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XG-1 "Star Wing" Assault Gunboat Thread

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i fly 2 gunboats and 2 punishers and i have good results with it.

at the belgian nationals first day it was 5 wins  1 loss

last weekend i played 4 games: 3 wins 1 loss

redline

proton torps

deathrain

trajectory sim

proton bombs

seismic charge

barrage rockets

 2rho sqd pilots

barrage rockets

trick shot

Edited by crusaders

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I'm planning on flying this tomorrow at Casual Night.  I just want to get a feel for some things.

  • Nu (XG-1, Ion Cannon) 40
  • Nu (XG-1, Ion Cannon) 40
    • These XG-1s are pretty cheap.  1 point cheaper than a Blue Escort X-Wing, with an extra shield.  Ion instead of 3-red primary, but that's one of the things I want to get a bit more of a feel for.
  • Nu (OS-1, Proton Torpedo, Fire Control System, Advanced SLAM) 50
    • I had a friend who won a Store Championship in a large part due to a filler Rho, a lot like this.  PTL, Harpoon, A-SLAM, OS-1.  Just kept pumping out shots, and was an absolute pest nestled into a 2x Reaper list, SBP with Rebel Captive, Vermiel with Gunner/Krennic.
    • This obviously doesn't have quite as good action economy, but it's really cheap.  I wonder how it'd do along side 3x Juke Sigma Phantoms, or in the place of a Soontir Fel in some other lists out there.  It goes off to a side, as bait/flanker.  It can run like a bat out of **** if it has to run, and if it gets to flank uncontested (and it has the speed to get to a flank), it seems like it could bring more pain than 50 points should bring.
  • The Grand Inquisitor (Supernatural Reflexes) 70
    • No doubt, this would be better as Vader Whisper, but I just want to fly TGI Reflexes a bit more, get a better feel for it.  Maybe it's kinda Kylo Practice.  It's pretty cool to be able to dial in a Blue, Supernatural into a movement action, link a focus, then get another action after moving.

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On 12/10/2018 at 10:32 PM, theBitterFig said:

I'm planning on flying this tomorrow at Casual Night.  I just want to get a feel for some things.

  • Nu (XG-1, Ion Cannon) 40
  • Nu (XG-1, Ion Cannon) 40
    • These XG-1s are pretty cheap.  1 point cheaper than a Blue Escort X-Wing, with an extra shield.  Ion instead of 3-red primary, but that's one of the things I want to get a bit more of a feel for.
  • Nu (OS-1, Proton Torpedo, Fire Control System, Advanced SLAM) 50
    • I had a friend who won a Store Championship in a large part due to a filler Rho, a lot like this.  PTL, Harpoon, A-SLAM, OS-1.  Just kept pumping out shots, and was an absolute pest nestled into a 2x Reaper list, SBP with Rebel Captive, Vermiel with Gunner/Krennic.
    • This obviously doesn't have quite as good action economy, but it's really cheap.  I wonder how it'd do along side 3x Juke Sigma Phantoms, or in the place of a Soontir Fel in some other lists out there.  It goes off to a side, as bait/flanker.  It can run like a bat out of **** if it has to run, and if it gets to flank uncontested (and it has the speed to get to a flank), it seems like it could bring more pain than 50 points should bring.
  • The Grand Inquisitor (Supernatural Reflexes) 70
    • No doubt, this would be better as Vader Whisper, but I just want to fly TGI Reflexes a bit more, get a better feel for it.  Maybe it's kinda Kylo Practice.  It's pretty cool to be able to dial in a Blue, Supernatural into a movement action, link a focus, then get another action after moving.

Didn't get much of a chance to feel them out (not much testing and feeling out happens against Double Tap Dash), but I didn't hate the Ion Nus.  40 points for a 3*/2/4/3 statline is pretty decent.  I feel like Advanced SLAM would be something I'd like to add, if I could find the points.

Torpboat just feels like it might be in the wrong list, but I still want to get more practice with it.

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On ‎12‎/‎11‎/‎2018 at 3:32 AM, theBitterFig said:

Nu (XG-1, Ion Cannon) 40

....This is something I haven't noticed.

So. 5 x ion cannon gunboats? Even at only 1 damage per attack, that's enough to do respectable damage, and you've got the toughness and attack dice of T-70 X-wings with the occasional inconvenience of ion tokens on your target. You'll have no actions after a SLAM, but then a 'normal' fighter has no tokens after a boost or talon roll, and at least you're not having to deal with stress.

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1 hour ago, Magnus Grendel said:

....This is something I haven't noticed.

So. 5 x ion cannon gunboats? Even at only 1 damage per attack, that's enough to do respectable damage, and you've got the toughness and attack dice of T-70 X-wings with the occasional inconvenience of ion tokens on your target. You'll have no actions after a SLAM, but then a 'normal' fighter has no tokens after a boost or talon roll, and at least you're not having to deal with stress.

If I had 5, I'd try 5.  Not sure it'd be amazing, but it seems like it'd be fun to try.

I feel like 4 with a few upgrades won't make it due to low firepower, but 3 with something like ASLAM and a Whisper might work out.

But 5x might be the best approach.

