunners up a notch in consistency. in theory you get 6 rerolls if all ships get a range 2 shot with dorsal turret aimed at an enemy. Keeping the turrets facing forwards is the easiest way to achieve double taps with focus although occasionally rotating the turret can in theory give you a second turret shot on a new target.
- I am finding the squad a challenge to fly and its a squad that rewards skillful play and good decisions. Players who are unprepared for the squads firepower will get steamrolled by the Revenant double taps at close range. When you pull that off the squad is scary. To achieve this against a well prepared player? Well thats going to take a high level of mastery.
Feedback/comments/suggestions welcome.
Edited by Da_Brown_Bomber