N'dru Suhlak's Rocket Launchers of Doom

By TIE Pilot, in X-Wing

I'd picked up the fact that N'dru Suhlak's effect works on any attack, not just primaries, and therefore was quite impressed with his four dice Hot Shot Blaster. However, someone pointed out earlier that it also works on ordnance. Concussion Missiles and Assault Missiles become 5 dice attacks, and Cluster Missiles ends up with eight.

Two four dice attacks, from a Z-95 Headhunter that costs 21 points, likely 23 given Lone Wolf is almost autoinclude on him given the synergy with his ability.

This sounds to me like an incredibly potent attack, and throughout the Scum squadbuilding I've been doing today whenever I fill an ordnance slot I look up at N'dru's empty missile slot and wonder if even the mighty APT blast of X-wing oneshotting can compete. It's definitely something the Decimator and Falcon are going to hate (for the Decimator with shields up it's effectively an eight dice attack) and four dice spikes high enough to punch through the defences of even the high agility ships.

Has anyone looked at this mathematically? How nasty is N'dru's ordnance and how does it compare to the likes of Advanced Proton Torpedoes and Proton Rockets?

A 23 point Z-95, or a 25 point StarViper...It's getting pretty costly, and it's still just a Z-95. Squishy, possibly one-shottable with some bad luck. I get very hesitant in bringing such fragile ships (hence why I usually play Rebels)

Just another glass cannon, with a helluva punch.

I'd love to see the MathWingers on this one; likelihood of damage against however-many-AGI ships. This is one of those thing that gets ampllified against low-agility ships. Two four-dice attacks won't work as well against a 3-4-agility ship as it would an 8-dice attack, but against a Decimator it could be crippling.

Edited by UnfairBanana

i came up with n'Dru Suhlak+Opportunist+Proton Rockets+Stealth Device+Hotshot Blaster. he comes out at 30 points but the man packs a wallop!

If you've got Lone Wolf on him (for the attack reroll, and obvious synergy with his ability), remember you've also got a defense reroll. It might be worth maximizing that boost to his survivability with a Stealth Device, or something. You're putting more points on, but it's likely to be the difference between a pure glass cannon and just someone who might be able to take a few shots and still deliver his payload.

Two four dice attacks, from a Z-95 Headhunter that costs 21 points, likely 23 given Lone Wolf is almost autoinclude on him given the synergy with his ability.

Edited by WWHSD

A 23 point Z-95, or a 25 point StarViper...It's getting pretty costly, and it's still just a Z-95. Squishy, possibly one-shottable with some bad luck. I get very hesitant in bringing such fragile ships (hence why I usually play Rebels)

Just another glass cannon, with a helluva punch.

I'd love to see the MathWingers on this one; likelihood of damage against however-many-AGI ships. This is one of those thing that gets ampllified against low-agility ships. Two four-dice attacks won't work as well against a 3-4-agility ship as it would an 8-dice attack, but against a Decimator it could be crippling.

Well, another way of looking at it is with a hull added on to that build he's a 26 point PS 7 X-wing, which seems pretty balanced. Not hyper efficient but not a drag on your squad either, and the better you are at keeping him at range, the more efficient he becomes.

The 23 points is including ordnance, remember. Lone Wolf N'dru is 19pt.

If I'd see him a ross the table I'd head for him with all my ships. Forcing my opponent to bring his ships too close and render the ability useless if he wants to shoot at my ships.

Go all out at N'dru and the rest of the Scum fleet will approach you from the back. Charging a flanker just turns the main force into the flanker.

That, and N'dru'll probably still get his ubercluster off before R1-2 is violated.

A 23 point Z-95, or a 25 point StarViper...It's getting pretty costly, and it's still just a Z-95. Squishy, possibly one-shottable with some bad luck. I get very hesitant in bringing such fragile ships (hence why I usually play Rebels)

Just another glass cannon, with a helluva punch.

I'd love to see the MathWingers on this one; likelihood of damage against however-many-AGI ships. This is one of those thing that gets ampllified against low-agility ships. Two four-dice attacks won't work as well against a 3-4-agility ship as it would an 8-dice attack, but against a Decimator it could be crippling.

I'm not sure. It has the defence of an X wing, the movement of an X wing, if you give it a Hull Upgrade it has the soaking capabilities of an X wing.

As long as N'Dru flies alone, with a HU and VI N'Dru becomes a 21 point PS9 ship.

With lone wolf, HU and cluster missiles he is still only 26 points and should survive long enough to fire the missile. After which many opponents will just see him as 'just another Z95'

I wouldn't push him up to 26 pt. At 19, you've got a 3/2/2/2 Z-95 dial with free offensive and defensive rerolls. That's fairly amazing when you consider it's cheaper than even the most basic Warthog Y-wing. The Cluster Missile becomes two four dice attacks for 4pt, which is a hell of a lot of damage for one round. At 23pt, he's the same cost as a basic, non-R7 Tarn, comparable in quality (trades one hull and Tarn's ability for 5 pilot skill, Howlrunner reroll on his attacks and Serissu Reroll on every shot against him and the Cluster Missile ICBM, provided he stays out of R1-2 of allies) Of the two, I think N'dru is better, although I've yet to see how easily N'dru stays away from his "friends."

