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Name (Designation): XM-1 Missile Boat (MIS)
Manufacturer: Cygnus Spaceworks
Type: Advanced Experimental Fighter/Bomber
Length: 15m
Crew: 1
Speed: Speed: 120 MGLT (cruise); 180 MGLT (top)
Maneuverability: 84 DPF
Shields/Armour: 120 SBD / 19 RU
Armament: One laser cannon; four warhead launchers
Loadout: 30 proton torpedos; 40 concussion missiles
Hyperdrive: Yes

Comments:
After the betrayal of Admiral Zaarin, Grand Admiral Thrawn ordered the creation of a new starfighter, the XM-1 Missile Boat. Roughly based off the structure of the Assault Gunboat, the Missile Boat is an incredibly powerful starfighter. Despite its low maneuverability rating (which is still higher than that of an X-Wing) and lack of any major laser-based threat (just one fast repeating laser), the Missile Boat can hit 120 MGLT at cruise speed (equal to an A-Wing), has stronger shields than a B-Wing, and also carries a regular payload of 40 concussion missiles, with room for another 40 missiles or 30 torpedos in its primary warhead launchers. The Missile Boat also sometimes carries a tractor beam, although this is not so common anymore.

It should also be noted that while the Missile Boat has been placed into production, the possibility of coming across it is remote as it costs an excessive amount of materials and credits to build and service. However, do not become overconfident, there is always a chance of an encounter.

Tactical:
If you are escorting a convoy, or have a capital-class ship with you, and a missile boat (single or a squadron) launches, then it should be your ultimate priority to destroy it. Normally, Missile Boats will not attack you when making runs on a capship, which gives you a little time to take them out first. However, this can be very tough--with their surprising speed, maneuverability, and powerful shields, you will not have much time to take out one in time, let alone a squadron of 3 or 6. It would be advisable to order all your wingmen to focus their attacks upon them to assist you.

In an A-Wing, you have the speed needed to keep up with a Missile Boat, but your firepower is diminished. The X-Wing, Y-Wing and B-Wing have the firepower, but are all slower. The best way to stop missile boats is to fire a missile at each in a strike squadron, and then pick them off one by one, switching target every time one becomes a dangerous threat to your mission critical craft again. A Y-Wing really is too slow to attack a Missile Boat, so stick to the other craft. In a B-Wing, you might want to set your ELS to 50/25 or 75/0 to keep up speed with a Missile Boat- an X-Wing should be ok with 75/25 or 50/50, although if you are pushed for time, 75/0 would be better. An A-Wing should be alright at 75/50, but again, if pushed for time, stick to 50/50 or 75/25, or 50/25 to catch up if they´re ahead of you.

In a dogfight with a Missile Boat, you have an extreme advantage- Missile Boats have only one laser, and will rely on missiles to attack you. In a head-to-head pass when you have time, rely on firing your lasers at them from maximum range- you will destroy any missiles they fire and put them on the defensive, allowing you to tail their six and whittle down their shields. In a head-to-head pass where you have less than ten seconds before collision or flying past them, they will often dumbfire (or get a lock with) a dual missile or torp burst which you will have great trouble avoiding. In such a scenario, evade and let the Missile Boat take your six, then cut to 1/3 and reverse the situation so you are behind them before they can do any damage. This will obviously be easier in an A-Wing. So long as you keep hitting the missile boats with your lasers, and get the occasional missile lock and hit, you should be able to get a kill quite easily.

Against multiple Missile Boats attacking you, follow the same advice above, and try and destroy them one by one, taking reflex shots against the others if such an oppurtunity arises. Also, pack a lot of countermeasures and read the ´Evading Warheads´ tacop- you will most likely have a LOT of missiles being fired at you, most of which will be dual-linked.

As with the TIE Defender, it is best to sim against Missile Boats with Top Ace AI or higher--these ships are far too rare to be controlled by inexperienced or unskilled pilots.

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