In this ‘built’ series of articles I will take a specific ship and build out every pilot. I will try to take into account the ship itself, any pilot abilities and the lists they would form a part of.
The articles I do in this series are picked by my Patrons! I put a poll up with a list of ships to choose from and I’ll run with whatever the winner is. This time the Alpha-Class Star Wing won out.
As always this is just my opinion, if you have other suggestions feel free to leave them in the comments below. Some pilots will be just fine on their own; I won’t add upgrades just for the sake of it. I’ll go through the pilots in ascending initiative order.
If you’d like to read the other ‘built’ articles I’ve written you can find them here.
Nu Squadron Pilot
I’ll get this out the way. If you’re thinking about a taking Gunboat ask yourself this.
‘Should I take a TIE Bomber instead?’
The Nu Squadron Pilot for example is thirty two points, five points more than the Scimitar Squadron Bomber at the same initiative. What you get for those points is one more HP, a worse dial and the ability to SLAM. So not a particularly strong start. A big advantage is that it has shields so it’s not a crit magnet like the Bomber.
With this in mind I’ve kept the Nu cheap. I’ve added Adv. SLAM so that it can zoom around to get into good blocking positions and still take an action if it needs to. For the sake of variety I’ve also added an Ion Cannon to try and make this Gunboat a nuisance. Put some juicier targets in your list to draw fire and maybe this little guy can put a shift in, flanking the enemy using that Ion Cannon to effect.
Rho Squadron Pilot
I’ve gone slighttly off-piste with my Rho Squadron build. My missile and torpedo choices have been dictated here by my choice of talent upgrade. Personally I’ve never seen Saturation Salvo used so wanted to give it a go. The Barrage Rockets have five charges and the Plasma (insert Earthworm Jim quote here) Torps two so could give you ample opportunity to get some use out of it and make your attacks land harder.
As with the vast majority of Gunboat builds, Adv. SLAM is worth taking to cover ground quickly and get those missiles and torps away.
It took chatting with my local squadmates for about twenty minutes to work out anything not completely pointless for this guy. We finally came up with an I3 Gunboat that has the ability to move, SLAM through an obstacle, remove the disarm token and fire Autoblasters at range one with four red dice!
It’s extremely cute, something you might be able to pull off once a game. But it would be pretty cool and again it’s using a talent upgrade I have not seen used yet. Also it costs the same as an I3 T-65 Red Squadron Vet.
I saw this in an article from the Midwest Scrub. There he describes this as 2.0 version of the Hatchet Man, a nasty build from back in the days of First Edition. I would recommend following the link for his description as I’ll only be using the same words slightly moved around and what’s the point in that!
That’s every Gunboat built. Let me know if you agree or not and share your builds in the comments.
Until next time, pilots!