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Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Rho Squadron Veteran (21)
Expertise (4)
Advanced Proton Torpedoes (6)
Ion Pulse Missiles (3)
Advanced SLAM (2)
Os-1 Arsenal Loadout (2)

Rho Squadron Veteran (21)
Expertise (4)
Advanced Proton Torpedoes (6)
Ion Pulse Missiles (3)
XX-23 S-Thread Tracers (1)
Advanced SLAM (2)
Os-1 Arsenal Loadout (2)

Nu Squadron Pilot (18)
Linked Battery (2)
Flechette Cannon (2)
XG-1 Assault Configuration (1)



Total: 100


View in Yet Another Squad Builder

Basic idea behind this list is you can either go heavy control and/or sheer damage output.

Your opponent might often get to move after you due to capping out at PS4. But it limits your options for re-positioning. You can't just barrel roll/boost into range 1 to avoid the Ion Pulse missiles, because then you'll eat a Expertise'd Adv Proton Torpedo. It's extremely likely that you'll just straight up cause 5 damage between changing 3 blanks to focus results(which turn into hits thanks to expertise).

Then, if you do end up getting Ion'd, the Nu Squadron pilot can stress you. Ion'd and stressed ships are basically dead against this list as I can just walk them off the board at that point. Heck, with a little skill you could potentially give one ship stress and ion on one turn. Then the next keep one of the Rho's on it to keep hitting it with Ion missiles, while the other two gunboats try to repeat on another enemy ship. Once ion'd, you can't shed the stress and you'll keep getting Ion'd.

S-thread Tracers was because i had a point leftover.

This message was edited 2 times. Last update was at 2017/11/13 03:02:58


Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in gb
Battleship Captain




Could work.
Personally I'd put the thread tracers on the XG1 - he already has a hard-wired reroll, and it's the others who are hungry for target locks...they do persist into the next turn, after all.

Termagants expended for the Hive Mind: ~2835
 
   
 
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