Strikers and Nets

By sthej, in X-Wing Squad Lists

Strikers will be coming with Connors nets. Has anyone tried this combo? Any insights?

Anyway, I'm toying around with this idea:

(34) Planetary Sentinel [TIE/sk Striker]
(6) Conner Nets
Points: 40

(34) Planetary Sentinel [TIE/sk Striker]
(6) Conner Nets
Points: 40

(34) Planetary Sentinel [TIE/sk Striker]
(6) Conner Nets
Points: 40

(34) Planetary Sentinel [TIE/sk Striker]
(6) Conner Nets
Points: 40

(34) Planetary Sentinel [TIE/sk Striker]
(6) Conner Nets
Points: 40

Total points: 200

Maybe you'd be able to chain a ship right off the mat...

I've been playing with Striker swarms, and I really like them. I have to admit Conner Nets are not something I've experimented with, though.

3 automatic ion tokens and 1 damage is nice, but locking someone into a predictable path is especially brutal. I suspect it's going to be even nastier once we start seeing droid squads en masse, since locking out calculate is going to be even more painful for ships who don't natively have the focus action.

I know @theBitterFig has played against a squad packing proximity mines and found it an interesting matchup, and I suspect conners could prove even more effective.

Chaining a ship off the mat is probably overestimating their potential - to drop mines on a ship, you'd need to keep parking strikers in front of it, which is probably a bad plan when packing the mines means you're not spending your 6-points-of-upgrades-per-striker on a shield upgrade or stealth device. However, you probably only need to ionize a target once to really mess with it; if someone is dumb enough to joust 5 TIE/sk with mines aboard head-on, then the following turn you can mass-drop a minefield and loop in behind them. A turn where a target can only fly slow and straight and cannot reinforce or reposition generally means 4-5 strikers parked at range 1 of you, which frankly has a decent chance of obliterating any ship you'd care to name.

If you really wanted to be mean, for that matter, you could mix and match your ordnance loadout - a mix of proximity mines and conner nets could be extremely painful,

I feel like the 1-charge of Conner Nets is going to make it hard to get too many chained mines onto a ship. Likewise, there'll be fewer that you're able to toss out, just to make awkward lanes through the asteroids. Prox mines were able to litter things up a decent amount, and flying Fang Aces against them they were pretty scary. I kind of forgot about them, until Fenn Rau was rewarded with a 3-hit Proximity Mine. After that, there was a decent change to how I flew, barrel rolling someone away and missing a shot instead of boosting into range 1 to take one.

But the only real advice I've got it to put it on the table.

I like the idea of mixing proximity mines with the nets. And yeah, I can imagine how painful it would be to joust, get netted, and have the strikers flip a k-turn or sloop to be right on your tail.

It's a scary proposition. But- you'd likely only get 1 chance to pull it off and then only versus an opponent crazy enough or unable to avoid the joust.

I'm wondering if my phantoms could slip past the strikers and I think decloak versus ailerons... maybe not 😕

I've been playing around with this list on Fly Casual (albeit with strictly mines and no nets, since those don't exist yet). It's been very interesting--and you can pull off some weird tricks, pooping out mines. But woof, strikers are not sturdy vehicles! And I'm struggling to get them to beat other lists I've made. Granted, I have more practice time with those lists...