Anti-Pursuit Lasers List

By SableGryphon, in X-Wing

So, I've always been intrigued by the Anti-Pursuit lasers. I can never fit them on my shuttles because they take up the Engine Upgrade slot. So I got to wondering if this list might not be a great annoyance list:

Outer Rim Smuggler + Anti-Pursuit Lasers + Navigator + Intel Agent

Outer Rim Smuggler + Anti-Pursuit Lasers + Navigator + Intel Agent

Outer Rim Smuggler + Anti-Pursuit Lasers + Navigator + Intel Agent + Millennium Falcon

100 Point list designed largely for screwing with swarms. The idea is that you rush into contact with a swarm. They have enough health to survive initial encounters. The Intel Agent lets you see where several ships are going to go, then you can use navigator to help get into position. They have low pilot skill, so they are almost certainly moving first and Navigator + Intel Agent lets you adjust your movement into their path. Turrets allow the YTs to engage nearby TIEs while the swarm has to divide fire because of touching.

I don't think this is a particularly viable or threatening list, but it could be a fun one to play and incredibly frustrating for the opponent. :) What do you guys think?

Edited by SableGryphon

I lost all interest in Anti-Pursuit lasers once I learned the FAQ stated that it only triggers for the ship that touches it after colliding with it. If other ships attempt to move and would have a final resting position on it, but would backtrack far enough so that it wouldn't touch it in the end, it doesn't trigger for them. Page 7 at the bottom left of the last October 10th FAQ.

I'd lose the Falcon upgrade, as you definitely definitely definitely want Initiative in this fleet.

Moving first is vital when you want folks to run into you, and at level 1, initiative gives you collisions with Academy Pilots (Fight) and Alpha Squad Pilots (Intercept) that would otherwise have the movement advantage.

As you've designed it as an Anti-Swarm fleet, the movement advantage is more important than one ship getting Evade actions, aye?

I didn't realize that they didn't get the hit against ships that ran into the ship but backtracked out of touching. Thanks for drawing my attention to it. Still, I think it doesn't hurt this list too much.

And yes, you are right. Lose the Falcon upgrade. I'm used to wanting to use every single point possible. Good call. :)

I'd be worried about lack of firepower. But if you are able to cause enemy ships to collide every turn, then it may not even be an issue. Looks interesting for sure.

I'd be worried about lack of firepower. But if you are able to cause enemy ships to collide every turn, then it may not even be an issue. Looks interesting for sure.

3x 2 dice isn't very good at all. However, when you put it in 3 360* firing arcs, it becomes better.

Ahh, but then there's the Navigator x Intel Agent combo, which means that WHEN you're shooting, you're going to have an easy time of being at Range 1, turning it into 3x 3 dice, with a higher likliehood of being out of firing arcs and/or collided.

Coupled with the extra damage from having other ships ram into you, and it will play out very interestingly indeed.

I posted this idea a while back. I called it "The Blockade."

I'd lose the Falcon upgrade, as you definitely definitely definitely want Initiative in this fleet.

Moving first is vital when you want folks to run into you, and at level 1, initiative gives you collisions with Academy Pilots (Fight) and Alpha Squad Pilots (Intercept) that would otherwise have the movement advantage.

As you've designed it as an Anti-Swarm fleet, the movement advantage is more important than one ship getting Evade actions, aye?

Surely if you want to move first you dont want initiative? You want to move before the ACs and Alphas, so, being rebels, if you pick a hundred point squad you are bound to move first. Initiative has you firing first, moving last.

Some how I think you wouldn't end up getting great value from all those Navigators and Intel Agents. Yes its would be fun to know where they are going, but given the size of the YTs it wouldnt be too difficult covering the spaces a few of the swarm are going to be. It would be better with some Xwing support I reckon, how about:

ORS with APL x 2

Rookie Pilot x 2

Hundred points on the nose. Rushing the YTs and keep the Xwings at range 3 to pick off Ties with focus fire.

I'd lose the Falcon upgrade, as you definitely definitely definitely want Initiative in this fleet.

Moving first is vital when you want folks to run into you, and at level 1, initiative gives you collisions with Academy Pilots (Fight) and Alpha Squad Pilots (Intercept) that would otherwise have the movement advantage.

As you've designed it as an Anti-Swarm fleet, the movement advantage is more important than one ship getting Evade actions, aye?

Surely if you want to move first you dont want initiative? You want to move before the ACs and Alphas, so, being rebels, if you pick a hundred point squad you are bound to move first. Initiative has you firing first, moving last.

Initiative has you move first and shoot simultaneously.

initiative is a tricky thing.

If you get it, you'll profit from open space more often if you have low enough ships. You'll get actions and have a chance of denying action.

However, a lot of people tend to forget the simultaneous fire rule. If you lost initiative and your skill 2 ship got shot to death by a skill 2 ship, you CAN and MUST fire back before you remove it from the board.

Meh, ORS is just not worth it IMO. 2 attack dice on a turret? you're still going to have a hell of a time hitting those pesky imperials even at range 1.

Ive had really good luck with this APL list, and it has some firepower to back it up:

Bounty Hunter + APL + Seismic Charge

Bounty Hunter + APL + Seismic Charge

Captain Yorr + APL

The Seismic Charges are a great way to get in some free damage if you're good with them, and if you can keep them together, you will get a lot of use out of the APL. Yorr is nice to let your BHs K-turn without taking stress if they stay close.

Meh, ORS is just not worth it IMO. 2 attack dice on a turret? you're still going to have a hell of a time hitting those pesky imperials even at range 1.

Ive had really good luck with this APL list, and it has some firepower to back it up:

Bounty Hunter + APL + Seismic Charge

Bounty Hunter + APL + Seismic Charge

Captain Yorr + APL

The Seismic Charges are a great way to get in some free damage if you're good with them, and if you can keep them together, you will get a lot of use out of the APL. Yorr is nice to let your BHs K-turn without taking stress if they stay close.

