Pirates on Patrol (Scum YYYZ)

By Vorpal Sword, in X-Wing Squad Lists

Here's what I'm running tomorrow at a local(ish) Store Championship:

Kavil (24)

Veteran Instincts (1)

Blaster Turret (4)

R4 Agromech (2)

Syndicate Thug (18)

Ion Cannon Turret (5)

BTL-A4 Y-Wing (0)

Syndicate Thug (18)

Ion Cannon Turret (5)

BTL-A4 Y-Wing (0)

N'Dru Suhlak (17)

Lone Wolf (2)

Proton Rockets (3)

Total: 99

View in Yet Another Squad Builder

The general idea is for N'Dru to set up on the flank, with the Y-wings in a reverse delta with Kavil in the rear. As the Thugs look for a joust, Kavil turns away from N'Dru and starts throwing out shots with 4 Attack and target lock.

It handles Phantoms using Kavil's turret at PS9 with 4 target-locked dice. It handles Fat Han and Decimators by throwing red dice like a swarm (16-17 dice per round). I hope it handles Fel + Autothrusters by stripping his tokens early in the round and then ionizing him. I'm not sure how well it handles Rebel swarms, but statistically speaking it's an extraordinarily efficient list… as long as I can keep my opponents in range and keep N'dru away from the Y-wings.

I'll be back on Sunday to talk briefly about how it performs in the wild!

Edited by Vorpal Sword

R4 agromech on Kavil for the same cost as the salvaged astromech combos well with your turret. A hot shot blaster on the Z is worth considering too as your opp goes for the k turn

R4 agromech on Kavil for the same cost as the salvaged astromech combos well with your turret.

That's my error, actually--ought to be an R4. Thanks for the heads up.

You can make Kavil even deadlier. Blaster, R4 Agro, Marksmanship and Experimental Interface (total 36). T/L and Marksmanship on a four shot turret. Compared say to Dash, 2 less shields, 1 less agility, your donut is R3 instead of R1 and about 20 points cheaper.. It's crap shedding the stress though.

Couple him with a bare Torkhil Mux, nothing on it, he's going to die first anyway. A smart Whisper player will stay away from this until Mux is dead. That puts him out of the fight for the first 2 to 3 rounds and the rest of your squad can do some real damage during that time.

45 points left. The list I played with him was the above with 3 x Binayres with hotshots. You could fit your 2 Thugs in there but you would have to change one to a Blaster.

Edited by Trubble

You can make Kavil even deadlier. Blaster, R4 Agro, Marksmanship and Experimental Interface (total 36). T/L and Marksmanship on a four shot turret. Compared say to Dash, 2 less shields, 1 less agility, your donut is R3 instead of R1 and about 20 points cheaper.. It's crap shedding the stress though.

Couple him with a bare Torkhil Mux, nothing on it, he's going to die first anyway. A smart Whisper player will stay away from this until Mux is dead. That puts him out of the fight for the first 2 to 3 rounds and the rest of your squad can do some real damage during that time.

45 points left. The list I played with him was the above with 3 x Binayres with hotshots. You could fit your 2 Thugs in there but you would have to change one to a Blaster.

Locking Kavil into 1 and 2 straights doesn't seem to be a great idea. If he doesn't clear stress every round he's stuck with his primary attack. You'll have some great rounds where you get 4 dice with TL and Marksmanship but then you'll end up out of action for one or two rounds while you try to get back into the fight.

A naked Mux seems like a waste of points. He might pay off in matches against Phantoms but even then I think he'll have trouble pulling his weight.

Well I played 10 games over the weekend with my sons with that list. Went 6 wins and 4 losses. The longest Mux lasted was 5 rounds, the least was 1. Mostly he lasted 3. In all the games, 4 of them with guns, he did zero damage. Admittedly, most of the games were against ships with autothrusters, But he is still worth taking for his ability, it payed of twice in 8 games and 3 times in 1 game.

Flying Kavil was easy. line him up for his attack run, and you get 3 good 1 straight T/L Marksmanship rounds. After that, just spend some time lining him up again, think 2 to 3 rounds ahead. You don't have to experimental interface every turn, plan ahead. I think he can be the best 4 shooter in the game.

Anyway, give it a go, or not.

Edited by Trubble

Love the list OP. The y-wings will be plenty deadly but I worry about enemies kiting them. Maybe N'dru's job is to stay behind the pack to chew up what gets around them. With that tactic, swap out the rockets for ion missle.

I'm also tempted to just drop rockets for unhinged astros and dampeners

I'm not interested in running Marksmanship + Experimental Interface on Kavil, sorry. 6 points, his EPT slot, and a stress token is too much to spend to get the effect.

Love the list OP. The y-wings will be plenty deadly but I worry about enemies kiting them. Maybe N'dru's job is to stay behind the pack to chew up what gets around them. With that tactic, swap out the rockets for ion missle.

I'm also tempted to just drop rockets for unhinged astros and dampeners

My initial plan for the list was a 23-point Cartel Spacer + Heavy Laser Cannon where N'Dru is now, and after yesterday's experience I'm leaning back in that direction--although that leaves me without an initiative bid. It's a stronger flanker with fewer restrictions, although it's on the (very) expensive side for 3 hp, and it can't approach slowly behind the Y-wings and can't turtle up if I run it on the flank and my opponent heads straight for it.

Any thoughts?

