Bounty Hunter Squad

By Magnus Grendel, in X-Wing

...So.

I'm a big fan of the Firespray, but I'm trying to use them solo because I don't feel they don't really belong in an Imperial Navy squad (this is in no way a criticism of those who do, I just want either TIEs or Firesprays, not both).

We had a previous event before christmas which was my first serious go at the game. I tried using three stock bounty hunters, figuring it would probably be best to try to learn manouvring before messin around with umpty-ump special rules and upgrades, and they did okay. Firesprays are big, tough, surprisingly manouvrable and those rear-traverable guns saved my neck more than once.

Now, this weekend there's another one. In order to allow people to field that fraction more stuff, they've upped the limit to 125 points. I was still planning on fielding three bounty hunters, which means I have points to spare on some toys, and would appreciate some advice.

An easy choice is three heavy laser cannons. That still leaves me five points left, which would pay to equip one "squad leader" with a gunner (I know I could take Krassis Trelix instead but prefer not using the named pilots*).

I find myself wondering about one or more ion cannons instead, though. They're a **** sight cheaper, and would let me pack in more shiny toys (suggestions welcomed). Would three ion-cannon armed Firesprays be putting too much into ion weapons?

Advice, suggestions, and insults all welcomed....

* If people have seen the clone wars animated series, as far as I'm concerned, this is Hondo Onakha's squad. He had a firespray and is one of the coolest guys in the series.

If you drop the HLC's and put a gunner on each of them, you will still have points to play around with mods and upgrades. This gives your attacks a bigger percentage of hitting your targets.

HLC and gunner on the same ship may be overkill.

Ion cannons are good. If they hit you know the opponent's maneuver for next round. With barrel roll and boost the enemy may reach an entirely different location, though. Using ion every round results in low damage output. You need to find the right balance between using the ion cannon and your primary weapon.

In a pure firespray squad learn using bombs. As for crew a rebel captive is nice. A saboteur may shock your opponent. Flight instructors work well with agility 2. A recon specialist gives you an extra focus token for defense.

Here's an idea.


125 points


Bounty Hunter (41)

Firespray-31 (33), Ion Cannon (3), Gunner (5)


Bounty Hunter (41)

Firespray-31 (33), Ion Cannon (3), Gunner (5)


Kath Scarlet (43)

Firespray-31 (38), Autoblaster (5)


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double Ion means it will be easier locking down another large ship, also since the Ion hunters have gunner It forces you opponent to choose possibly taking damage from the Gunner or being Ionized.


Scarlet with the Autoblaster is stress city when you crit in range 1 since the defense dice have to cancel the Autoblaster's crits first.

Hmm.... Fair enough. Angry Wookies > Big Guns. I can accept this. Plus, I guess, they improve my rear-arc and/or close range firepower, which a HLC doesn't.

So... Gunners all round, one guy with seismic charges one guy with an Ion cannon, and one guy with both?

Alternatively, one with gunner and HLC (because Overkill is cool), and two with gunner and seismic charges.

Edited by Magnus Grendel

Thanks for your suggestions, gents. Gunner proved awesome (I ended up best imperial player other than the eventual winner) - and I agree, definitely going to have to learn to use seismic charges. I took three ion cannons in the end, and one bomb. If I'd maxed out on bombs, I genuinely think it would have changed the result of one game, whereas I never fired the **** ion cannons once. And you're right; Gunner is just brutal on a firespray.

Thanks for your suggestions, gents. Gunner proved awesome (I ended up best imperial player other than the eventual winner) - and I agree, definitely going to have to learn to use seismic charges. I took three ion cannons in the end, and one bomb. If I'd maxed out on bombs, I genuinely think it would have changed the result of one game, whereas I never fired the **** ion cannons once. And you're right; Gunner is just brutal on a firespray.

Just a note, "Never fired" and "Never hit" have quite different meanings.

So with Ion + Gunner the Ion did serve it's uses, IF it forced your opponent to spend focus/evades to deny Ionization and using actions to modify attacks. In turn proc'ing Gunner to attack a Token-less target.

Just because the Ionized effect didn't physically occur doesn't mean it was not effective in putting a wrench into your opponents plans.

Simply put the threat of potentially being Ionized may have forced more errors by your opponent than you might realize.

No, I mean I never fired the **** things. About 70% of the shots fired (and certainly most of the kill-shots) were out of the Firespray's rear arc.... I love that ability, since a gentle '1' bank lines up the guns far better than a koiogran....

...And the rest were primary weapon shots. I could have fired ion cannons a few times but just didn't. Blame memory, or stupidity for some of them, but for quite a few others there were point blank shots on stuff like YT freighters and B-wings, and there was no way I was going to settle for a single point of non-critical damage.

Rear-Arc Shots eh? makes you wonder when the next ship with an "Auxiliary Firing Arc" will be released AND if it will include secondary weapons to shoot outside the rear firing arc that the slave can also use...

I'd cycle in your bombs slowly... my buddy Murphy said you'll probably need an Ion Cannon in a game later ;)

Also maybe the number of Ion's you had made you opponent much rather fight your rear-arc rather than your forward-arc to avoid the Ions

Edited by IvlerIin

what about a 2 BH squad like...

124pts

Bounty Hunter + Gunner (38)

Bounty Hunter + Gunner (38)

Howlrunner + Stealth Device + Push the Limit (24)

Academy Pilot (12)

Academy Pilot (12)

or

124pts

Bounty Hunter + Gunner (38)

Bounty Hunter + Gunner (38)

Howlrunner + Stealth Device + Push the Limit (24)

Omicron Group Pilot + Darth Vader - Crew (24)

Edited by The_Brown_Bomber

Rear-Arc Shots eh? makes you wonder when the next ship with an "Auxiliary Firing Arc" will be released AND if it will include secondary weapons to shoot outside the rear firing arc that the slave can also use...

I'd cycle in your bombs slowly... my buddy Murphy said you'll probably need an Ion Cannon in a game later ;)

Also maybe the number of Ion's you had made you opponent much rather fight your rear-arc rather than your forward-arc to avoid the Ions

To be fair, there are plenty. I came up against a squad with a Falcon and two HWKs - all three had 360' arcs of fire. The Firespray seems a nice balance, though - not a complete arc of fire, but with a 90' turn you can put any point within range in arc if you guess right. Plus far better defences to Han's flying pizza pan - both in an extra defence die and Evade without it costing you extra points.

what about a 2 BH squad like...

124pts

Bounty Hunter + Gunner (38)

Bounty Hunter + Gunner (38)

Howlrunner + Stealth Device + Push the Limit (24)

Academy Pilot (12)

Academy Pilot (12)

or

124pts

Bounty Hunter + Gunner (38)

Bounty Hunter + Gunner (38)

Howlrunner + Stealth Device + Push the Limit (24)

Omicron Group Pilot + Darth Vader - Crew (24)

Both look very nice. However, my Bounty Hunters are specifically an "independent contractors" squad, with no Imp fighters in them.

Anyway, thanks again to everyone for the assistance.

I never bother with Heavy Laser Cannons any more - I've tried them a few times but I found, like you, that most of my shots end up coming from the rear, so it's a waste of points.

I use Recon Specialist on my Firesprays a lot, rather than Gunner. Do people think Gunner works out better? Can anyone give me the maths on that? If only you could have both. Oooh, idea for a Shuttle squad forming in my mind...

I suspect a shield upgrade might be a smart way to use your remaining points (after you've ruled out extra ships), but I'd be inclined to give them engine upgrades, just cos I think they're fun. Especially if I've gone with gunner rather than recon specialist, as it means not using focus as my action isn't such a big sacrifice.