Assault Missiles, are they worth using?

By Ringo67, in X-Wing

I'm sure this has been discussed before, but during my first tournament last week I was 2-0 until I came across an Imperial squad that included two TIE Bombers with Assault Missiles. My opponent (the eventually tourney winner) was able to fire off each bomber's missiles. And since I had Biggs, I was keeping all but one X-Wing (Wedge) close, so the splash damage stripped all of my ships of their shields.

Clearly, I should have targeted his bombers first, but I didn't have enough experience to really know how dangerous they could be. I focused on on bomber and Howlrunner, figuring she was more dangerous.

Lesson learned.

Before this, I thought missiles weren't worth the cost. But now I'm thinking maybe they're worth a second look. I thought maybe pairing them with a fast A-Wing on the flank or a heavily-shielded YT-1300 (or both) could give me a nice first strike opportunity, similar to that of my final opponent.

I actually finished third in the store tournament with the XXXB squad you helped me put together. I had Wedge w/R2 Astromech, Biggs, Rookie Pilot and Blue Squadron Pilot with FCS.

The tourney champion had three Academy Pilots, Howlrunner with Swarm Tactics and two TIE Bombers, each with Assault Missiles.

Also, any thoughts on a Rebel squad that could survive this Imperial steamroller, would be more than welcome.

Thanks!

They can be. I have used them countless times, but I usually end up with 0-1 hit with any missiles. If they hit they are worth every point, if not, then no. I don't use them much.

Since people like to fly in formation they are pretty good,I'm a massive fan and will b running Vader with Squad leader and one and a bomber with at least one as they can just pull apart tight formations and annoy people. Of course tie swarms are your main target but even X wing squads don't like it when they pull shots onto Biggs and everyone still gets hurt...

I like them anyway.

Unless you can buff their chances to hit, they're a coin flip. The targets you want to effect with them, are generally high agility ( tie swarms, they can put a quick, hard hurt on them ) The ideal situation is target a low agility ship near some vulnerable ship ( Like a shuttle near ties, or a y wing near some other rebel ships, for starters ) Then you can really put the hurt on them. As well, make sure your own ships don't intermingle and you hurt yourself with your own missile strike.

OK, so I've been thinking about possible builds that will use the Assault Missiles (and my newly purchased A-Wing) and here's my best non-YT-1300 squad.

• A-Wing prototype pilot + Assault Missiles + Shield Upgrade (26 points)

• Biggs + R5 Astromech (26)

• Dagger Squadron Pilot + Fire-Control System (26)

• X-Wing Rookie Pilot + R2 Astromech (22)

I figure I'll lineup the B- and two X-wings on one side of the board, and the A-Wing on the other. As Biggs and friends slowly move forward, the A-Wing runs down the opposite end and tries to get in behind the opposing ships to fire off its missiles and do whatever damage it can.

I know this isn't a new strategy, but I'd appreciate any comments from people much smarter than I.

Thanks again!

get rid of the shield upgrade on the a-wing, and the r5 on biggs, and the r2 on the rookie, put advanced sensors on the bwing instead of FCS ( assuming you have a shuttle, if not leave it and the rookie xwing or replace the xwing + droid with another bwing), and make the awing a green squadron with push the limit.

I've actually been thinking about a build with 2 Storm PIlots with Assault Missiles, along with either Dark Curse, Night Beast, and an Obsidian, or adding a Stealth Device to each, and running them with Colonel Jendon + FCS + Weapons Engineer + ST-321 + Engine Upgrade, or taking off the Stealth Devices and putting a gunner on Jendon. And yes, I know I'm just asking to get hurt lol

The big problem I see with that is that by the time the Prototype gets in range with a TL, your ships are likely to be R1 of the target anyways. GSP w/ PTL would at least make it a turn, if not two, sooner. PTL allows you to get the TL+F at the same time, the PS3 could potentially get the TL a turn sooner if its on a PS2 pilot.

If you're using ordnance, make sure you're at 100 points as you don't want init (you want them to move first so you can move and then acquire a TL).

Sorry bobbywhiskey, no Lamda shuttle ... yet. Advanced Sensors certainly means it's high on my list of ships to buy, even though I don't know if I'll be flying it any time soon. My Imperial squads are pretty basic right now.

Khyros, I like you're idea. I could drop the Rookie X-Wing's Astromech, upgrade the the A-Wing to GSP with PTL and the missiles. I liked the idea of having a shield upgrade on the A-Wing, but I don't see a way I can afford it with the changes. But the PTL should help, letting me get a focus or evade while also boosting. So that should help with the A-Wing's survivability ... I hope. ;)

They can make for a nice alpha strike on a Tie Swarm, provided you hit.

They can make for a nice alpha strike on a Tie Swarm, provided you hit.

That's my plan. I figure it's possible I'll end up facing the same guy in the next store tournament.

Plus, it should work pretty well against a Rebel squad with a bunch of ships trying to stay close to Biggs.

Now I've got to work on a squad using Assault Missles with the YT-1300. Hmmm. :)

I'm sure this has been discussed before, but during my first tournament last week I was 2-0 until I came across an Imperial squad that included two TIE Bombers with Assault Missiles. My opponent (the eventually tourney winner) was able to fire off each bomber's missiles. And since I had Biggs, I was keeping all but one X-Wing (Wedge) close, so the splash damage stripped all of my ships of their shields.

Clearly, I should have targeted his bombers first, but I didn't have enough experience to really know how dangerous they could be. I focused on on bomber and Howlrunner, figuring she was more dangerous.

Lesson learned.

Before this, I thought missiles weren't worth the cost. But now I'm thinking maybe they're worth a second look. I thought maybe pairing them with a fast A-Wing on the flank or a heavily-shielded YT-1300 (or both) could give me a nice first strike opportunity, similar to that of my final opponent.

I actually finished third in the store tournament with the XXXB squad you helped me put together. I had Wedge w/R2 Astromech, Biggs, Rookie Pilot and Blue Squadron Pilot with FCS.

The tourney champion had three Academy Pilots, Howlrunner with Swarm Tactics and two TIE Bombers, each with Assault Missiles.

Also, any thoughts on a Rebel squad that could survive this Imperial steamroller, would be more than welcome.

Thanks!

Using a focus token or a Marksmanship in the same round you fire most missiles will drastically improve the effectiveness, but it also requires very skillful maneuvering and/or patience not to fire the missiles in the same turn you target lock. Resist the itchy trigger finger and stay out of harms way for a round. Incidentally, Cluster Missiles offer this choice nicely as you can TL at range 3 and close to range 1-2 to fire them.

When using Assault Missiles, I would suggest that you want a way to stack actions or otherwise boost accuracy. Assault Missiles miss too often otherwise. I'd suggest Tycho or Green Squadron with Push the Limit, Darth Vader, or a bomber running with Captain Jonus.

Another factor about assault missiles is that it can cause your opponent to change his strategy, thereby weakening his build. So even if you don't get much damage with the assult missile itself, if it makes your opponent distance a couple of his ties from howlrunner, or spread his fleet out thus reducing focus fire on one of your ships, its probably worth it.