Prince Harming or the Lady Guri, with an entourage of ruffians

By Myth Child, in X-Wing Squad Lists

I’m getting ready for another store championship this weekend and still can’t decide how I want to deploy my new Scum ships. On the one hand, I’m considering the following:

Prince Xizor (StarViper), Predator, Virago, Autothrusters, Advanced Sensors – 40

Syndicate Thug (Y-Wing), Ion Cannon Turret, Unhinged Astromech, BTL-A4, x2 – 48

Binayre Pirate (Z-95) – 12

100 pts.

I figure I want Xizor up in the enemy ships’ faces, maximizing damage while my opponent agonizes over what a poor decision it probably is to shoot at him while his escort is still around to soak up uncanceled hits. If the escort falls, I try to fly him a bit more evasively, still being able to modify my attack with Predator (and focus, if able).

On the other hand, I’ve also flown Guri with the same load-out in a similar squad. When I did, I gave one of the Thugs Autoblaster Turret, Genius, and a Proton Bomb. I used a tactic I saw in one of Sable’s articles, pulling a 4K and allowing Genius to fling my bomb ahead and into the enemy formation, which was supremely satisfying (but of course that Thug pulled Munitions Failure). Meanwhile, I tried to keep Guri out of arc but within range 1 when possible.

Both squads were fun and successful, but for the most part, the lists I played against were not really indicative of the kind I’m likely to face in the tournament. I feel like the Xizor list might be more consistent against a variety of squad types. Would any of you agree? Is having the same load-out on Guri a bit overkill? Genius' bombing shenanigans seem really novel and unexpected to me, but are most people likely to see them coming?

I appreciate any feedback. I’m still trying to figure out how the Scum faction operates most effectively, so I’d love to hear any advice and discussion.

do like the name "prince harming" :P

flown basically this exact same list, didn't like it. The good prince is a boss, but he's not enough of an anti-high maneuverability counter to cover for the entire list. Feedback Zs do a very good job of taking care of themselves, but BLT-A4 Y-wings aren't so grand

I flew a similar list, and I liked it.

Xizor (VI, Autothrusters, Virago, FCS)

Syndicate Thug (Autoblaster Turret, Unhinged Astromech) x3

do like the name "prince harming" :P

flown basically this exact same list, didn't like it. The good prince is a boss, but he's not enough of an anti-high maneuverability counter to cover for the entire list. Feedback Zs do a very good job of taking care of themselves, but BLT-A4 Y-wings aren't so grand

Thanks! I thought it was pretty clever. :P

And thanks for your input. I was a bit concerned about keeping enemy ships in arc of the Y-Wings while also keeping them within range 1 of Xizor. Unfortunately, I don't have any Feedback Arrays, either. Somehow I was under the impression that we'd get those and a couple Deadman's Switches in Most Wanted, but apparently not.

I have to say, I saw you post about your Guri squad with two Autoblaster Ys and a Spacer, and it really intrigued me. It sounds like you've had some good success with it as well. I've been tempted to give it a try myself, but I'd feel a little guilty stealing your list, heh. I do feel like I'd get more utility out of that M3-A than a Pirate, though. Is it very difficult getting the Ys in range 1 of their targets consistently?

I flew a similar list, and I liked it.

Xizor (VI, Autothrusters, Virago, FCS)

Syndicate Thug (Autoblaster Turret, Unhinged Astromech) x3

That does sound like a fun list. That single Pirate in my list feels a little useless, but I'm afraid I only have the two Ys.

I have to say, I saw you post about your Guri squad with two Autoblaster Ys and a Spacer, and it really intrigued me. It sounds like you've had some good success with it as well. I've been tempted to give it a try myself, but I'd feel a little guilty stealing your list, heh. I do feel like I'd get more utility out of that M3-A than a Pirate, though. Is it very difficult getting the Ys in range 1 of their targets consistently?

Guilty?

What faction are we playing again? :P

Also yeah, the auto-blaster Ys are incredibly difficult to get range on their intended target because range 1 is a little greater than two ship bases meaning a barrel-roll can very easily take an arc-dodging ******* out of range. Mainly, they're there for the fear of the auto-blaster. You fly the Ys into position and can be almost 100% certain your opponent won't end his move anywhere near them (unless he gets blocked, in which case smile evily) and use that knowledge to get Guri and the Scyk to draw arcs. IF you can manage to sandwich an arc-dodger between the two of them, things get easier and that arc-dodger basically gets dead.

