Double Heavy Gunning 31's

By Lt. Husker, in X-Wing Battle Reports

Hello all,

I just recently started playing X-Wing and I have a pretty decent group of players in my area (Charleston W.V.) that play and I've been running a list that has been the cause of a fiew headaches for the rebel players that I game with. It's 99pts and has:

Krassis Trelix 51pts

With Gunner, Heavy Laser Cannon, and Stealth Device

Bounty Hunter 48pts

With Gunner, Heavy Laser Cannon, and Stealth Device

This gives them 4 attack dice no matter the range with the reroll off the Gunner if I miss and evasion 3 (often 4 due to staying at longe range for my heavy laser cannon). Krassis allows me to reroll one attack die with my secondary weapon. With all the rerolls there isnt a turn that goes by that I dont either completely destroy a ship or cripple it to the point of no return. I saw the list of triple bounty hunter but that doesnt allow me to take any upgrades and I love upgrades. No one in my group has been to a major tournament yet and I'm wanting the opinions of some more experienced players than myself. What do ya think?

I'm not sure I would put stealth devices on ships with only two agility dice. I've found they just don't last long in that situation, often being destroyed on the first hit.

That's something I was thinking about myself. I just couldnt find anything else for 7 leftover points. I was thinking some missles but I've never gotten much use out of them. I guess the question now is, if I was to take out the stealth devices what would I add in?

You could consider upgrading the Bounty Hunter to Kath.

You could give one of the ships a Shield Upgrade.

You could add a bomb if you think you can pull them off.

You could give Krassis an Engine Upgrade to make sure he gets someone in his firing arc.

It is tricky since neither of them can take Elite pilot upgrades, where you can get the 1-2 point filler mods for your squads.

If you go with missiles you might think about cluster missiles on Krassis. Forum wisdom considers these missiles weak, but they are the only ones that can be fired at range 1, and allow you to use Krassis' ability when enemies are too close for the heavy laser.

I'd rather just go with his 4 attack (3 + 1 one for range) and use the points on something else. :)

The shield upgrade is way better than stealth device in this case. I didnt think about that (which is why I'm asking you guys haha). Do they come out of the millennium falcon kit? And does anyone know a good site to get single upgrade cards? All I play is empire and dont wanna have to buy a falcon just to get a tiny card. I looked on ebay and nothing is coming up.

Shield and engine upgrades both come from the YT/Falcon box.

There have been a number of reports that a 2x Firespray list each with the HLC does extremely well.

It has done really well for me. Id like to hit up a regional and test it but the closest one is up by WVU this weekend. I may go anyway

dvang said:

There have been a number of reports that a 2x Firespray list each with the HLC does extremely well.

Indeed they do cangrejo

Keffisch said:

I'd rather just go with his 4 attack (3 + 1 one for range) and use the points on something else. :)

Don't forget his ability with secondary weapons, which with Cluster Missiles can be performed for each attack…

After that the range bonus is indeed useful. Throw Gunner in there, and, well, it's a good combo.

I ran:
Krassis Trelix; Heavy Cannon, Seismic Charges, Gunner
Kath Scarlet; Heavy Cannon, Seismic Charges, Marksman
At a local event and was 3 wins no losses and I think I never lost more than shields. I probably forgot both pilot abilities few times but, it didn't matter. Two opponents where 3 ship Rebel builds the last one was a Firespray (Overly pimped out to me) with 2 TIE interceptors. Also my opponents said they hadn't played much before. A couple weren't too sure of some rules and that propably helped the out come. I love the seismic charges. I dropped one of them in the last turn against the Imperial opponent and finished off a TIE interceptor, gave the 5th hull to his Firespray (shot him for the 6th) and, 1 shield hit to my Kath racing to get back to the fray: OOPs.

As an experiment I ran 4 Y-wings with ION Cannons (Dutch+ 3x Gold Squad) playing solo against the above and the Y-wings won two trials by scoring mutiple ions hits then leaving 1 Ywing in front so the Firesprays couldn't move or get actions while the others circled around the blind arcs picking them apart.