15(*) red dice, with 35 HP behind 2 greens.  It's only 1 HP more per ship than Five. Cartel. Marauders. but I have this feeling that Ion isn't so much worse than 3-dice primary attacks as folks think.  Don't do Ion tokens?  You weren't doing more than 1 damage with a normal attack.  If you do inflict Ion tokens, that improves positions for next round.  The danger is stranding 1 or 2 Ion tokens on Large/Medium ships, but still.  It also might be hard to put a final kill on some things, particularly low-agility/high-hull things.  Against lower HP aces, the chip damage seems like it could be enough.

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7 minutes ago, theBitterFig said:

The danger is stranding 1 or 2 Ion tokens on Large/Medium ships, but still.  It also might be hard to put a final kill on some things, particularly low-agility/high-hull things.  Against lower HP aces, the chip damage seems like it could be enough.

True, but over a couple of turns, you should be able to land the other tokens - most big ships have relatively shonky agility, and once/if you've ionized a target, then it's probably unable to reinforce unless it has someone like Minister Tua aboard, which means keeping it ionized is a darn sight easier.

I agree that with 5 attackers, one damage from each attacker is enough to add up to meaningful chunks of ouch - and besides, once a target has been lightly tazered, lining up a range 1 primary attack the following turn should be comparatively easier; it's not going anywhere, so you've no need to SLAM.

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I have seen Vynder do a ton of work with Proton Torps, ASlam and FCS.  Seems like a pretty good combo for any level boat.

My problem is finding stuff to distract people while the gunboats flank.  I suppose they could be good jousters with the torp's but with slam shenanigans they seem more like flankers (which the empire has an abundance of).

I am sad that they don't have 2 cannon slots anymore, I feel like Ion HLC would be a good combo!

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12 minutes ago, AngryAlbatross said:

I am sad that they don't have 2 cannon slots anymore, I feel like Ion HLC would be a good combo!

Ion Cannon/Proton Rockets or  Ion Cannon/Advanced Proton Torpedoes could work. You shouldn't need to SLAM to line up on an ionized target that was in arc and range last turn, after all, and 4 Rho's with those loadouts and Advanced SLAM fit nicely in a squad.

Edited by Magnus Grendel

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5 hours ago, Magnus Grendel said:

So. 5 x ion cannon gunboats?

Or a couple of 40 point Gunboats paired with your Strikers?  I love my five ship / three red lists, what other realistic options could the Empire have for this kind of build?

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10 hours ago, FTS Gecko said:

Or a couple of 40 point Gunboats paired with your Strikers?  I love my five ship / three red lists, what other realistic options could the Empire have for this kind of build?

The imperial heavy swarmer generics that jump out at me:

  • Planetary Sentinal with Shield Upgrade (or stealth, but I think stealth is more for ships which can get elusive or focus/evade like tie/x7s, tie/ph or Fel)
    • Free repositioning like the interceptor, but better and long sweeping turns and banks
    • Not that tough, but 5 hits still renders you functionally immune to being one-shotted
    • A 'true' 3-dice primary (and hence 4 dice range 1 attack)
  • Scimitar Squadron Pilot with Shield Upgrade & Barrage Rockets
    • Technically not a true heavy swarmer as it lacks unlimited 3-dice attacks, but 5 charge is pretty close.
    • You're in trouble if you start burning charge on rerolls, though, especially since your reload action is red
    • 7 hit points puts you on par with a T-70 for durability!
  • Oynx Squadron Scout with Debris Gambit & Ion Cannon Turret
    • Short range - can only throw 3 dice at range 1-2, but massed non-ordnance fire at range 3 is pretty inefficient anyway
    • Barrel roll/linked evade and a turret makes it pretty squirrelly in amongst the obstacles, despite the lack of a speed 1 turn.
    • Ion weapons have limited raw damage but offer a tactical compensation in ion tokens
    • Not that tough, but 5 hits still renders you functionally immune to being one-shotted
  • Rho Squadron Pilot with XG-1 Assault Configuration & Ion Cannon
    • 7 hit points puts you on par with a T-70 for durability!
    • SLAM makes you incredibly fast. Unlike the Saber, moving that fast costs you modifiers on your attack/defence rolls, but chaining together speed 3 banks and turns means you can reposition far better
    • Ion weapons have limited raw damage but offer a tactical compensation in ion tokens
  • Saber Squadron Ace
    • Initiative 4 and free linked repositioning via autothrusters wouldn't disgrace a mid-tier unique ace.
    • Made of wafers, but agility 3
    • A 'true' 3-dice primary (and hence 4 dice range 1 attack)
Edited by Magnus Grendel

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On 12/14/2018 at 5:26 AM, Magnus Grendel said:

...A 'true' 3-dice primary (and hence 4 dice range 1 attack)

Ion Cannons get range bonuses now, right?  OK, damage is capped at one, but rolling 4 dice at range one should be enough to stack those ion tokens...

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On ‎12‎/‎20‎/‎2018 at 8:44 PM, Odanan said:

If the grey ship was blue and the yellow ship was green, you could call that squadron "Tiamat".

 

21 hours ago, Dereksson said:

Odanan... What's TIAMAT?

Wow, that's the first time a gamer made me feel too geeky as a gamer. . .

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The other day I finally understood why the GUNs now have system slot.

The OS-1 title forbids the use of a target lock after the post-slam attack.

I was all happy with my proton torps.. slam, roll attack dice, go for reroll and my opponent says 'nu-uh, can't do that'.

Apparently I misread that last small part on the configuration card. 

Such a surprise! (**** IT)

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