Horton takes the win!

By Parakitor, in X-Wing Battle Reports

Monday night I had the most intense match I have ever experienced.

Opponent’s squad
Wedge Antilles (Determination, R2 Astromech, Proton Torpedoes)
Luke Skywalker (Determination, R2-D2, Proton Torpedoes)
Biggs Darklighter (R2-F2)

My squad
Wedge Antilles (Expert Handling, R2 Astromech, Proton Torpedoes)
Horton Salm (R5 Astromech, Ion Cannon Turret, Proton Torpedoes, Proton Torpedoes)
Biggs Darklighter

So although our squads were quite similar, there were some major differences. The match started off well enough. We headed for each other pretty slow, exchanging Proton Torpedoes when we got in range. Horton only got one Proton Torpedo off. My Wedge pulled some impressive Barrel Rolls that got him out of firing arcs.

His Biggs went down first, followed by mine. I realized that if the game ended there, I would have a win. I think that’s why I just don’t like Biggs + R2-F2. Too many points wrapped up in a body guard.

We tagged Luke’s hull a bit, but we couldn’t keep the pressure on, and he regained a shield here and there. My Wedge died next, but he took some of Luke’s shields with him. So it was Horton Salm with 2 shields vs. Luke and a full-health Wedge. Not good.

Before my Wedge died Horton tried in vain to run away and line up a torpedo shot. All he acquired was a stress token. He came back to the fight just as Wedge bit the dust.

The big problem was that enemy Wedge was now lined up for a great shot on Horton. Horton rolled one die because of range 3, and evaded one of Wedge’s two hits. Wedge and Horton were facing straight at each other. If I moved straight 1, I could possibly get my Proton Torpedo off, but it wasn’t likely because we would be too close. And then Wedge could eat Horton alive at range 1. I noticed that Luke was still aimed towards the edge, performing straight maneuvers to get shields back to full strength. If Horton could get into Ion range, he could potentially send Luke off the board. To do that, he’d have to go straight speed 3. And I suddenly realized that this would have the added benefit of forcing Wedge to crash into my ship, denying him an attack!

It performed just as perfectly as I imagined! I don’t know why Luke didn't do some bank maneuvers, but I wasn't complaining. It was a big mistake on his part. An ion hit meant Luke was momentarily adrift, and Horton was safe from Wedge’s wrath. Next phase I knew Wedge was going to perform a Koiogran turn, so I needed Horton as far away as possible. I turned to starboard at speed 2 to hide behind a rock, but I didn’t hide far enough behind it. Wedge rolled hit, hit, crit. Horton rolled blank. Horton was dealt Munitions Failure! Which secondary weapon do I drop: Proton Torpedoes or Ion Cannon Turret? I think the answer should be obvious, even to a Kowakian monkey lizard. So all my 3-hulled Horton had left to defend himself was an Ion Cannon Turret and an R5 unit. Using Focus like a madman, along with his reroll ability, Horton managed to tag Luke again, sending him off the map the next turn.

What to do now? Wedge was full health, and Horton was performing at 50% health. Well, the hiding-behind-an-asteroid trick didn’t work last time, but perhaps it was worth a try again. Horton pulled another starboard turn speed 2 and was absolutely delighted to see Wedge come around the asteroid for the kill instead of cutting Horton off! Now Wedge, too, was precariously positioned for the edge! A few more tags and the win would be mine.

The one that starts with Y

At the last turn, Horton got too close, and wasn’t able to reroll his blank: [hit], [hit], [blank]. We had 60 seconds left. If Wedge evaded then he could turn back onto the field. And the result: [blank], [blank]. Epic fail for Wedge! Technically time was up before Wedge actually flew off the table, but my opponent did the generous thing and conceded. Then we counted up points and found I had a full win anyway.

Two things I found interesting. Before the match a few of us discussed the dangers of carrying two Proton Torpedoes. I have had a few matches where I couldn’t get the second one off, but it usually didn’t make much difference. In this game, it clearly helped me; without the second torp I would have lost my ion cannon and I would have been dust. The other thing was before the match my opponent shook his head at my Y-wing. He took three to the Kessel Run and failed miserably. Since then, he has sworn them off. As for me, they seem to get better and better.

I will end with a poem:

Two ships in the hangar stood, and I,
I chose the one that starts with “Y”,
And that has made all the difference.

I love Horton. He may be costly, but he is so easy and reliable. Focus, reroll, repeat.

Amen! Fully loading him has an added benefit as shown in my game: Biggs dies first, Wedge is clearly the next target, and Horton (standing at 38 points) is the last man standing. This means that you will likely have more points leftover if it comes down to time in a 1-on-1 match.

Hm. I may give Horton another chance…

I just don't think Y-wings belong in a fighter vs. fighter engagement.

Well, he's not perfect. I played against a Horton last night who was loaded with Proton Torpedoes, Ion Cannon Turret and R2-D2. He must have regained 5 shields throughout the match. He also rolled quite well, but my TIE interceptor (Alpha Squadron Pilot) evaded all of it. So did Krassis Bounty Hunter in his Firespray. Not a single ion token distributed throughout the entire match.

It was a decent match, but I took advantage of Horton's ability by ramming my TIE interceptor into his aft for two or three consecutive turns. Horton kept regaining shields with Straight speed 1 maneuvers (he would have done 2 speed, but he was approaching the edge). This meant my TIE interceptor was at range 1, so Horton couldn't auto-reroll his blanks. It also meant my interceptor got to roll 4 attack dice, which really helps against a ship with 1 agility.

The early part of the match saw my other TIE interceptors destroyed by Luke's torpedo, Biggs, and Horton's torpedo, but a Seismic Charge and some rear-fire from the Firespray helped to take 'em out. Oh, and Krassis with Heavy Laser Cannon is awesome!

EDIT: I said it was Krassis, but that was a different match. For this match I chose Bounty Hunter.

P.S. But Krassis with Heavy Laser Cannon is still awesome!

Great report and poem. I still haven't played my YWings yet since I'm new to the game but you helped make me eager to.

Wouldn't an R5 astromech cancel a munitions failure?

betes said:

Wouldn't an R5 astromech cancel a munitions failure?

Unfortunately not. The Munitions Failure damage card directs you to immediately discard the secondary weapon upgrade, then flip the card face down. R5 Astromech doesn't come into play until the end phase, so the critical effect is already resolved before your droid has a chance to fix it.