Rogue Squadron- Twin Spam

Welcome to Rogue Squadron, pilot! In this series we will be looking at different squadrons you can fly in Fantasy Flight Games X-Wing miniatures game. We give you the squad, what expansion pack all of the upgrades come from and then give you the low down on how best to fly it. Strap in and get ready to fly…

All Wings Report In

ywingscum3x Y-Wing “Syndicate Thugs” (Most Wanted Expansion) (24 pts)

None

  • Turret- Twin Laser Turret (K-Wing Expansion): Attack (Range 2-3, 3 attack): Perform this attack twice (even against a ship outside your firing arc). Each time this attack hits, the defender suffers 1 damage. Then cancel all dice results.

hwk290HWK-290 “Torkil Mux” (Most Wanted Expansion) (28 pts)

At the end of the Activation phase, choose 1 enemy ship at Range 1-2. Until the end of the Combat phase, treat that ship’s pilot skill value as “0.”

  • Turret- Ion Cannon Turret (Y-Wing/HWK-290 Expansion): Attack (Range 1-2, 3 attack): Attack 1 ship (even a ship outside your firing arc). If this attack hits the target ship, the ship suffers 1 damage and receives 1 ion token. Then cancel all dice results.
  • Crew- Recon Specialist (HWK-290/TIE Phantom Expansions): When you perform a focus action, assign 1 additional focus token to your ship.
  • Illicit- Inertial Dampeners (IG-2000/StarViper Expansions): When you reveal your maneuver, you may discard this card to instead perform a white [0] maneuver. Then receive 1 stress token.

Lock S-Foils in Attack Position

The Twin Laser Turret. Prepare to see a lot of these going forward. They are excellent for poking away at high agility ships and two ship squads. Three attack dice, even unmodified, will do one damage more often than three agility will stop them. And since each TLT ship gets to make two attacks the odds are in your favor. Additionally, they are the first range 3 turret, which is an upgrade that has been missing from the game.

The TLT’s biggest draw back is they have a “donut” hole. Their biggest weakness is high PS agile ships getting up close and hitting them when they can’t fire back. The best way to avoid that is to fly the ships in checker board formation so that it is impossible to get any one enemy ship into range one of all of your ships. There is also Torkil to help close the hole. Operating an Ion Turret instead of a TLT, he can shoot anything that gets into range 1 of the formation. Additionally, his ability can trigger on anything he can shoot at, making sure that when Baron Fel slips in close he’s going to be firing last.

You’ll want to start this squad out parallel to your side of the board and fly them along the edge. Being close to the edge also makes it risky for any ships to try and get in close to you, especially with that ion cannon threatening to send them off the board. Pick the biggest threat with Torkil, drop them to PS 0 and then pepper them with seven attacks. If the enemy manages to get in close and you can’t shake them, don’t be afraid to scatter. Your range 3 turrets give your ships a lot of flexibility to spread out and still have multiple shots on a target.

Variations

The most basic variation is to simply drop Inertial Dampeners on Torkil and switch his Ion Turret for a TLT.  This ups your damage potential but reduces your flexibility as you have a big hole.

 

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Wayne Basta

Editor-in-Chief at d20 Radio
Wayne is the managing editor of d20 Radio's Gaming Blog. He also writes Sci-fi, . If you enjoy his work, you can support him on Patreon.

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