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Wretch

XX-23 Utility

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First this is not a build post but I have included potential example builds.

 

I am going to say I don't think it's an ordinance fix because it make turrets, HLCs and other weapons better too and since most people think the point efficiency of the other options are already better than ordinance then the additional efficiency added by the XX-23 adds to both ordinance and the other options.

 

My thoughts is that Lt. Blount might seem more play with the XX-23 as he is the most reliable ordinance carrier to guarantee the hit required to trigger XX-23 or maybe something like this with Bandit Squadron Pilots with Munitions Failsafe.

 

Blue Squadron Pilot (22)
Fire-Control System (2)
 
Blue Squadron Pilot (22)
Fire-Control System (2)
 
Blue Squadron Pilot (22)
Fire-Control System (2)
 
Bandit Squadron Pilot (12)
XX-23 S-Thread Tracers (1)
Munitions Failsafe (1)
 
Bandit Squadron Pilot (12)
XX-23 S-Thread Tracers (1)
Munitions Failsafe (1)
 
Total: 100
 
 
or this if you like want a little control, swap out the TLT for Ion if you want more control:
 
Gold Squadron Pilot (18)
Twin Laser Turret (6)
 
Gold Squadron Pilot (18)
Twin Laser Turret (6)
 
Gold Squadron Pilot (18)
Twin Laser Turret (6)
R3-A2 (2)
BTL-A4 Y-Wing (0)
 
Bandit Squadron Pilot (12)
XX-23 S-Thread Tracers (1)
 
Bandit Squadron Pilot (12)
XX-23 S-Thread Tracers (1)
 
Total: 100
 
 

 

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I think you're part right about it being an ordnance fix.  It helps the timing of ordnance alpha strikes massively, so it checks off one box for "what's wrong with Ordnance".  It's also great with primaries, though, so I agree with you there.  Most importantly, I think, is that it rewards squads with more ships in them and punishes squads with fewer.  I think that makes it a really fantastic card.  

 

Aside from Z-95s, I think it will be great on TIE bombers.  They've got a spare slot, and 3-4 points isn't much to spend on making the tracers repeatable, reliable, and hard to arc dodge.

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I think you're part right about it being an ordnance fix.  It helps the timing of ordnance alpha strikes massively, so it checks off one box for "what's wrong with Ordnance".  It's also great with primaries, though, so I agree with you there.  Most importantly, I think, is that it rewards squads with more ships in them and punishes squads with fewer.  I think that makes it a really fantastic card.  

 

Aside from Z-95s, I think it will be great on TIE bombers.  They've got a spare slot, and 3-4 points isn't much to spend on making the tracers repeatable, reliable, and hard to arc dodge.

I agree but how much utility is there in having 4 or 5 ships with a TL on the same ship, unless the targeted ship is a fat turret?  I think that is part of the design, to reward swarm or mini swarms and give them a bump versus fat turrets.

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Seems like the XX-23 is better on a mini swarm than a proper one. Delivering so much ordinance on the same target is not a great trick for a one trick list (unless you are fighting a "solo" Ghost I guess).

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It may well be the case that the target you locked is finished off before your squadron has all fired - In this case, they can still fire as normal on secondary targets. If you equipped multiple ships with the XX-23, you could even get started on the next most important target.

If you really want to play mind games, tag the ship you want your opponent to think is your next priority target, and it might persuade him to maneuver defensively with it rather than push his attack. At the beginning of the next turn's firing, you just ignore all the target locks you already have and tag your real target. This level of mind game is probably only doable though if you're running the XX-23 on nearly everyone (I'm thinking something like a 4-5 Bomber list).

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I think you're part right about it being an ordnance fix.  It helps the timing of ordnance alpha strikes massively, so it checks off one box for "what's wrong with Ordnance".

It also helps with the ordnance lack of modification. If all your ordnance ships are going to get TLs, they are free to focus.

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Captain Jonus will love this toy...

 

What's good about this is that it's very flexible It helps some of the more rigid squads like Alpha Strikes to have some more options. They can also be used with other ships but It benefits Formation ships the best.

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Captain Jonus will love this toy...

 

What's good about this is that it's very flexible It helps some of the more rigid squads like Alpha Strikes to have some more options. They can also be used with other ships but It benefits Formation ships the best.

