Triplicate Challenge

By DraconPyrothayan, in X-Wing

I've been doing some thinking recently (Shocker!), and I noticed something.

Specifically, the past several ship-builds that have truly excited me have clocked in at around 33 points.

So here's a fleetbuilding challenge for you lot: Build me a 100 point fleet of 3 ships, all of which are completely identical.

Extra points for innovation!

Dagger Squadron, FCS, HLC x 3

Omicron Group Pilot + FCS + Gunner + Engine Upgrade + Intel Agent x3

I'll go ahead and start with the three fleets that inspired the thread

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Bounty Hunter

[33]

Bounty Hunter

[33]

Bounty Hunter

[33]

No big surprises in game-play here. You've got excellent damage, maneuverability, and survivablity with a naked Firespray-31.

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Omicron Group Pilot

+ Fire-Control Systems

+ Gunner

+ Intelligence Agent

+ Engine Upgrade

[33]

Omicron Group Pilot

+ Fire-Control Systems

+ Gunner

+ Intelligence Agent

+ Engine Upgrade

[33]

Omicron Group Pilot

+ Fire-Control Systems

+ Gunner

+ Intelligence Agent

+ Engine Upgrade

[33]

Ahab's Wrath here, with 3 magical alabaster space-narwhals ready to deal surprising amounts of hurt.
Y'see, when you shoot one of these, and miss, you pick up a free Target Lock, which you can then spend on your Gunner's attack, which will then give you another free Target Lock. Intelligence Agent lets you know how best to use your Engine Upgrade, which you rather need to use to move properly.

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Outer Rim Smuggler

+ Navigator

+ Intelligence Agent

+ Anti-Pursuit Lasers

[33]

Outer Rim Smuggler

+ Navigator

+ Intelligence Agent

+ Anti-Pursuit Lasers

[33]

Outer Rim Smuggler

+ Navigator

+ Intelligence Agent

+ Anti-Pursuit Lasers

[33]

The Anti-Pursuit Laser squad plays the long-game, using Int Agent and Navigator to force ships to run into it. As such, you get decent damage on the opposing forces with the APL while ensuring they deal NO damage to you. Having the ability to ensure Range 1 damage for clean-up and/or the ability to run away while strafing with your main Turrets means you have a surprising amount of damage to put out there!

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Omicron Group Pilot + FCS + Gunner + Engine Upgrade + Intel Agent x3

Note that I totally stole your idea as one of the 3 builds this was built around =D. Credit where credit's due!

Edit: Anti-Pursuit Laser Smugglers were totally your idea too!

Edited by DraconPyrothayan

Omicron Group Pilot + FCS + Gunner + Engine Upgrade + Intel Agent x3

Note that I totally stole your idea as one of the 3 builds this was built around =D. Credit where credit's due!

I noticed that. And for the APL list too. I'm glad my weird lists are getting noticed. :)

Here's a few more, though I'm not as happy with them. :)

Red Squadron Pilot + APT + R2 + Hull Upgrade

(Fairly straightforward)

Blue Squadron Pilot + Autoblaster + Advanced Sensors + Hull Upgrade

(Autoblaster + Advanced sensors should help stay in Range 1 to tear apart enemies)

Gray Squadron Pilot + Ion Cannon Turret + Proton Torpedoes + R5 Astromech + Hull Upgrade

(R5 to help make the ship immune to ship impacting crits, Ion Turret to set up for Proton Torpedo runs by the wingmen)

Storm Squadron Pilot + Assault Missiles + Stealth Device

(Still have 4 points to play with, but should get off a damaging alpha strike)

Gamma Squadron Pilot + Assault Missiles + Assault Missiles + Proton Bomb

(Area effect weapons go!)

Royal Guard Pilot + Push the Limit + Royal Guard Tie Title + Stealth Device + Shield Upgrade

(Probably a serious threat, now that I think about it)

With the revelation that the three that I posted were 2 SableGryphon originals and a total cop-out, I decided to bring one of my personal creations to the table.

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Blue Squadron Pilot

+ Advanced Sensors

+ Engine Upgrades

+ Proton Torpedoes

[33]

Blue Squadron Pilot

+ Advanced Sensors

+ Engine Upgrades

+ Proton Torpedoes

[33]

Blue Squadron Pilot

+ Advanced Sensors

+ Engine Upgrades

+ Proton Torpedoes

[33]

I call these Hypermobile B-Wings, and they now come with an Alpha Strike (mostly because Ion Cannons would leave me at 32 points each, Daggers would have left me at 31 or 34, and I couldn't afford 3 Autoblasters in this build.)

