10x Horton Salm

I will post ten different squads with Horton Salm. Work in progress.

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** Horton, Tycho and Jake ** (100)
1x Y-Wing Horton Salm (25), Twin Laser Turret (6), R5 Astromech (1), Shield Upgrade (4)
1x A-wing Tycho Celchu (26), A-wing test pilot (0),
 1x Push the Limit (3), Proton Rockets (3), Guidance Chip (0), Veteran Instincts (1)
1x A-wing Jake Farrel (24), A-wing test pilot (0),
 1x Push the Limit (3), Proton Rockets (3), Guidance Chip (0), Veteran Instincts (1)

My opponent, flying four different TIE fighters, did everything to kill Horton Salm right away and he went down the second round of combat firing only the round before. But that gave the A-wings a smooth start and I won in the end. R2-D2 could have been a better option than Shield Upgrade, but in my case I would hardly have been able to use it. R2-D6 + Veteran Instincts would be another option. You could also replace the A-wing Veteran instincts with Outmaneuver or Predator, and use less points on Horton Salm (I think that would generally be better, but the A-wings much benefit from highest skill). The Proton Rockets effectively cost 5p (since you use them instead of Chardaan refit), but they turned out to be very good on Jake and Tycho. The A-wings usually last a few rounds, frequently gets within range 1, and with Push The Limit you can easily roll 5 dice, reroll with target lock and then apply Guidance Chip + Focus.

** 3 old veterans ** (99)
1x Y-Wing Horton Salm (25), Twin Laser Turret (6), BTL-A4 (0)
1x X-Wing Wedge Antilles (29), BB-8 (2), Stay on Target (2), Integrated Astromech (0)
1x ARC-170 Norra Wexley (29), Weapons Engineer (3), Push the Limit (3)

These are three pilots with stronger than normal 3 dice attack capabilites. With high skills you can deal damage fast and all ships can sustain significant damage. Wedge with Stay on target, BB-8 and skill 9 typically has quite a few options if he makes a green straight 2 maneuver. Norra can use the two target locks defensively. There are of course options. An R2 droid on Horton can be useful… if he survives to use it. There are plenty of elite skills that can be useful for Wedge (you are never going wrong with Predator). It is also possible to replace the ARC-170 with a low skill B-wing and Heavy Laser Cannon, and equip Horton with R2-D6 and Swarm Tactics.

** BBB-Horton ** (99)
1x Y-Wing Horton Salm (25), Twin Laser Turret (6), BTL-A4 (0), R3 Astromech (2)
3x B-Wing Blue Squadron Pilot (22)

A squad design to make your opponent at least consider not targetting Horton first. Anyway, the R3 Astromech is a decent combo with Hortons special ability and BTL-A4.

** The Force is with Horton ** (99)
1x Y-Wing Horton Salm (25), Twin Laser Turret (6)
1x X-Wing Luke Skywalker (28), R7-T1 (3), Opportunist (4), Integrated Astromech (0)
1x X-Wing Wes Janson (29), Targeting Astromech (2), Stay on Target (2), Integrated Astromech (0)

I wanted to make something useful with old Rebel Alliance X-wings and came up with this squad. Horton usually attracts enough hatred anyway, so he gets no upgrade besides the turret. Both Luke and Wes have some repositioning ability with R7-T1 and Stay on Target to make them competetive against more modern ships. Stay on Target works nicely with Targeting Astromech. What turned out to be surprisingly useful was Opportunist – actually quite worth its 4 points. Wes Janson attacks first and even if he would not produce much damage he should leave the enemy quite vulnerable to Horton and Luke. I would probably replace R7-T1 with BB-8 (which is good with Opportunist) if I use this list again.