[Edit: An 18-point Cartel Spacer + Flechette Cannon leaves me with enough points for Seismic Charges on the warthogs. A 20-point Cartel Spacer + Mangler Cannon leaves enough to add Unhinged Astromechs. Hmm.]

Edited by Vorpal Sword

Okay, here's the updated version I'll be practicing with for the next couple of weeks:

Kavil (24)

Veteran Instincts (1)

Blaster Turret (4)

R4 Agromech (2)

Syndicate Thug (18)

Ion Cannon Turret (5)

BTL-A4 Y-Wing (0)

Syndicate Thug (18)

Ion Cannon Turret (5)

BTL-A4 Y-Wing (0)

Cartel Spacer (14)

Heavy Laser Cannon (7)

"Heavy Scyk" Interceptor (Cannon) (2)

Total: 100

View in Yet Another Squad Builder

I'm interested in feedback, as if I'm going to make any further changes I'd like to do it soon enough that I can still get a handful of practice matches in!

Edited by Vorpal Sword

Personally, I'd rather have a mangler + hull or maybe stealth device instead of heavy laser. Loses 1 attack at range 2/3 but increased durability is worth it imo. Plus, with the spacer shooting last, he can prey on any targets with stripped shields to more likely get those crits on enemy hull.

I'm not interested in running Marksmanship + Experimental Interface on Kavil, sorry. 6 points, his EPT slot, and a stress token is too much to spend to get the effect.

Love the list OP. The y-wings will be plenty deadly but I worry about enemies kiting them. Maybe N'dru's job is to stay behind the pack to chew up what gets around them. With that tactic, swap out the rockets for ion missle.

I'm also tempted to just drop rockets for unhinged astros and dampeners

N'Dru was the worst performer by far at yesterday's store champs. I wasn't setting up far enough away to activate his ability consistently, and he never got a shot with the rockets. Hotshot Blaster would have been more useful... As would a Binayre Pirate with a Deadman's Switch, honestly.

My initial plan for the list was a 23-point Cartel Spacer + Heavy Laser Cannon where N'Dru is now, and after yesterday's experience I'm leaning back in that direction--although that leaves me without an initiative bid. It's a stronger flanker with fewer restrictions, although it's on the (very) expensive side for 3 hp, and it can't approach slowly behind the Y-wings and can't turtle up if I run it on the flank and my opponent heads straight for it.

Any thoughts?

[Edit: An 18-point Cartel Spacer + Flechette Cannon leaves me with enough points for Seismic Charges on the warthogs. A 20-point Cartel Spacer + Mangler Cannon leaves enough to add Unhinged Astromechs. Hmm.]

I posted a similar list in this thread. It used Proximity mines on the Warthogs and a Bandit Pirate with a Feedback Array as a blocker. I haven't played it yet but it seems like it would be a decent area denial list.

Edited by WWHSD

Personally, I'd rather have a mangler + hull or maybe stealth device instead of heavy laser. Loses 1 attack at range 2/3 but increased durability is worth it imo. Plus, with the spacer shooting last, he can prey on any targets with stripped shields to more likely get those crits on enemy hull.

Yeah, I thought about that. The fact that I can shoot last with the Mangler is nice, and freeing up 3 points could definitely be helpful.

Part of my experience on Saturday was that people almost inevitably steered for N'Dru first. In one match--against an 80-point Soontir/Whisper list that eventually hit second place--I was able to use it to my advantage by distracting Soontir while the Y-wings focused on Whisper. In my other matches, N'Dru just died quickly without accomplishing much. That suggests that you're right about Mangler + Hull Upgrade being a better call.

I posted a similar list in this thread. It used Proximity mines on the Warthogs and a Bandit Pirate with a Feedback Array as a blocker. I haven't played it yet but it seems like it would be a decent area denial list.

I saw your list, actually, and I like it. There are really only two things holding me back from adopting it:

(1) I don't want to stack more points on the Warthogs. Part of what's making them work so well, I think, is that they're so cheap that opponents don't want to chew through all those hit points for a measly 23 points. So making them bigger targets might be contraindicated.

(2) I like moving ships on the same PS, when possible. Cartel Spacer is PS2, and the Binayre Pirate is PS1. That means I'm moving him up in front as a blocker (good), but there's a good chance he won't be able to clear the traffic and will end up snarling the warthogs' own intended traffic lanes (bad).

I really wish there was a generic Scum ship in the high teens or low 20s, preferably either capable of carrying a couple of bombs or bringing 3 Attack to the table... but I suspect Scyk + Mangler is the closest I'll get.

I really worry about the cost of those Warthogs as well. I just don't know where in the list I'd rather but those 6 points though. I like the idea of having the Z-95 as a PS1 blocker instead of using a more expensive ship in its place. I can't even really think of a useful way to spend more points on Kavil.


Okay, here's the updated version I'll be practicing with for the next couple of weeks:Kavil (24)Veteran Instincts (1)Blaster Turret (4)R4 Agromech (2)Syndicate Thug (18)Ion Cannon Turret (5)BTL-A4 Y-Wing (0)Syndicate Thug (18)Ion Cannon Turret (5)BTL-A4 Y-Wing (0)Cartel Spacer (14)Heavy Laser Cannon (7)"Heavy Scyk" Interceptor (Cannon) (2)Total: 100

I'm partial to the mangler also. Stealth is good with last 3pts but I'd still lean towards unhinged and a point for initiative.

I would lean more towards the cheaper scyck to give unhinged mechs to your thugs. All 3 movements turning green should make the Thugs more maneuverable and easy to get actions :)