You could even just have a swarm of Scimitars with this, along with some other missiles/Torps, plus Extra Munitions. One or two ships may have to fire their tracers, giving target locks to the rest of the squad.

 

It's also a lovely Fat Han counter, as it'll force choices. Do you boost to arc a few ships? That'll prevent the evade action unless you have PTL. Do you use 3PO to cancel out the first tracer? You may still get tagged later, and now he's not there to block the actual damage.

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Blunt (Z-95), XX-23, VI, Perhaps 1 missile.

4x Prototype A-Wing, Prockets.

 

A-Wings Focus to shoot, Blunt provides the Target Lock.

Not many ships can stand up to 3-4 attacks, 5 dice each, with T/L and Focus.

You may even end up with a Procket left over from the Alfa Strike to go after the Fat Turrets little buddy.

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It does benefit normal weapons, but not nearly so much as it does ordnance - it doesn't turn them from crap into viable.

 

I'm not sure I buy the argument that if you finish off your target in one turn before half of you have fired that you're left in a crap position because you've wasted half your target locks.  They were the guarantee, and it turned out you didn't need them, you're still in a very strong position.

 

It pairs nicely with Advanced Targeting Computer too.

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It does benefit normal weapons, but not nearly so much as it does ordnance - it doesn't turn them from crap into viable.

 

I'm not sure I buy the argument that if you finish off your target in one turn before half of you have fired that you're left in a crap position because you've wasted half your target locks.  They were the guarantee, and it turned out you didn't need them, you're still in a very strong position.

 

It pairs nicely with Advanced Targeting Computer too.

Oh, hadn't even considered that one until now, but you're right.

 

Vader with Predator, X1, ATC and a Tracer: 34 points

3 Tempests with ATC: 66 points

 

Vader can take a focus/evade combo, fire the tracer, modify it with Pred and focus, and pass out target locks for himself and his three wingmen.

 

Not sure if it's more efficient than three AC Tempests and EU on Vader, but efficient and fun are not the same. :D

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It does benefit normal weapons, but not nearly so much as it does ordnance - it doesn't turn them from crap into viable.

 

I'm not sure I buy the argument that if you finish off your target in one turn before half of you have fired that you're left in a crap position because you've wasted half your target locks.  They were the guarantee, and it turned out you didn't need them, you're still in a very strong position.

 

It pairs nicely with Advanced Targeting Computer too.

Oh, hadn't even considered that one until now, but you're right.

 

Vader with Predator, X1, ATC and a Tracer: 34 points

3 Tempests with ATC: 66 points

 

Vader can take a focus/evade combo, fire the tracer, modify it with Pred and focus, and pass out target locks for himself and his three wingmen.

 

Not sure if it's more efficient than three AC Tempests and EU on Vader, but efficient and fun are not the same. :D

 

I was thinking of having just one TIE Advanced in a squad with a few Bombers.

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I was thinking of having just one TIE Advanced in a squad with a few Bombers.

See, I've been thinking of having just one TIE bomber in a swarm of Fighters.

Hmm, is a couple of turns of target lock that useful with TIE Fighters? Only two dice per attack to reroll, one if you have Howlrunner.

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Hmm, is a couple of turns of target lock that useful with TIE Fighters? Only two dice per attack to reroll, one if you have Howlrunner.

Maybe. Maybe not. I think it is at least worth trying. Would probably depend a lot on how well you can maneuver. If you can keep all your ships aimed at the same target and within range of the bomber....

Definitely wouldn't run howlrunner with it though.

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I was thinking of having just one TIE Advanced in a squad with a few Bombers.

See, I've been thinking of having just one TIE bomber in a swarm of Fighters.

Hmm, is a couple of turns of target lock that useful with TIE Fighters? Only two dice per attack to reroll, one if you have Howlrunner.

 

 

You go from an expect damage output per Tie Fighter of 1 w/out tl or focus to 1.5 with a tl, but with the XX-23 you have your action to arc dodge, evade or focus for defense.

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I'm not sure I would say trivial. The Tracers do still have to hit and all your ships need to be pointed at the same (desired) target and within the correct range and the ship with the tracers has to be the higher PS and not die before he/she gets them off.

 

It should certainly make big alpha strikes much more viable, but I wouldn't say it was trivial to pull off.

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