** Veteran Alpha Strike ** (99)
1x Y-wing Horton Salm (25)
 Proton Torpedoes (4), Extra Munitions (2), Guidance Chip (0), R2 Astromech (1)
1x X-wing Wes Janson (29)
 Veteran Instinct (1), BB-8 (2), Integrated Astromech (0)
1x X-wing Wedge Antilles (29)
 Proton Torpedoes (4), Guidance Chip (0), Crack Shot (1), R2 Stromech (1)

Wes Janson fires first and should strip your target of defensive tokens. Then Wedge and Horton unleashes Proton Torpedoes. It is quite possible you can take out a hi profile enemy ship before it has shot a single shot this way and you should have an upper hand after the first round of fire.

** Horton, Wedge and Nera ** (100)
1x Y-Wing Horton Salm (25), Twin Laser Turret (6)
1x X-Wing Wedge Antilles (29),
 BB-8 (2), Guidance Chip (0), Proton Torpedoes (4), Trick Shot (0)
1x B-Wing Nera Dantels (26)
 Proton Torpedoes (4), Extra Munitions (2), Guidance Chip (0), Fire Control System (2)

The only way to make Horton survive is the make the rest of the list more intimidating. Nera usually saves the torpedoes for occations when the primary weapon can not be used. Wedge is very dangerous with Proton Torpedoes and Guidance chip.

** Horton and Chewbacca **
1x Y-Wing Horton Salm (25), Twin Laser Turret (6)
1x Y-wing Gold Squadron Pilot (18), Ion Cannon Turret (5)
1x YT-1300 Chewbacca (42) (HOR), Push The Limit (3), Millenium Falcon (1) (original)

This is in a way a variant of the classical YYYY-squad (with TLTs). When the Y-wings die early they at least dont die in vain since Chewbacca gets another shot.

Wookie Commandoes is an alternative to Push The Limit, giving you two points. I tried it and upgraded to a second Twin Laser Turret and gave Chewbacca Crack Shot.

** Horton & Horn ** (98)
1x Y-Wing Horton Salm (25), Twin Laser Turret (6)
1x E-Wing Corran Horn (35), Advanced Sensors (3), Push the Limit (3), R2-D2 (4)
1x B-Wing Blue Squadron Pilot (22), Collision Detector (0)

First, understand how to use Advanced Sensors (the idea is not to stress yourself with Push the Limit and start every round stressed). Corran Horn is supposed to (I have read) be best in the end game so the B-wing is there to carry a big “shoot at me” label.

** Gold Squadron ** (100)
1x Y-Wing Horton Salm (25), Twin Laser Turret (6)
3x Y-Wing Gold Squadron Pilot (18), Ion Cannon Turret (5)

Well, this might not be better than 4 TLTs, but I like it anyway. Hortons job is to stay a little bit outside the battle and do damage. The Gold Squadron Pilots should get in there, make it really messy. I put Horton right on top of an asteroid, that was not good…

** <Draft> ** (99)
1x Y-Wing Horton Salm (25), Twin Laser Turret (6), R2-D6 (1), Trick Shot (0)
1x ARC-170 Norra Wexley (29), Weapons Engineer (3), Expertise (4), Flight-Assist Astromech (1)
1x Auzituck Lohwwrick (28), Wookie Commandoes (1), Veteran Instincts (1)

This list performed well, but I would change it a bit next time. It makes little sense to have Weapons Engineer together with Expertise and your opponent should take out Norra first. The most obvious option is to replace Weapons Engineer with Tailgunner. The somewhat less obvious option is to simply swap Veteran Instincts and Expertise, but then Wookie Commandoes should go.

** Crimson & Horton ** (99)
1x Y-Wing Horton Salm (25), Twin Laser Turret (6)
1x K-wing Miranda Doni (29), Twin Laster Turret (6)
1x B/SF-17 Crimson Specialist (4), Ordnance Silos (2), Thermal Detonators (3), Deflactive Plating (1), Collision Detector (0)

This should be an inherently strong squad that can’t go too wrong. It can benefit from Trajectory Simulator (1p). Other bombs, such as Bomblet Generator, are of course also an option (that would free up a few points for upgrades on Horton or Miranda.

  1. X-wing squads | TechFindings - pingback on 2017/12/19 at 17:03

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