Quick tourney report and throwing this out there to see if anyone has tried it.
Been trying to get a Xizor "bugzapper" list working for a while, and then gave up because the 40 points spent on Xizor just wasn't doing enough damage and my 4 Z's with Feedback array were doing well but often die pretty quickly (since they're doing damage and being predictable on the next turn). One night, I woke up and thought of the "better" version, and "Thugzapper" was born.
2x Thug with Autoblaster Turret + Unhinged Astromech
2x Pirate with Feedback Array
2x Black Sun Soldier with Feedback Array (because I had 2 extra points and this allowed me to shoot/zap first against PS2 swarms.
Took it to a store championship and finished top 4 with it. I knew it was good against high agility aces (especially against Soontir and Whisper), but I never knew how good it would be against dual aggressors.
In the 6 games I played (4 swiss, 2 elimination), I played 3 dual IG lists with various loadouts (Pred/VI, Autothrusters, Mangler/Ion, AdS/FCS, Title), and while my Z's get popped pretty fast in the beginning, once I trap one of the IGs, the autoblaster hits just keep piling up. usually can kill an IG in 2-3 turns of autoblasting/zapping. All three games I ended up losing 3 Z's and my Y's did most of the work. Funny thing in all the games, I did exactly 1 "normal" damage against the IGs because 2 red dice just does nothing against 3 agility+focus+evade+autothrusters. All my damage was done by FBA and Autoblaster.
Faced off against an XXXZZZ swarm which was one of the toughest matches. Went to time and won by a ship. could have gone any direction, and again, I noticed my Z's get popped pretty easily and my 1Y survived and helped kill an X.
Lost a tight match against a standard Whisper/VI Chiraneau. Whisper lived 1 turn longer than she should and unloaded 5 hits/crits on a Y as a farewell shot. If Whisper died a turn earlier (had a few bad autoblaster rolls) or didn't do that much damage, Chiraneau probably might have died (ended up with 4 hull left).
Final loss was to a crazy unique Jan Ors, Jake, Tarn, Bandit list where Tarn survived a few turns longer than he should have (autoblaster fail) and it went to time. I had 2 full health Y's left, my last Z could have died by zapping her Z, and then it would have be 2 Y's against Jan and Jake. Jan probably would die in a turn or two, but Jake would have been a very long cat and mouse game.
So the list did better than I ever thought it would, and as a non-swarm player (I'm usually the Phantom/Decimator or other 2-3 ship build player), I actually really enjoyed the "fly crazy" aspect of this list, where you just lay down a zone of denial against ships and hurt them if they end up in R1 of any ship.
After thinking about it, I feel that the Z's are a little too squishy for 14-15 points, and maybe having 4 Y's and 1 Z with the same loadouts might be better? Then it's truly a THUGzapper list ![]()
New Version:
4 Thugs with Autoblaster turret + Unhinged
1 Black Sun Soldier with Feedback Array
99 points
Pros:
- 36 HP instead of 32 HP (though more 1 agility ships)
- More potential for dealing up to 2 damage instead of just 1
- Won't ion myself and limit my options the next turn
- Doesn't hurt myself
Cons:
- 1 fewer ship (not sure if that matters, since I usually get my 1 Z one-shotted on the first turn of firing anyways)
- can't shoot if they bump you intentionally or if I land on an asteroid (at least I can control this)
- Y's have 1 agility vs Z's 2 agility, but green dice are fickle
Just throwing it out there to see which version people think might be better and if I'm missing any pros and cons. ![]()