Help with Scum: Black Sun Thematic

By jansalterego, in X-Wing Squad Lists

'Ello there. I´ve resisted starting with this game for a long time until the StarViper melted my defenses (as she is wont to do). Now trying to build a Black Sun thematic squad.

Fixed elements are:

Xizor

Virago

Guri

Bodygurad

2x Black Sun Soldier (Z-95)

I´d like some help with the rest of the loadout (10 points). I was thinking Pred, Dampeners and AT on Xizor and Dead Man`s Switches on the Soldiers but I´m not sure if Virago isn´t wasted on mere Dampeners and equally unsure if the Soldiers should get any upgrades at all. I´d be happy to hear your suggestions.

I am going to mess with a few of your 'fixed' elements for the sake of being thematic... I posted this the other day in another thread (just a few threads below this one) and it just happened to be close to thematic,.. I tweaked it ever so slightly in order be more so.

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99 points
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Prince Xizor (32) - StarViper (31), Veteran Instincts (1)
Guri (37) - StarViper (30), Decoy (2), Virago (1), Autothrusters (2), Fire-Control System (2)
Kaa’to Leeachos (17) - Z-95 Headhunter (15), Bodyguard (2)
Black Sun Soldier (13)
The theme here is not just the ships flying, but how they are being used. Xizor is already well protected by his ability to shrug damage off, so I figure the bodyguard should be guarding the decoy, to make it more believable. Black Sun hires Kaa'to Leeachos for this. How does this work mechanically? When flying you can spread arcs if need be from Guri and Xizor. Xizor moves at PS 9, so you can use his action to position him in a better spot, or maybe you have the best shot on Guri. Whoever has the best shot or is in arc of the opponent keeps PS 9 and gets bodyguarded by Kaa'to. Guri has more firepower and more often than not you will want to Decoy to switch her PS to 9 for firing and also allow bodyguard on her.
The actual bodyguard, Kaa'to is the weak link here, and will most likely be targeted first, so you can use Black Sun Soldier's focus to help protect him so Guri gets to keep hers, or you can take guri's extra focus to bodyguard whoever.
The point is there is a ton of crazy things you can do here. You have options based on the situation. You still fit your base of two starvipers and two z-95s, and everything fits thematically with how I believe they would actually fly together. Also, Guri has the Virago title to make her being a decoy more believable.
Maybe the only thing to make this list crazier would be to have Draw Their Fire on Xizor to help protect Kaa'to...
Edited by Deepspace5

Yeah, I saw that thread and really liked your list but only now do I get how much it is on theme with the Decoy.

I´m just afraid being the noob that I am, I might be a little overwhelmed with the crazy stuff it can pull off and end up doing more stupid stuff instead. I´ll try it out a few times and if it works I´ll get to repainting one of my Z's ;)

Right on. I'm sure there are better ways to do it, and I should touch on the other upgrades since that is what you originally wanted some information on.

Lots of people don't like Decoy at all. They really hate it. And there is a good reason for this. I like the concept and I believe the card was made with a purpose. In this particular build it allows your decked out Guri to shoot at a pilot skill not otherwise attainable by swapping with the Veteran Xizor. Most people compare Decoy to Swarm Tactics, saying that it is inferior because you have to SWAP the pilot skill, but I would say it that it is a different mechanic for a reason.

Sometimes you want to have a lower Pilot Skill. Moving at a lower pilot skill generally means you can do your maneuvers without getting blocked. Moving at a higher pilot skill in the activation phase allows one ship to possibly dodge arcs. Maybe you could dodge a few arcs, but want to shoot later in the round and save your focus for defense if needed. Decoy is a card that gives you a few options if you want ships to shoot later or earlier in the round. For this list it also allows the use of Bodyguard on Guri.

A much simpler version of my list would be to just VI Guri. This has the obvious point advantage (costing 1 less) and would ultimately be less confusing. It still allows Kaa'to to bodyguard whoever he wants, but you lose the chance to shoot at PS on Guri. You still have Xizor at PS 9, which is great, but maybe Guri had a better shot at your primary target this round.

