So, I got to try out a SableGryphon Inc Trollfleet....

By DraconPyrothayan, in X-Wing

The build in question is:

Outer Rim Smuggler

+ Intelligence Agent

+ Navigator

+ Anti-Pursuit Lasers

[33]

Outer Rim Smuggler

+ Intelligence Agent

+ Navigator

+ Anti-Pursuit Lasers

[33]

Outer Rim Smuggler

+ Intelligence Agent

+ Navigator

+ Anti-Pursuit Lasers

[33]

and it is GLORIOUS.

Yes, I've been singing its praises for a few months now without having tested it out. Shame on me.
However, the combo works, and while it takes some effort to get it going, it's easily repeatable.

The combo in question goes thusly:

  • Level 1 pilot in a 99 point fleet moves first. All 3 are Lvl 1, so I can dictate the order.
  • At the start of the Activation phase, I can look at opponents' dials, if they're in Range 1-2.
  • If I chose a correct maneuver bearing (e.g. Left Turn, Right Bank, et c.), I can use Navigator to change the distance to force a collision. Otherwise, I can usually get into their blind-spots and shoot, or into Range 3 for extra defense.
  • The fun part: Colliding with me has a 50/50 shot of causing them damage. It also tells me exactly where I can move to force a collision the following turn. Alternating Turns of Left and Right are a pretty good method to chain-collide, all the while preventing their actions and offense.
  • If an enemy ship didn't collide with me (by, say, colliding with one of my other ships), I can deal additional chip-damage with my 360* arc.

I managed to beat an XXBB (HLC version, so no Adv Sensors) and a Krassis Swarmlet this way, but the true victory was watching the look on my opponents face when it became clear that the chain was continuing nigh-indefinitely.

Particularly when Krassis decided to fly straight through my YT-1300... too close to the edge to survive an additional turn.

One of the great things about this fleet is that you don't particularly care about running over Asteroids. Yes, getting the free damage dealt to you sucks, but if you did it for the right reasons, your opponent's getting free damage, action loss, and attack loss as well. As I have more HP than they do, I'll call it a profit!

If given a fleet-point increase, I might drop one of them in favor of some Ion support, to help get the combo going in the first place.

At 125, that's 2 Daggers with Fire Control Systems and an Ion Cannon, and keeping Initiative, or 2 Greys with IC Turrets and Engine Upgrades.
At 150, I'd just go with 2 Greys with IC Turrets on top of my 99 point original. Should be sufficient!

That being said, what would you do to get out of the trap, if in this trap you indeed were caught?

I think an ordinance alpha strike is about the only bad match, and that is ★★★Rare!! I really enjoyed my time out with Kath and an engine upgrade shuttle barn, I am really into blocking. How viable do you think a build with one smuggler would be?

Wow that must have been frustrating for your opponent. I would second ordinance, and try to keep my distance, maybe fly casual, far but not too far. If you get me.

Yeah, the only thing I'd be attempting is an alpha strike/focused fire from 3-4 attack power ships or throwing a swarm after you. Maybe this would be a perfect opportunity to use Advanced Sensors but man.

Otherwise, ion the hell out of them, which I thankfully run on a regular basis anyway, so I'm not terribly afraid of this list. But it doesn't stop it from being annoying. XD

How viable do you think a build with one smuggler would be?

With only 1, I'd spring for the Millennium Falcon Title, and I'd have 3x Smallships alongside. Remember that you can run 3x Blues for 66 points (or 3x Rookies for 63, or any combination thereof)

Heck, you could go with XXHwk, if the HWK has Ion/Saboteur (or Blaster/Recon for the Gunboat version), and still come in at 99 with the Falcon Title.

I like the Ion/Saboteur HWK better in this list than the normally good Recon/Blaster HWK, as the Ion Cannon helps force them into collisions with the Falcon, and the Saboteur is a way to get damage out of the HWK in the late-game outside of combat. It's another 50/50 shot, but it can turn your Ion/APL damage into Crits after the fact, and that isn't to be sneezed at.

That list, in fancy script, is:

Outer Rim Smuggler

+ Intelligence Agent

+ Navigator

+ Anti-Pursuit Lasers

+ Millennium Falcon Title

[34]

Rebel Operative

+ Saboteur

+ Ion Cannon Turret

[23]

Rookie Pilot

[21]

Rookie Pilot

[21]

I've run a similar list against an Alpha Strike List.

2x ORS + Intel Agent + Navigator + APL

2x Prototype Pilot

They nuked one ORS off the board immediately, but their missiles were then gone. My remaining ORS and two Prototype just continually mauled them and I was able to use the As to force further collisions with the ORS.

It's a really, really mean list. One of my favorite tactics was, during the initial engagement, doing a 4-K right into the first collision. That way I was faced the right way to keep them crashing into me over and over again. It was great fun!

I'm glad you had a lot of fun with this list. I still have yet to try out the three YT version since I only have two. I might just fix that. :)

I am very, very jealous of the OP. I really want to try that list, but unfortunately it will be several months before I can amass the required ordinance.

That setup sounds troll-tastic, though I would feel guilty about ruining the game for my opponent, so I probably wouldn't use it too often.

Still though, that is hilariously awesome.

I am very, very jealous of the OP. I really want to try that list, but unfortunately it will be several months before I can amass the required ordinance.

It required borrowing someone else's YT-1300 for the third, and proxying the upgrades, but we fly casual.

I have been wondering about that build for quite some time, never tried it yet though.

Great to hear that it is trolltastic!