Rebels - what is this missing?

By FriendofYoda, in X-Wing Squad Lists

SLAM & Swing

(37) Warden Squadron Pilot
(7) Barrage Rockets
(6) Adv. Proton Torpedoes
Points 50

(37) Warden Squadron Pilot
(7) Barrage Rockets
(6) Adv. Proton Torpedoes
Points 50

(37) Warden Squadron Pilot
(7) Barrage Rockets
(6) Adv. Proton Torpedoes
Points 50

(39) Hera Syndulla
(4) Ion Cannon Turret
(5) Nien Nunb
Points 48

Total points: 198

Its missing a 4th of those Ks

1 hour ago, Greebwahn said:

Its missing a 4th of those Ks

Do you think the APT are worth it? Will most ships just escape the range 1 shot?

Its a brutal range denial thing is what it is. No one will want to be there

Do advanced protons ever get a chance to be used on low initiative ships without reposition?

I would be tempted to put sabine crew in the list and run seismic charges on the 3 k-wings.

Not sure about Hera in the attack shuttle, Thane in an X-wing hits harder(crit control), has more health, and has a more open dial at the same price. I don’t have much experience with Hera in the shuttle, I usually use her in the Ghost.

I suppose instead of the APT you can fit a mix of bombs plus Sabine in there. Maybe even an informant?

But @Greebwahn makes a great point, even if they dodge the range 1 torp they will likely have to not shoot back and still get tagged by my bow tie arcs

56 minutes ago, FriendofYoda said:

I suppose instead of the APT you can fit a mix of bombs plus Sabine in there. Maybe even an informant?

But @Greebwahn makes a great point, even if they dodge the range 1 torp they will likely have to not shoot back and still get tagged by my bow tie arcs

My only problem with the APT’s is they are unlikely to be used, therefore is area denial worth 18 points?

I feel like a proton rocket is a more effective threat because it can force a target at range 2 to perform a reposition action instead of a dice modifier(both options are usually not worth the cost unless in a swarm/mini-swarm to overlap arcs)

APT’s range 1 limitation combined with lock requirements makes it hard to make use of if your ship doesn’t have linked lock actions, and/or high enough initiative to move after your opponent already chose their actions.

So I flew a variation on this list yesterday, 4x K-Wings with Barrage and Prox Mines.

It was crazy just how fast those things can get into position and I was able to really squeeze my opponent into one side of the board. There was a R3 engagement, then a R1 engagement (I had turret facing front/back) and then dropped 4 Mines the following system phase, I don't know how good it is - but man it looked scary as **** and I won the game losing 1.5 ships.

Missing? Leia.