HLC carrier with 7 green dice

By ionic, in X-Wing

I've been thinking of running this list ...

Serissu + Heavy Scyk title + HLC + swarm tactics + stealth device(34)

Kaa'to Leeachos + hotshot + munitions failsafe + bodyguard (21)

Mandalorian merc + ion cannon + feedback array + draw their fire + recon spec + tactical jammer (45)

Serissu has 4 green dice + 1 from Kaa'to's bodyguard EPT and should be able to get another from tactical jammer or an asteroid. At range 3, she (?) could be rolling 7 green dice. Going after Serissu directly will be a nightmare so you have a choice of taking down the offensively weak Z-95 or chewing through the Firespray. The Firespray can draw crits from Kaa'to and all the while that HLC keeps firing. Ion, HLC, hotshot and feedback array give some anti-Phantom capability.

Any thoughts on how I can improve this?

EDIT: forgot that Serissu can evade so you could effectively have 8 green dice

Edited by ionic

Another option would be to take the hotshot and failsafe off Kaa'to and give him a shield upgrade

EDIT: forgot that Serissu can evade so you could effectively have 8 green dice

, well 8 evades, not actually 8 dice

The problem with the named Z 95's with a ton of upgrades on them is that they're an easy 20-25 points. Z's don't really get better with more points put on them, you just end up giving your enemy more points when it inevitably dies.

You'd also be better off with the other named m3-a pilot that gets assigned evades when it successfully dodges an attack.

Edited by ParaGoomba Slayer

I'd put VI on Serrissu. You don't care about a tough ship or a weeny firing at PS8 all that much. An HLC firing before a Phantom is a big deal, though.

That being said, the Merc is definitely the main target, even without Jammers. You might drop Jammers in favor of more defense for the Merc.

The problem with the named Z 95's with a ton of upgrades on them is that they're an easy 20-25 points. Z's don't really get better with more points put on them, you just end up giving your enemy more points when it inevitably dies.

You'd also be better off with the other named m3-a pilot that gets assigned evades when it successfully dodges an attack.

I think you're missing the point of Kaa'to. He's there to help Serissu to be as difficult to kill as possible. He'll probably die after few rounds of shooting but Serissu and the Mandalorian will be more or less unscathed. Draw their fire and Serissu's ability will keep Kaa'to alive for longer than you'd expect and all the time he's guarding Serissu or the Firespray.

I'd put VI on Serrissu. You don't care about a tough ship or a weeny firing at PS8 all that much. An HLC firing before a Phantom is a big deal, though.

That being said, the Merc is definitely the main target, even without Jammers. You might drop Jammers in favor of more defense for the Merc.

Good point. If I drop the jammersnd convert swarm tactics to VI I've got 2 points left. What would you recommend?

Taking an evade action when you have seven green dice is just daring the fates to throw four blanks and three eyeballs at you.

Also, this is all fun and games until someone actually plays Ten with Mangler.

I'd put VI on Serrissu. You don't care about a tough ship or a weeny firing at PS8 all that much. An HLC firing before a Phantom is a big deal, though.

That being said, the Merc is definitely the main target, even without Jammers. You might drop Jammers in favor of more defense for the Merc.

Good point. If I drop the jammersnd convert swarm tactics to VI I've got 2 points left. What would you recommend?

I have no experience with this, but what if you drop Munitions Failsafe for 1 more point and put countermeasures on the Merc? On the first serious round of fire, you blow the countermeasures and get 3 dice and a re-roll on the Merc, along with your 2 Focus. Depending on the enemy squad, you might also keep it until a close range fight. This is all just theory to me, though

Hmm I'd drop a lot of the upgrades on the Firespray and Kaatos and then add in an extra Pirate to block with. Blocking is pretty huge for diminishing your opponent's attacks, also your weak spot is R1 so it can help keep that area blocked.

Serissu [Veteran Instincts, “Heavy Scyk” Interceptor, Stealth Device, Heavy Laser Cannon] (33)

Mandelorian Mercenary [Recon Specialist] (38)

Kaa’to Leeachos [bodyguard] (17)

Binayre Pirate (12)

Edited by stmack

You lose the damage diffusing ability of DTF, but and extra ship is an extra ship.

I feel like this would be a hard formation to maintain but go for it and see how it goes.

The problem with the named Z 95's with a ton of upgrades on them is that they're an easy 20-25 points. Z's don't really get better with more points put on them, you just end up giving your enemy more points when it inevitably dies.

You'd also be better off with the other named m3-a pilot that gets assigned evades when it successfully dodges an attack.

You are in general right about this, however if the points are front loaded, such as a spectacularly effective munitions attack, it isn't as much of an issue. For example: Blount landing an assault missile in the midst of a tie swarm resulting in multiple hits, N'Dru hitting a devastator with 8 dice thanks to cluster missiles. The Z has done it's job in that case and is worth the points.

Good luck flying this in formation and not getting arc dodged like crazy. It's going to be extremely predictable in practice.

Kavil with autoblaster says hi!

You could with some clearer writing

You could with some clearer writing

I've decided I'm going to start calling out unnecessarily negative comments. There's way too many of them on here, they aren't constructive, here's a great example.

You could with some clearer writing

I've decided I'm going to start calling out unnecessarily negative comments. There's way too many of them on here, they aren't constructive, here's a great example.

Thanks Stmack. Just pure obnoxiousness from Blail Berg. Really lowers the tone of the forum.