Missile turrets

By Xeletor, in X-Wing Squad Lists

Use homing missiles and get locks with probe. One buzz droid if you run into large ships. Fun?

Count Dooku (61)
Hate (3)
Jamming Beam (0)
General Grievous (3)
DRK-1 Probe Droids (6)
Scimitar (4)
TV-94 (5)

Ship total: 82 Half Points: 41 Threshold: 5

Separatist Drone (22)
Homing Missiles (5)
Grappling Struts (3)

Ship total: 30 Half Points: 15 Threshold: 2

Separatist Drone (22)
Homing Missiles (5)
Grappling Struts (3)

Ship total: 30 Half Points: 15 Threshold: 2

Trade Federation Drone (20)
Discord Missiles (6)

Ship total: 26 Half Points: 13 Threshold: 2

Separatist Drone (22)
Homing Missiles (5)
Grappling Struts (3)

Ship total: 30 Half Points: 15 Threshold: 2


Total: 198

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Separatist Alliance&d=v6!s=200!334:204,12,,219,,221,,216,223:;343:100,208,:;343:100,208,:;279:224,,:;343:100,208,:&sn=Duku homing&obs=

DRK-1 Probe droids are amazing. If you've ever played 1.0, they are basically long range sensors. If you're taking missiles on your droids, they are definitely worth it. Fire one out the front of the scimitar and then bank it forwards at the start of activation, and you have an enormous range to get target locks. If your opponent rushes in, you can hit them with locked missiles. If they take it slow, you can calculate and then hit them with calculate+locked missiles, which is even better. This works especially well with an alpha strike strategy.

I'm less sure about homing missiles, though. Homing missiles work best when you have enough to threaten a kill on an ace - that means at least 3 (for soontir), but ideally you want 4-5 missiles so jedi, vader, duchess, and whisper start being scared. You need to put in damage (1 per missile per turn) fast enough to threaten/kill aces before your ships die. Unfortunately, droids are fragile, and I don't think 3 missiles is enough. The most likely outcome is that the aces will arc dodge 1-2 droids, maybe eat a missile, and kill the other droid before it fires. Against big ships, your missiles and buzz droids do damage too slowly to be dangerous.

TV-94 also doesn't work well with missiles, so I'd drop him. If you're bringing him as a backup for when the missiles are spent, he's not likely to do much because your droids (or dooku) will probably be dead by then. You'd be better off spending your points on something you can use from the start of the match, because an early advantage is the best advantage. TV-94 also only works at range 0-3, which might be a problem as Dooku cloaks around the board while your vultures sit on rocks.

If you just want to fire missiles with probe droids, I'd go for an alpha strike type list. For example, Maul with hate and grievous crew supported by 4 separatist drones with concussion missiles. Maul can pump in some damage cards on two enemy ships and the droid missiles flip those cards up, causing chaos.

If you want to sit on rocks and be sneaky, I suggest this (highly experimental and possibly awful) list:

Dooku: DRK-1 Probe droids, Hate, General Grievous, Jamming Beam, hull upgrade
4x Separatist Drone: Grappling struts, concussion missiles

Dooku has a big job here: he is both bait and the probe deployer. I'm not sure if he's up to the task, but it sounds like a fun thing to try. Send dooku up quickly, using decloak for speed, but make sure he's cloaked when he gets towards the enemy. Deploy the droids into enemy range as soon as possible so your vultures can take locks. Use dooku to lure the enemy back into the rocks, where your vultures are parked and waiting, and shoot them to bits with your vultures. If dooku is in a tricky spot, remember that you can discourage people from shooting at him when he's cloaked because he can decloak if he is attacked (but don't decloak in front of an entire list or he will just die).