N'dru's like Backstabber: his strength is his incredible value: he's got a bite (one hell of a bite with Clusters) and he's cheap enough that his death doesn't mean that much. Once you start loading him up with more upgrades, that gets diluted. 29 pt N'dru has a lot of powerful tricks but that's a Wedge cost ship now.

Edited by TIE Pilot

If I'd see him a ross the table I'd head for him with all my ships. Forcing my opponent to bring his ships too close and render the ability useless if he wants to shoot at my ships.

I actually have gone the other route against him, flying hard at the other part of the force and forcing him to come to them.

I think it will be very interesting to see how he plays. He is obviously the Scum version of Backstabber, hard to justify going after with a whole squadron, annoying if you don't try to nullify his ability

I wouldn't push him up to 26 pt. At 19, you've got a 3/2/2/2 Z-95 dial with free offensive and defensive rerolls. That's fairly amazing when you consider it's cheaper than even the most basic Warthog Y-wing. The Cluster Missile becomes two four dice attacks for 4pt, which is a hell of a lot of damage for one round. At 23pt, he's the same cost as a basic, non-R7 Tarn, comparable in quality (trades one hull and Tarn's ability for 5 pilot skill, Howlrunner reroll on his attacks and Serissu Reroll on every shot against him and the Cluster Missile ICBM, provided he stays out of R1-2 of allies) Of the two, I think N'dru is better, although I've yet to see how easily N'dru stays away from his "friends."

N'dru's like Backstabber: his strength is his incredible value: he's got a bite (one hell of a bite with Clusters) and he's cheap enough that his death doesn't mean that much. Once you start loading him up with more upgrades, that gets diluted. 29 pt N'dru has a lot of powerful tricks but that's a Wedge cost ship now.

Edited by AlexW

He is a flanker that doesn't dodge arcs, that alone makes him uniqe and thus very interesting.

Granted you could use other ships that cant arc-dodge to flank, but they don't necessarily excel in that role Ndru does!

If I'd see him a ross the table I'd head for him with all my ships. Forcing my opponent to bring his ships too close and render the ability useless if he wants to shoot at my ships.

In which case he's a cheaper version of Biggs, which is honestly just as good as making him an offensive powerhouse if you can adapt your list.

I tried Ndru with Clusters this afternoon - it was kind of an anti-climax when he one-shotted Biggs on the very first roll :lol:

i'm still on the fence on what better, Proton Rockets or Cluster missiles

i ran him with lone wolf and clusters (the go-to) and the results were mixed. i got to hit kenkirk with the full payload, but due to the range 1-2 restriction kenkirk was able to drop me via vader in the second round of attacking. i dealt 5 damage, which was good, but (and this is probably due to me flying new scum hotness poorly) i got super rocked following that exchange. i'm looking foraward to trying to find room for him as a filler instead of the main focus.

Two four dice attacks, from a Z-95 Headhunter that costs 21 points, likely 23 given Lone Wolf is almost autoinclude on him given the synergy with his ability.

On paper N'Dru with Lone Wolf are made for each other, I worry that in practice you lose too much capability when a friendly ship comes into range 1 or 2. Keeping a Z-95 out of range but still getting shots with it seems like it will be a big challenge.

IG-88 D

HLC, autothrusters, advanced sensors, predator

N'Dru Suhlak

Ptl clusters missiles.

Generic y-wing

Btl-a4 title, proximity mine, blaster turret, bomb load out, genius.

I had N'Dru start on my left side while IG-88 and Y-Wing go up the right. Every game my opponent was concerned about the right side. Then a turn or two after we started to battle N'Dru would come in and fire away. I ended up in 3rd place out of 16.

Edited by tk426

If you've got Lone Wolf on him (for the attack reroll, and obvious synergy with his ability), remember you've also got a defense reroll. It might be worth maximizing that boost to his survivability with a Stealth Device, or something. You're putting more points on, but it's likely to be the difference between a pure glass cannon and just someone who might be able to take a few shots and still deliver his payload.

If you take a stealth device, Proton Rockets might work well too. You're paying 25 points - not a trivial amount but not bank-breaking - but you've got a what-the-holy-god 6-dice-with-a-reroll-and-focus-token Proton Rocket shot in your bag.

Again, he's got kind of a Biggs effect - because no-one can afford to let him fire those rockets!

(if you've got the spare change, a deadman's switch might be quite cool too - on the theory that hopefully he'll be at range one, having just fired his rockets, when he dies).