I've run a few games with 4 Passive Sensor Gunboats with Proton Torpedoes. I liked the fleet overall -- feels kinda casual level, which is fine for what I want. I suspect the fleet would struggle at higher levels of play, at least as I've built it. Alpha-strike fleets tend to be feats or famine, and gunboats lack jousting so they need to be able to scatter and come back around, while something like a vulture swarm can slow-roll, k-turn, or park on rocks to keep the pressure up. All the same, I'm liking the fleet enough to continue tinkering with it.
Aces fly circles around it, but the ships are so bulky that it gives me time to scatter and come at them from various angles so they can't arc-dodge forever. Eventually I get a lethal shot into them. I fought several ace battles actually; I've either won or come respectably close to winning each of those fights. The time I fought a Decimator it went down extremely fast, and I think that's where this style of fleet shines. Fat targets are delicious .
The starter
For this initial run I threw together a bunch of Nu pilots, with one packing an additional Advanced Proton Torp for close combat. He occasionally managed to fire that, but it was usually a different gunboat stuck at range 1 of the enemy. It's a basic fleet for a basic test of effectiveness, and it's generally effective.
- Nu Squadron Pilot with Passive Sensors + Proton Torpedoes + Os-1 (48)
- Nu Squadron Pilot with Passive Sensors + Proton Torpedoes + Os-1 (48)
- Nu Squadron Pilot with Passive Sensors + Proton Torpedoes + Os-1 (48)
- Nu Squadron Pilot with Passive Sensors + Proton Torpedoes + Os-1 + Advanced Proton Torpedoes (54)
At one point I swapped the APTs for Diamond-Boron Missiles. I didn't end up using them though because standard Proton Torps were always better (four dice with a crit is amazing compared to spending two charges for 3 dice and a 50% chance for another damage if I hit at all). That said I never fought any swarms, which is where DBMs would shine over protons. And probably where I'd need the most help killing ships before they return fire.
With Support
I'm also considering swapping one gunboat out for a support TIE Reaper with Seventh Sister (just for the Force mods; her ability rarely works well), granting both coordination (get one torpedo focused) and a decently strong primary attack that doesn't mind range 1. Unlike a Lambda, the reaper doesn't feel like a dangerous liability against fleets that love to joust, because it can easily scram out of the intended death zone (where a lambda just... can't). If you have tactical officer it helps manage speed too: you can use a red coordinate to slow down (no ailerons next round), or white to move fast and keep up with one or more gunboats. IMO, that all adds up to a solid support that helps instead of hinders the team.
- Nu Squadron Pilot with Passive Sensors + Proton Torpedoes + Os-1 (48)
- Nu Squadron Pilot with Passive Sensors + Proton Torpedoes + Os-1 (48)
- Nu Squadron Pilot with Passive Sensors + Proton Torpedoes + Os-1 (48)
- Scarif Base Pilot with Seventh Sister + Tactical Officer (56)
I wonder if perhaps Krennic or a plain Shield Upgrade would be better than Tactical Officer; I could also stand to trade Seventh Sister for a couple of Ruthless Rhos (see below for my thoughts on Ruthless gunboats).
- Rho Squadron Pilot with Ruthless + Passive Sensors + Proton Torpedoes + Os-1 (52)
- Rho Squadron Pilot with Ruthless + Passive Sensors + Proton Torpedoes + Os-1 (52)
- Rho Squadron Pilot with Passive Sensors + Advanced Proton Torpedoes + Diamond-Boron Missiles + Os-1 (51)
- Scarif Base Pilot with Director Krennic or Shield Upgrade (45) (maybe Hull Upgrade and another Ruthless Rho)
I haven't tested either Reaper setup yet (just four gunboats so far), but I like the potential of the support variant.
Ruth Stays Home
As above, one variation I'm considering is upgrading everyone to Rho and adding Ruthless when able. Though we don't necessarily need the Init boost thanks to Passive Sensors, it can sometimes be handy to fire before other scrubs (e.g. swarms and other alpha-strikers). And adding Ruthless appeals to me since I often have a gunboat or two at range 0-1, especially against those ace fleets. If they can't dodge the arc, they like to move into range 1 to prevent a gunboat's torps.
I see three main virtues to eschewing Ruth's presence in my fleet :
- Gunboats have lots of health to spend on that Ruthless dice modification
- Ruthless handles that one blank/focus I tend to have left even after a spent lock, especially on proton torps
- It's a good use for a gunboat stuck at range 1 of the target (and unable to unload torps of its own), or a TIE Reaper hanging out in front (where it's wont to be given its initiative)
In the past I've had great results with Ruthless, but I haven't tried it in setup so I don't know that it'll work out in practice.
- Rho Squadron Pilot with Ruthless + PS + Proton Torps + Os-1 (52)
- Rho Squadron Pilot with Ruthless + PS + Proton Torps + Os-1 (52)
- Rho Squadron Pilot with Ruthless + PS + Proton Torps + Os-1 (52)
- Rho Squadron Pilot with PS + DBM + Os-1 (44)
Thoughts?