Friday, September 4, 2015

X-Wing this weekend: the "Y Bother" lists...

So gearing up for a big X-wing tournament this weekend...  Getting my mind off work is a good idea at this point. 

Not sure how the local TO will interpret the Slam rules for the K-Wing so a bit up in the air...  I have several lists I have been kicking around.  The Twin Laser Turret (TLT) is going to be what I use.  Not much damage all at once, but two shots each time should get me steady damage over time.


So, the S&V version is “Y Bother”:
Y Bother (100)
Kavil — Y-Wing
24
Predator
3
Twin Laser Turret
6
Bomb Loadout
0
Unhinged Astromech
1
Ion Bombs
2
Engine Upgrade
4
Ship Total: 40

Syndicate Thug — Y-Wing
18
Twin Laser Turret
6
Bomb Loadout
0
Seismic Charges
2
Engine Upgrade
4
Ship Total: 30

Syndicate Thug — Y-Wing
18
Twin Laser Turret
6
Bomb Loadout
0
Ion Bombs
2
Engine Upgrade
4
Ship Total: 30

Basically instead of the 4 Y-Wings all with TLT and likely a Droid, I have 3 with Engine Upgrades and bombs to hopefully punish anyone wanting to get in close to take advantage of the range 2-3 limitation.  Kavil being the Ace here, rolling 4 Dice for each attack outside of his arc, should put damage on even the hardest to hit targets…  The other two are really just there to soak up hits and throw out more damage…

The Rebels have some more interesting options with the K-wing itself…  Now, the FFG article describing the ship and the SLAM action indicated that you ARE revealing a new maneuver and so can drop bombs at the midpoint of your movement…  Is somewhat unclear though as technically the rules for SLAM do not actually SAY to reveal a maneuver dial.  Waiting on FAQ I guess, but as it has been published by the company, I’d say my interpretation is a fairly good one.  So, I have 2 Rebel lists I am looking at:

KYY1 (100)
Miranda Doni — K-Wing
29
Twin Laser Turret
6
Engine Upgrade
4
Ship Total: 39

Gold Squadron Pilot — Y-Wing
18
Twin Laser Turret
6
Bomb Loadout
0
R2 Astromech
1
Ion Bombs
2
Ship Total: 27

Horton Salm — Y-Wing
25
Twin Laser Turret
6
Bomb Loadout
0
R2 Astromech
1
Seismic Charges
2
Ship Total: 34



And:
KKY1 (100)
Miranda Doni — K-Wing
29
Twin Laser Turret
6
Ship Total: 35

Warden Squadron Pilot — K-Wing
23
Extra Munitions
2
Bombardier
1
Proton Bombs
5
Seismic Charges
2
Ship Total: 33

Horton Salm — Y-Wing
25
Twin Laser Turret
6
R2 Astromech
1
Ship Total: 32

For both of those, Horton has the ability to re-roll blanks at range 2-3, so more or less a built in Target Lock for the TLT…  Miranda has the ability to destroy one of her Shields to gain +1 Dice on an Attack or roll 1 fewer to regenerate one Shield…  For me, it will of course be the regenerate to last longer in the fight, especially as typically she’ll be firing twice, so not really much of a reduced impact on the field I think…  One has a K-Wing set up as a straight up Bomber.  Will have to look at replacing the Seismic Charges with Ion Bombs, same cost with the Ion effect…  Might be annoying enough, though with my luck I’ll wind up hitting my own ships too, so… 


So, some interesting builds I think…  Did pick up the S&V big ship as well, but not sure how best to use it at this point, so perhaps next run…