Boba Kath and a Pirate

By Plainsman, in X-Wing Squad Lists

I thought this combo might prove interesting!

100 points

PILOTS

Boba Fett (45)

Firespray-31 (39), Veteran Instincts (1), Seismic Charges (2), Inertial Dampeners (1), Slave-1 (0), Anti-Pursuit Lasers (2)

Kath Scarlet (43)

Firespray-31 (38), Inertial Dampeners (1), Andrasta (0), Anti-Pursuit Lasers (2), Seismic Charges (2)

Binayre Pirate (12)

View: http://xwing-builder.co.uk/view/204946/bh-trio

Tweak: http://xwing-builder.co.uk/build/204946

Seismic Charges and APLs seem like wasteful luxuries when you're leaving 1/3 Illicit, 1/2 EPT, and 2/2 crew slots empty.

The APLs on Boba are particularly weird. With VI he's PS 10, meaning there are only a handful of pilots in the game who could ever overlap him after he's moved. You're basically counting on your opponents misjudging distance and running into him before his maneuver, and you should never plan for an incompetent opponent.

Get those 8 points back and hand out some of the upgrades that work well on Firesprays. Predator, PTL, Recon Specialist, K4 Droid

the lone generic Z-95 is perhaps the single most worthless ship you could ever burden your squadron with

I had four ship lists over in rebels that didn't take off until I got the A-wing in, because the lone Z-95 is just such an in-the-way sore thumb of worthlessness that it actively reduces your squad's effectiveness.

Now, in scum you have two choices: spring for the Scyk or slap on a feedback array.

Edited by ficklegreendice

the lone generic Z-95 is perhaps the single most worthless ship you could ever burden your squadron with

I had four ship lists over in rebels that didn't take off until I got the A-wing in, because the lone Z-95 is just such an in-the-way sore thumb of worthlessness that it actively reduces your squad's effectiveness.

Now, in scum you have two choices: spring for the Scyk or slap on a feedback array.

Or remove it and get more upgrades for the Firesprays.

the lone generic Z-95 is perhaps the single most worthless ship you could ever burden your squadron with

because the lone Z-95 is just such an in-the-way sore thumb of worthlessness that it actively reduces your squad's effectiveness.

i couldn't have stated it better myself if you put a gun to my head

i've always had ZERO love for the z95. it's dial is boringly average and a terrible action bar to boot. i've always considered them the biggest waste of points i've ever seen. even worse than running multiple rebel hwks in a 100 pt list

the lone generic Z-95 is perhaps the single most worthless ship you could ever burden your squadron with

because the lone Z-95 is just such an in-the-way sore thumb of worthlessness that it actively reduces your squad's effectiveness.

i couldn't have stated it better myself if you put a gun to my head

i've always had ZERO love for the z95. it's dial is boringly average and a terrible action bar to boot. i've always considered them the biggest waste of points i've ever seen. even worse than running multiple rebel hwks in a 100 pt list

Well, I wouldn't go that far :P

Z-95s do two things: block and take apart 2 or less agility. They can only do both in numbers, preferably 3+

Alone, it's basically the most worthless ship in the game. The Tie Fighter will slap the crap out of it with its far superior dial and action bar.

Now Scum has the option for Feedback, which I believe is absolutely worth it because it turns the Z into something far more deadly. With it, it can actually effectively cover your other ships and terrifying the likes of Soontir/Whisper by guaranteeing their death if you manage to peg some damage on them or it pegs some damage on them to guarantee their death from your better ships. For 14 points, it's good value. For just the base ship, it's shady used car salesman fodder.

Not saying that double scum firesprays necessarily have enough points to throw around justify having a third ship, though

Edited by ficklegreendice