I like this list. It would be rough on me to run a shuttle without Engine Upgrade though.

I'd lose the Falcon upgrade, as you definitely definitely definitely want Initiative in this fleet.

Moving first is vital when you want folks to run into you, and at level 1, initiative gives you collisions with Academy Pilots (Fight) and Alpha Squad Pilots (Intercept) that would otherwise have the movement advantage.

As you've designed it as an Anti-Swarm fleet, the movement advantage is more important than one ship getting Evade actions, aye?

Surely if you want to move first you dont want initiative? You want to move before the ACs and Alphas, so, being rebels, if you pick a hundred point squad you are bound to move first. Initiative has you firing first, moving last.

Initiative has you move first and shoot simultaneously.

I think initiative has you move second, and place your ships second and fire first (not with standing that if the shot of an Imperial 1PS ship destroys one of the ORS it would get to shoot before it died.

Hence if you have the above list at 100 points you would definately move first, as even if the points are tied, the Emprire gets initiative.

I think initiative has you move second, and place your ships second and fire first (not with standing that if the shot of an Imperial 1PS ship destroys one of the ORS it would get to shoot before it died.

Hence if you have the above list at 100 points you would definately move first, as even if the points are tied, the Emprire gets initiative.

Page 16 of the rule book, under the heading Initiative:

"When ships of equal pilot skill value are activated, the player with initiative activates all of his ships with that pilot skill value first. Then the opposing player activates his ships. Initiative also applies during the Combat phase; the player with initiative resolves combat steps for his ships with that pilot skill value before his opponent."

This means that, if you have initiative, you move first during the move phase, then shoot first during the shooty phase. http://www.fantasyflightgames.com/ffg_content/x-wing/support/SWX01_XwingCoreRulebook_lowres.pdf

Cheers for the explanation, I had it wrong.

Seems kind of odd, given that I thought moving second is generally regarded as advantageous. Then again, now I see why its so important with AP heavy swarms.

Cheers for the explanation, I had it wrong.

Seems kind of odd, given that I thought moving second is generally regarded as advantageous. Then again, now I see why its so important with AP heavy swarms.

Moving first means you know where your opponent is when you move, meaning you can avoid colliding when you move, thus maintaining your actions. The Action Advantage provided this way is why the "Screening" tactic (using low-leveled pilots to get in the way of the enemy while your heavier hitters fall back to wail on the collided ships) is so effective.

This fleet takes that "Action-Advantage-is-Awesome" mindset and puts it into overdrive: giving yourself pre-knowledge of their landing locations, the mobility to alter your path to force a collision, and causing damage on top of the forced Action Advantage make this a very attractive fleet-build, even if the regular guns seem to underperform.

That being said, there ARE some situations in which you DON'T want initiative:

  • Alpha Strike fleets want to be able to pick up their Target Lock on the first turn of combat, which means their targets need to be in place when they're doing the targeting, and thus they prefer moving second.
  • Fleets that rely on Seismic Charges and/or Proton Bombs want to know where their opponents will land at the end of turn, because no-one wants to drop a bomb that deals no damage at all. They too wish to move second.
  • Ships with Advanced Sensors get to maintain the Action Advantage regardless of potential collisions, which is why Advanced Sensors are on my short-list of "Best Upgrades in the Game" (Also on the list: R2-D2, Gunner, Proton Bombs, Expert Handling, and Push the Limit).

I would also like to point out that the main guns of this fleet aren't as likely to underperform as they appear. Yes, having only 3 ships with 2 attack dice each is fairly abysmal, but you need to consider that with the Navigator/IntelAgent, you're going to be preventing quite a bit of damage yourself by forcing them to collide with your ships (which they then cannot shoot), so you may wind up out-gunning them anyway. Couple that with the ability to Navigator away from their future firing arcs while you can maintain yours, and you've got the only consistent damage in the game. The APL kind of turn you into a permanent Proximity Mine Hybrid, giving you a substantial damage increase as well in the best cases :D

So, I've always been intrigued by the Anti-Pursuit lasers. I can never fit them on my shuttles because they take up the Engine Upgrade slot. So I got to wondering if this list might not be a great annoyance list:Outer Rim Smuggler + Anti-Pursuit Lasers + Navigator + Intel AgentOuter Rim Smuggler + Anti-Pursuit Lasers + Navigator + Intel AgentOuter Rim Smuggler + Anti-Pursuit Lasers + Navigator + Intel Agent + Millennium Falcon100 Point list designed largely for screwing with swarms. The idea is that you rush into contact with a swarm. They have enough health to survive initial encounters. The Intel Agent lets you see where several ships are going to go, then you can use navigator to help get into position. They have low pilot skill, so they are almost certainly moving first and Navigator + Intel Agent lets you adjust your movement into their path. Turrets allow the YTs to engage nearby TIEs while the swarm has to divide fire because of touching.I don't think this is a particularly viable or threatening list, but it could be a fun one to play and incredibly frustrating for the opponent. :) What do you guys think?

As nobody has pointed it out yet I just want to say that i thought APL was an upgrade in itself, could be wrong, can you not take APL and an engine upgrade.

Please correct me if wrong I may have invented this

As nobody has pointed it out yet I just want to say that i thought APL was an upgrade in itself, could be wrong, can you not take APL and an engine upgrade.

Please correct me if wrong I may have invented this

Unfortunately, both Anti-Pursuit Lasers and Engine Upgrade are both Modifications (taking up the 'blank' upgrade slot). Since there is currently no way to have two of these upgrades, I'm forced to choose one or the other.

Thx for clearing that up and im very interested to see how your APL list performs