They've led to these funny games where the opposing whisper/soontir just got absolutely swiss-cheesed in the 3rd round and led to an immediate reset of the game. The closest game I've had with them was versus thurr, soontir, and whisper (jesus) and by themselves they didn't kill anything (though they would have murdered soontir if whisper didn't have such incredibly hot dice on her first shot) but they put two damage on Soontir and later blocked him, which let the Scyk finish it off from range 3. Guri ended up one-shooting Thurr, who got stuck between her and an auto-blaster Y with no focus, and one-shooting Whisper who took an obstructed shot at the Scyk and missed (again, no focus) ^_^

Against non-high agility targets, 2 damage without green dice retaliation have proven to be surprisingly effective and not having to worry about arc is very nice. They've actually killed more firesprays than phantoms, hilariously enough.

Edited by ficklegreendice

Guilty?

What faction are we playing again? :P

Haha, clearly I still need to adjust to the philosophy of this faction.

But I see. So, the Ys are there primarily for area control to let Guri and the Spacer perform their work more easily. That sounds like it'd make for some interesting flying. Thanks for the tips! I may just have to give this squad a whirl after all. :) How do you handle the Ys against some of the faster large ships? Do you just cast a wider net?

Guilty?

What faction are we playing again? :P

Haha, clearly I still need to adjust to the philosophy of this faction.

But I see. So, the Ys are there primarily for area control to let Guri and the Spacer perform their work more easily. That sounds like it'd make for some interesting flying. Thanks for the tips! I may just have to give this squad a whirl after all. :) How do you handle the Ys against some of the faster large ships? Do you just cast a wider net?

truth be told, I'm still coming to grips with the squadron so the tactics aren't perfect

the previous game I mentioned, I almost lost because I advanced the squadrons unevenly (the scyk and y further from the bulk of the dodgers doing further, with guri and the other y going more slowly so I could get a pincer) and the opponent unleashed a surprise maneuver by racing soontir and thurr towards the exposed bit. I had to do some emergency super fast flying to collapse my squadron on the two interceptors, which led to Whisper getting her two choice shots on the auto-blaster Y with Guri

Moral of the story, I believe, is that I've had the most success flying the two Y-wings relatively close to one another (rough maximum of 5 small ship bases between them) or in such a manner that you can potentially catch the enemy between them. Guri and the Scyk follow close behind, with the Scyk being further off and Guri being nearer to the enemy formation for obvious reasons. It's all easier said than done, ofc, because Ys can't boost or roll, but that's the theory.

Needs more testing before I can't say for certain which approach is best, but connecting the Ys via invisible umbilical cord has worked out the best so far. So, Y-wings closer together (or, if they start apart they're supposed to converge when the enemy is close enough) and Guri + Scyk off to the corners, Guri closer to the enemy than the Scyk (you'll have to use your own discretion for how close you want her to be, because she's awesome but not invincible like the Prince)

Edited by ficklegreendice

Moral of the story, I believe, is that I've had the most success flying the two Y-wings relatively close to one another (rough maximum of 5 small ship bases between them) or in such a manner that you can potentially catch the enemy between them. Guri and the Scyk follow close behind, with the Scyk being further off and Guri being nearer to the enemy formation for obvious reasons. It's all easier said than done, ofc, because Ys can't boost or roll, but that's the theory.

Needs more testing before I can't say for certain which approach is best, but connecting the Ys via invisible umbilical cord has worked out the best so far. So, Y-wings closer together (or, if they start apart they're supposed to converge when the enemy is close enough) and Guri + Scyk off to the corners, Guri closer to the enemy than the Scyk (you'll have to use your own discretion for how close you want her to be, because she's awesome but not invincible like the Prince)

Thanks! That makes sense. Then you've got a rather sizeable area between them where enemy ships won't want to tread. And yeah, I'll have to figure out how best to approach with Guri.

Though, I do wonder how this list would work out with the Prince instead... I suppose the Scyk would have to lose the Hull Upgrade, though.