Knowing nothing else about the ships in Wave 4 but their stats, 3 of the 4 of them have only 2 hull (albeit behind shields). Introducing a 3 point Missile also revitalizes the A-Wing's potential for a 5 ship Swarmlet.
They are therefore the perfect targets for some Proton Bomb spam.
At 100 points, the most Proton Bombs you can fit in a fleet is 4, and that's only with Bombers.
(Sadly, fitting a Bounty Hunter with a Proton is 101 alongside 3 bombers, at minimum.
)
That being said, loading up 4 Scimitars with a Proton leaves us 16 points of upgrades left over to strengthen our idea.
Being the Empire, we could just slide Dark Curse/Backstabber or a naked Bomber into the spot and call it a night, but that isn't necessarily ideal.
Q: What strengthens the effectiveness of Proton Bombs?
A: Knowing where your enemy will be when they go off.
Q: How do we know when that can happen?
A: Through Pilot Skill, Ionization, Intelligence Agents, or simply by predicting their movements well.
Q: Can we fit these in our fleet without sacrificing a Bomber?
A: Yes, Yes come Wave 4, No, and we as much as we can get already, respectively.
If we use 4 Gamma Squadron Pilots instead of Scimitar Squadron pilots, we have 8 points leftover to spend. If this "Flechette Torpedo" winds up being any good, we could load out with 4 of these, and brute-force our pilot skill. Being able to move after the swarms of ships (be it the 12 point Z-95 Headhunter, or the cheaper version of the other incredibly expensive ships, I expect to see low pilot scores all around) means that we can drop the bombs at our leisure.
Spending the points on Captain Jonus or Major Rhymer instead wouldn't make sense, as we'd have no ordnance to enable either ability.
If we use 4 Ion Pulse Missiles to stun the ships into a bombable area, we have 4 points left over: enough to upgrade two Scimitars into Gammas. This gives us half of the turn order advantage of the above fleet, with additional positioning control from our missiles, and seems to me to be the ideal 100 point fleet for combating Wave 4.
I'll post both below, for legibility's sake.
===============================================
Skilled Proton Bombs
Gamma Squadron Pilot
+ Proton Bomb
+ Flechette Torpedoes (Reminder: We don't know what this torpedo does yet.)
[25]
Gamma Squadron Pilot
+ Proton Bomb
+ Flechette Torpedoes
[25]
Gamma Squadron Pilot
+ Proton Bomb
+ Flechette Torpedoes
[25]
Gamma Squadron Pilot
+ Proton Bomb
+ Flechette Torpedoes
[25]
===============================================
Pulsed Proton Bombs
Gamma Squadron Pilot
+ Proton Bomb
+ Ion Pulse Missiles
[26]
Gamma Squadron Pilot
+ Proton Bomb
+ Ion Pulse Missiles
[26]
Scimitar Squadron Pilot
+ Proton Bomb
+ Ion Pulse Missiles
[24]
Scimitar Squadron Pilot
+ Proton Bomb
+ Ion Pulse Missiles
[24]
===============================================
Do y'all see any more counter-builds in the works? Any tweaks to my logic, or an obvious flaw to my fleets that could be countered by swapping out a ship? Please post in the comment section! ![]()