VI in this particular case is probably better, but I thought decoy was more thematic to what Guri does and lets her really fulfill her role as Xizor's enforcer by getting her to PS 9. Unfortunately she doesn't move at 9 for arc dodging purposes. This, however, is compenstated by Kaa'to's bodyguard.

I wouldn't fly these ships in a tight formation together, but I would pair Xizor with the Black Sun soldier and Guri with Kaa'to. I would have two wingman groups, but try to keep them close enough to trigger Decoy as necessary. Your opponent has to be careful with their higher PS ships (unless they are over 9 and in that case all of this mojo is pointless) because you will get to decide on your side who shoots first, and you have a bit of control in who your opponent will do damage to.

So, here is my simpler version, which is still thematic, but lacks decoy and anyone shooting at PS 9:

99 Points
Prince Xizor (32) - StarViper (31), Draw Their Fire (1)
Guri (37) - StarViper (30), Veteran Instincts (1), Virago (1), Autothrusters (2), Fire-Control System (2)
Kaa’to Leeachos (17) - Z-95 Headhunter (15), Bodyguard (2)
Black Sun Soldier (13)
Xizor and Guri are both at PS 7, but this build forces your opponent to make some tough decisions. You would fly in a tight formation or even wall if asteroids allowed it. Kaa'to can bodyguard whoever is in the most danger of being shot out of the Prince and Guri, and the Prince can shed damage if directly targeted, or absorb crits if the other friendly ships are targeted. Kaa'to is still the weak link here because he will be bodyguarding the starvipers, but with the Prince's Draw Their Fire, he might be able to stick around for an extra turn or two.
So, lets talk about the upgrades. Bodyguard definitely fits in with Black Sun, because Xizor would have the money to hire someone to protect him. I don't think the Prince needs to be bodyguarded by Guri because he can shed damage with his ability. Guri is more important to protect because her ability is more powerful. Either way you can bodyguard whoever you think will get shot at that round. Fortunately you get to choose who to bodyguard at the beginning of combat after all ships have moved, which is extremely helpful.
I chose FCS over advanced sensors on Guri for added firepower. Yes, Adv. Sensors let you take an action before a Segnor's loop, but at PS 5 or 7, I just feel like FCS will net you more offensive firepower. The problem with it though is that maybe the target you shot at last turn isn't the target you want to (or can) shoot at this turn, and you are forced to move your target lock or keep it on the other target. In the simpler list I have room to upgrade it and that is definitely an option. Also, it is said that Guri had advanced sensors in her eyes allowing her to see infrared and such, IIRC.
Autothrusters is great on the starvipers and keeps you alive a little bit longer. I would assume in an normal match that the Z-95s die first, leaving your starvipers left. AT on either of them, or both, will help you in the mid to end game when they are the only targets remaining.
The Virago title is auto include if you are using both of these starvipers. The exact choice of who to use it on depends on your preference and what you are trying to accomplish. I think Guri with Predator and Auto Thrusters is still powerful, and then you could have Xizor with the title and FCS / Hot Shot blaster for the extra offense.
Whichever upgrades you choose, you need to make your opponent's choices on who to shoot difficult (as in they have no good options to shoot at) or predictable in that you know which of your guys they will take out first and use that mindset to your advantage. For example, say you start in formation and in the first round of shooting they go for Kaa'to because he is bodyguarding your other targets. Maybe he takes a few damage but is alive. Next turn you can break formation and get superior positioning from your vipers and move in to block with your Zs, hopefully preventing them from being shot. Basically you are making your opponent split their fire which allows you to focus as much as possible with your own ships and hopefully score some points.
Here is another example of what I would do on the first approach. Everybody moves up 4 and takes focus actions on the first turn. The second turn I'd probably do a one strait (or whatever maneuver I believe would put me in to range three this turn) and again take focus actions on everyone. At the start of combat, Kaa'to can steal Xizor's focus to bodyguard Guri, while keeping his own focus. What does this do? Now when you opponent goes to shoot in this joust they have a choice of shooting two Z-95s with focus tokens, Guri with a focus AND extra Agility AND autothrusters, or Xizor with no focus who can shed some damage each attack. Kaa'to is probably still the best choice for them to shoot at but he has a focus for defense and your other ships can attack in full force.