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Gun Boats are Beasts?

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Anyone else doin work with these things? Seems like the generics are where its at. Flew a 28 point Nu Squadron pilot with LRS, Prockets, Homing Missles, OS-1. I was able to unleash a homing in the first round of combat, then a procket in the second round of combat. Run away and reload and then get the LRS target lock and come back 2 turns later and unload again. Lovely cheap lil ships. 

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I've been seeing a lot of 2/3 generics escorting an ace type lists.

they have powerful alpha and can usually burn down whatever opposes the ace before the endgame. It's a pretty powerful archetype from what I've seen, they slam out of danger and destroy anything with low agility utterly with either missiles or cannons.

 

I do agree that the generics do appear to be where it's at.

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Working on a 3 Ship list, with two Nu pilots and the major, 100 points....haven't had a chance to play it yet but I've had my imp. players look it over and they like it, hoping next week to get this list on the board and see how it plays.

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They are definitely great ships but theyre also by no means broken. Imperials got an amazing ship that didnt have to resort to being cheaply overpowered like the JM5K - it has several flaws, but none of them are auto-kill flaws if exploited.

Still find it amusing im the only local guy using them lol

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2 minutes ago, CheesyGC said:

Lies!

I've seen them on the table that wasnt played by me twice since theyve released.

Local tourny, 18 people, not a single gunboat (i actually lost track of time so i didnt enter, literally 0 gunboats since my list wasnt in it)

The freaking Res Bomber is more common lol....i see the PS4 guy all the time. And routinely shred him to pieces with the MIGHTY GUNBOAT

Edited by Vineheart01

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@Vineheart01 I despise Harpoons (even though I have four of them), so I made this list - would it do alright?  I'm trying to take advantage of Tracers, FCS on Quickdraw, as well as PTL and the ability to keep a TL (Homing) for the GUNBOATS so they can Reload + Focus or SLAM + Reload/Focus every turn. 

 

Rho Squadron Veteran — Alpha-class Star Wing 21
Push the Limit 3
Homing Missiles 5
Guidance Chips 0
Os-1 Arsenal Loadout 2
Ship Total: 31
   
Rho Squadron Veteran — Alpha-class Star Wing 21
Push the Limit 3
Homing Missiles 5
Guidance Chips 0
Os-1 Arsenal Loadout 2
Ship Total: 31
   
"Quickdraw" — TIE/sf Fighter 29
Draw Their Fire 1
Fire-Control System 2
XX-23 S-Thread Tracers 1
Targeting Synchronizer 3
Lightweight Frame 2
Special Ops Training 0
Ship Total: 38
Edited by Boba Rick

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PTL is an interesting option, issue being the stress would slow your turning enough to be a problem. Also stress attackers become more of an issue.

That list seems like a local meta thing more than anything else as to whether it would be good or bad. In my meta it would probably sweep because stress-attacks are rare and people tend to favor high evasion rather than high hp, and homers kinda counter high evasion a little. Quickdraw also bypasses Black 1 which is the only anti-targetlock i ever see.

Personally i prefer HLC builds w/ crackshot, its 1pt more and is uber deadly. The amount of times i wished i could fire after a SLAM was actually quite rare anyway. (Rho w/ Crack, LB, HLC, XG1, LRS)

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I keep thinking that 2 Harpoon Nus with RAC would be a tough squad to face, but I haven't seen much talk about it. Maybe something like this:

https://geordanr.github.io/xwing/?f=Galactic Empire&d=v4!s!270:-1,243:-1:24:;270:-1,243:-1:24:;99:27,-1,-1,195,25,-1:-1:3:&sn=Mama's got a brand Nu RAC&obs=

 

It definitely seems like the generics are where it's at for them. 

 

All I know is that gunboats hate seeing a Vessery Ion on the board, though.

Edited by hothie

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I get that it's not as effective as the generics, but Karsabi with Cannon Title, Outmaneuvre and HLC or Mangler is very fun. It's a bit like accidentally confusing break and gas while trying to operate a big machine gun through the window.

Edited by DampfGecko

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30 minutes ago, Vineheart01 said:

Personally i prefer HLC builds w/ crackshot, its 1pt more and is uber deadly. The amount of times i wished i could fire after a SLAM was actually quite rare anyway. (Rho w/ Crack, LB, HLC, XG1, LRS)

HLC is powerful, and LB always feels like a no-brainer on the XG-1, but I'd been kicking around an alternative idea - why not two different cannons?

IE.,

Rho-squadron
+ Predator
+ Adv Slam
+ XG-1
+ Ion cannon (or Mangler for +1 pt)
+ Flechette cannon

At 32/33 pts, you can still get three of them in the list.  Best of all, you always have the flechette you can fire no matter what, and on turns when you aren't slamming (it happens sometimes, after all) you have a heavier gun to shoot with.  Heck, you could probably go full-on HLC as the main cannon, although at that price point you can't fit three in a list anymore, so have to go with a different ship for your third.

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So, after two (casual) games with two GUNBOATS and an ace: how the heck do you get them back in the game after the alpha strike (which is awesome, I have to say)?

I spent an hour trying to outrun a bloody K-Wing, for guds sake. Okay, Miranda kept stressing my poor Rho's with Tactician, but still..

Well, I guess my main mistake was losing Stele too early. Wasn't careful enough with the wookiees.

Edited by xulfus
fixed typo

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9 hours ago, Kieransi said:

My two favorite GUNBOAT builds are Mangler spam with four Nu Pilots and HLC spam with two Rho's and a Karsabi.  'Cause that's what they're good at - getting tons of guns all over the battlefield. 

Oh I hate that mangler list. I’m considering to start running an A-wing swarm so when I die to them I at least get to roll some green dice.

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The main cool thing is Gunboat have no really "standard" configuration.

Some people love missiles, some canons, some want slam and shot, some want hybrids ect... You have so much possibility. :)

I have success with missiles concussions/deadeye/guidance ship. Today is HLC Rho with Vessery to shine, every day a new config to play !

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53 minutes ago, xulfus said:

So, after two (casual) games with two GUNBOATS and an ace: how the heck do you get them back in the game after the alpha strike (which is awesome, I have to say)?

Hard-turn and then SLAM into another hard-turn of the same speed.  It gets you around 180 degrees, which if you hook it tightly around a rock is usually sufficient to get guns back on target (for the following turn, assuming you aren't carrying something that can shoot when disabled)

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