With the Advanced Sensors, I never have to lose an action to a collision or red maneuver ever again. By adding Engine Upgrades, the action I didn't lose can now also be a boost, giving me absurdities like Angled Koiograns. With the naturally-occurring Barrel Roll as well, this gives me 10 different flightpaths for even a red maneuver. I essentially always have a position in Range 1 of my chosen targets, and I essentially always have a position out of any firing arc. I do not have to choose which until it is my turn to fly!

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Edited by DraconPyrothayan

Red Squadron Pilot + APT + R2 + Hull Upgrade

(Fairly straightforward)

I think I prefer regular Proton Torps and an Engine/Shield Upgrade instead. APT are glorious when you can get them off, but that's 2 turns worth of actions and a stringent range requirement before you can pop them. X-Wings don't have ways to ease the positioning or action costs, so you're praying that the stars will align before your ship goes down with ordnance yet unfired.

Gray Squadron Pilot + Ion Cannon Turret + Proton Torpedoes + R5 Astromech + Hull Upgrade

(R5 to help make the ship immune to ship impacting crits, Ion Turret to set up for Proton Torpedo runs by the wingmen)

Secondary Weapons at all 3 ranges is one of the Y-Wing's best skills. I think I'd like to play with this a bit.

I have 4 variations thus far.

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Gray Squadron Pilot

+ Ion Cannon Turret

+ Proton Torpedoes

+ Proton Torpedoes

[33]

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Gray Squadron Pilot

+ Blaster Turret

+ Proton Torpedoes

+ Proton Torpedoes

+ R5 Astromech

[33]

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Gold Squadron Pilot

+ Ion Cannon Turret

+ Advanced Proton Torpedoes

+ Proton Torpedoes

[33]

The Ion Turret eases the Positioning requirement that I mentioned in the X-Wing spot.

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Gold Squadron Pilot

+ Ion Cannon Turret

+ Proton Torpedoes

+ Proton Torpedoes

+ R5 Astromech

[32]

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Storm Squadron Pilot + Assault Missiles + Stealth Device

(Still have 4 points to play with, but should get off a damaging alpha strike)

This leaves us with 7 points to play with. I'd go for the Engine Upgrade instead (which would bring us to 4 points with which to play), to trade some survivability for some extra attack dice. I WANT to like the Advanced, I do. I'm pretty sure it's the most survivable small-based ship in the game, but it simply isn't worth 2 tie fighters.

Gamma Squadron Pilot + Assault Missiles + Assault Missiles + Proton Bomb

(Area effect weapons go!)

Perhaps switch out one of the Assault Missiles for Homing Missiles, for some greater attacking diversity?

This list also reminded me of another Ordnance synergy I noticed a while back!

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Scimitar Squadron Pilot

+ Homing Missiles

+ Advanced Proton Torpedoes

+ Concussion Missiles

+ Seismic Charges

[33]

Scimitar Squadron Pilot

+ Homing Missiles

+ Advanced Proton Torpedoes

+ Concussion Missiles

+ Seismic Charges

[33]

Scimitar Squadron Pilot

+ Homing Missiles

+ Advanced Proton Torpedoes

+ Concussion Missiles

+ Seismic Charges

[33]

The idea is that Homing Missiles don't actually spend their Target Locks when you fire them. Typically, this lets you use the TLs to re-roll your attack dice, but in this case we're actually setting up for a Beta strike: APTs that are Target Locked and Focused!

If we DON'T get to launch our APT on our target ship, then a Concussion Missile (TL + F) is also a strong finisher.

The Seismic Charges are there for effectiveness against Swarms, which this fleet lacks. If you know you're not going up against that, feel free to jump up to Gamma Squadron Pilots instead, as higher Pilot Skill makes for an easier time Target Locking.

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Royal Guard Pilot + Push the Limit + Royal Guard Tie Title + Stealth Device + Shield Upgrade

(Probably a serious threat, now that I think about it)

I really wish we could fit the Targeting Computers in here instead of the Shield Upgrade, but that's very slim on the points for our purposes :(

Grey Squadron Y-wing +R2 +Proton Torpedos + Ion Cannon + Hull Upgrade X3