ABXY vs. Bomber and Interceptors

By Rakky Wistol, in X-Wing Battle Reports

Thought I would have a full weekend of flying but it turns ou life had other plans. We were doing a warm up game with:

Bomber + assault x2 (1 had seismic)

Fell + PTL

Turr+ VI

And me with

Green squad + PTL + concussion

Blue + FCS+ hull upgrade

Rookie + R2

Gold + Ion

Round one was slow roll for both of us with an astroid field in front. Awing shot up behind an astroid and focus evaded in front of the 2 interceptors on the far right. Fell had a shot at range 3 through the astroid that had no hope and the awing got a lucky one back on him but missed.

Round 2 I spread out but not enough. Bombers slow rolled 1 forward and target locked. Awing got in the way of the interceptors. Turr would end based and target lock/focused Fell. Interceptors bumped and took shield off awin and awing got in a hit on Fell. Bombers assaulted Xwing for 2 and splash my other 2 ships 1. Other missile missed. Bwing was the only other of my ships to hit, took 1 hull off one bomber.

Turn 3 was fancy maneuvers on my first 3 ships to keep from colliding, have max firing arcs and try to stop bomber progress. They 5k'd and avoided it all. Awing hard 2 and boosted around the astroid and target locked the Uninjured bomber. Fell and turr swung around opposite sides of the astroid and had range ones shots on the rookie and bwing and awing. They chose awing and bwing. Awing dodged all and the bwing took a full 4. Ouch. Awing unloaded a full 4 on a bomber with one crit. Bomber dodged 1 and took 4! Nice exchange. Rookie took1 off of fell and Turr was never in a firing arc. Bwing came up empty. Y wing ionized the mangled bomber bringing it to 1.

Turn four was the turn.

Turn four saw me slow rolling forward the bwing and ywing but that left my bwing out of position. rookie barely snuck a kturn in. Bombers regrouped with one having a shot and one staring out into space. Awing continued the turn 2 focus and evade game. Fell kept chasing and turr would end up out of arcs again.

Turr took down the rookie and Fell wiffed on the awing again. A wing had a shot on the bomber and missed. Bomber took bwing down 1 more hull. Bwing rolled 2 hits and 2 crits on Fell to end him. Ywing missed.

Turn 5 was mostly readjustments. Turr took out the bwing and the. Was promptly ionized by the bwing.

Turn 6 saw bombers taking shots at the awing to get him down to 1 and then he awing promptly target locked, focused, and range 1 fired on Turr. After all the adjustments it was just enough to take him down. Opponent conceded when the Y wing finally turned around and ionized the other bomber while the awing did the evade and focus jigg the rest of the game

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Lessons learned:

Bombers can dogfight. Having a 1 forward and barrel roll and the 5k turn are big.

Bwings dials are rough. Takes a lot of getting used to.

Green squad with PTL is awesome! Love em.

Interceptors still pop far too easily.

Edited by Rakky Wistol

gr8 report - howd u think ud have dome with a Capt Jonus + squad leader instead of Turr?

ur initial alpha strike might have been more reliable (sure still could miss but two rerolls per missile is pretty good)

uv still got enough pts for stealth device on Soontir. thats 99pts...

Capt Jonus + Sdq Ldr

2x Scimitar Sqd Pilot + assault missiles

1x Soontir + PTL + Stealth

i know its only one matchup but im thinking of a similar 3 bomber sqd myself and urs looks like its got some nice potential.

I was actually piloting the rebels. We said right after the match that had the 2nd assault missile hit it would have been different. His squad was not optimized as we thought it was going to be 1 of 4 games.

The only major errors on either side was firing at my rookie rather than the bwing with the second missile. Would n't have splashed both other ships but would have done more damage overall and then chasing around the evading/focusing Awing wasnt profitable.

I like the alpha strike with interceptor back ups. I would probably run:

Bomber + assault = 21

Bomber + concussion = 20

Fell + PTL + stealth= 33

You can then go for #'s advantage with 2 ties or go with saber + stealth.

I really like this list. Now that I have one of each Rebel fighter I think I'll give it a try and see how it plays out against my usual opponent.

I really liked it too. I think it will have some fine tuning to do and have a bit of a learning curve (looking at you bwing) but I'm an imperial player and really enjoyed it.

I'm not sold on the R2 unit on the rookie or the hull upgrade for the Bwing (although it did come into play in this battle). That's 5 points to play with and that would be the only change I would look to make.

Wait how are people getting hull upgrade cards? I have 2 of every expansion and have seen none. Just proxy maybe?

Just a proxy. It will be out with imperial aces. It's a point cheaper so sometimes it fits but putting an extra hull on something with some extra hull already isn't that great some days. Crits these days... Didn't burn me this game but they hit my opponent hard.

5 pts (R2 and hull upgrade) is enough to turn the rookie into a named pilot and that might fit better here: gives the squad an earlier attacker and an elite ability. Might be worth it right there. Biggs for defense? Garven for offense?

Edited by Rakky Wistol