Krassis Stabby Stab list feedback

By Rob Jedi, in X-Wing

Hey all have a tourney coming up and wanted to ask if people could improve on what I ran last time

Krassis Trelix — Firespray-31 36

Heavy Laser Cannon 7

Recon Specialist 3

Anti-Pursuit Lasers 2

"Backstabber" — TIE Fighter 16

Academy Pilot — TIE Fighter 12

Academy Pilot — TIE Fighter 12

Academy Pilot — TIE Fighter 12

The tourney before I was using Gunner instead of Recon Specialist but decided to try out the defence and attack option with RS and it gave me the points to throw on some lasers which I did get to use on some x-wings a couple times. But I'm thinking of dumping the APLasers to upgrade Backstabber to Ms Howlrunner but then she becomes a major target while so far people put no effort into chasing after Backstabber, instead going for the easiest target usually working through the Academies leaving Backstabber to snipe from the side a bit. I do my best to keep Krassis away from concentrated fire arcs. Opinions?

Agree that APL isn't all that useful here. How about a Seismic Charge instead?

I'm thinking of dumping the APLasers to upgrade Backstabber to Ms Howlrunner but then she becomes a major target while so far people put no effort into chasing after Backstabber, instead going for the easiest target usually working through the Academies leaving Backstabber to snipe from the side a bit. I do my best to keep Krassis away from concentrated fire arcs. Opinions?

This is what I would do. If they are focusing on HR they are not focusing on that huge Firespray, which is a huge win.

Agree that APL isn't all that useful here. How about a Seismic Charge instead?

Hmm I'm not that experienced on dropping bombs, never seem to get more than one in the target zone.

Hmm I'm still unsure about HR, if they focus down on her she'll likely buy it in the opening shots which makes her extra points go to waste.

Honestly, the only change I'd make is to drop APLs for a Seismic charge. Early on, I would run in pretty tight formation with your TIES making a nice little wall in front of the BH, so no one can close to R1. In the meantime, Backstabber takes off to circle the board.

You could also start the TIEs down the center, then veer off and the BH break the opposite way to get people in your rear arc.

I would go with the Seismic over APL as you really need to avoid getting Krassis blocked and losing the potential benefit of recon specialist.

Alternatively you could use a passive crew like Rebel captive, but that is probably not as useful for Krassis as it is for Kath. Especially with the HLC on Krassis you probably do want RS.

As for Howlrunner, I think you might want to give her a try and see how it feels. It is a force multiplier and will draw attention from Krassis.

Edit: just for comparison I tend to run this.... the idea is to have a slippery Kath at endgame.

Kath+RC+EH

Mauler

Backstabber

2xAP

Edited by JFunk

Agree that APL isn't all that useful here. How about a Seismic Charge instead?

Hmm I'm not that experienced on dropping bombs, never seem to get more than one in the target zone.

Hmm I'm still unsure about HR, if they focus down on her she'll likely buy it in the opening shots which makes her extra points go to waste.

Even if your Charges catch only a single ship, that's unavoidable damage that didn't cost you an action or attack to get. On average, that's the equivalent of triggering Anti-Pursuit Lasers twice; if you should happen to catch two ships instead of one, it's four APL-equivalents, etc.

It's also relevant that I've seen really just two reactions to Seismic Charges and Proton Bombs: either your opponent doesn't change the way he or she flies, in which case you get that lovely free damage, or your opponent does change things up, in which case you'll see all sorts of crazy maneuvers made for the sole purpose of staying away from the area immediately behind your Firespray. In either case, it's an awful lot of disruption for a measly 2-point upgrade.

And with respect to Howlrunner, I sort of agree with BahnCalamari: if your opponent decides to focus fire on Howlrunner first, then (as compared to running an Academy Pilot), you purchased 3 additional shields for Krassis for just 6 points. That's a nice bargain.

Get good at dropping bombs. It's among the most satisfying damage you will ever deal and scares people way more than the actual damage dealt.

The basic list is fine. Backstabber is a solid distraction/flanker, and I have found mini-swarms help the Firespray quite a bit in blocking off blockers. The main issue with Krassis is keeping the front arc active for the HLC can be a challenge. Most of my success with Firesprays usually involves significant rear-arc shooting, which denies Krassis' ability and the 7 points lumped into the HLC.

I have been running this list to prety good sucess, particularly against B-Wing squads :

Krassis +HLC + Recon specialist

Jonus + PTL + Assault missiles

Scimitar Squadron + Cluster Missiles + Proton Torpedoes

in the first 2 rounds of combat its a bloodbath against agility 1 ships, the HLC is usually hits for 3-4with rerolls and focus while the assault missiles basically always hits and causes splash damage. Lots of fun

I have an obssession with the HLC so any list with it in it Im all for :)

Edited by Mace Windu

I'd Dump the APL (they work much better for low PS Ships)

And find a way to work Jonus in. Krassis won't even need the Recon Spec, since he will be getting 3 re-rolls a turn on his HLC. You can spend you actions on Evades and make the hardest ship in the game to kill impossible.

When you are re-roll 3 dice a turn HLC do plenty of crits.

Want to run HLC? try a shuttle. You'll get more shots out of the cannon due to the zero maneuver.

I'd Dump the APL (they work much better for low PS Ships)

And find a way to work Jonus in. Krassis won't even need the Recon Spec, since he will be getting 3 re-rolls a turn on his HLC. You can spend you actions on Evades and make the hardest ship in the game to kill impossible.

When you are re-roll 3 dice a turn HLC do plenty of crits.

I'll have a look but it probably means loosing 2 or even all 3 of my APs

Want to run HLC? try a shuttle. You'll get more shots out of the cannon due to the zero maneuver.

this seems like terrible advice, relies way too much on luck getting a shot to hit with no action and the enemy being nice enough to fly in front of the shuttle considering how nimble the alabaster void buffalo is.