Edited by MichielR
Michiel's Let's Discuss: N'Dru Suhlak #26
Edited by MichielR
No mention of cluster missiles?
Yeah, seriously, no cluster missles mentioned?
Dead Mans Switch is a poor choice here. N'dru will be flanking; he could easily die early and out of range 1 of any enemies. Better to keep him as cheap as possible (17/19) as it's his bargain ps7 damage output which makes him a great ship.
If you did want to add an illicit upgrade then inertial dampners is the one as it will help keep you out of range of your own ships when closing on a fight. A good one point buy if you have 2 abilities resting on range control that don't require an action.
Wow, this combination looks like fun to fly!
Thank you for making another video; I got into the game a couple of months ago and the whole series really helped me get started. Lots of inspiration!
Suhlak strikes me as a pilot that looks good on paper but that can rarely translate that potential to a game. Whenever I've seen him in play, his weak chassis and relatively low PS for a flanker has kept him from making an impact' he'll either be chased away by an opposing flanker in a much better chassis & with a higher PS or sniped at long range as he makes his approach because the Z's dial, while not bad, makes his vector very predictable & is incapable of a 5 forward.
When you start trying to address these issues with a pile of upgrades to make-up for the Z's mediocre durability, the low PS, the lack of post-dial maneuvers, etc, suddenly Suhlak's price advantage goes away and you'd probably have been better off just taking a Starviper pilot instead.
Suhlak strikes me as a pilot that looks good on paper but that can rarely translate that potential to a game. Whenever I've seen him in play, his weak chassis and relatively low PS for a flanker has kept him from making an impact' he'll either be chased away by an opposing flanker in a much better chassis & with a higher PS or sniped at long range as he makes his approach because the Z's dial, while not bad, makes his vector very predictable & is incapable of a 5 forward.
When you start trying to address these issues with a pile of upgrades to make-up for the Z's mediocre durability, the low PS, the lack of post-dial maneuvers, etc, suddenly Suhlak's price advantage goes away and you'd probably have been better off just taking a Starviper pilot instead.
I want to start of by saying that I agree with you, but at the same time I have flown Suhlak to a stand still with Soontir. This kept Soontir out of the main fight and allowed me to gain the upper hand and I was able to clean up Soontir last. I think he's one of those pilots that needs to be flown carefully and with the right amount of luck you might be able to pull it off, however, I would not run him in competitive play.
Jyrgunkaard knows his stuff. N'Dru is much like Backstabber in this regard: A pilot that wants to approach from the flank but does not have the tools to do it in anything other than the ideal situation against the ideal list. Backstabber, however, has the option of just flying with his bros, perhaps even drawing some range 3 fire (Biggs effect) away from closer targets and getting an out of arc shot in the second turn of the exchange. N'Dru cannot do this and is stuck on the flank.
Toxiczammy isn't wrong and it's perfectly possible to tie up a strong flanker with a weak one. This does rely on your opponent not knowing what he is doing though. Soontir should just grab a bite out of him on the way past, then get on with doing his thing.
One of the best distraction flankers is an Academy pilot. if Anyone takes ANY time to hunt him it's a win for the Academy pilot player. If not he'll probably end up with a good R1 shot at some point.
With flankers it's go big or go very very small. No room for N'Dru half measures.
That said, if you fly him like a boss N'Dru will wreck face!
No mention of cluster missiles?
Yeah, seriously, no cluster missles mentioned?
Dead Mans Switch is a poor choice here. N'dru will be flanking; he could easily die early and out of range 1 of any enemies. Better to keep him as cheap as possible (17/19) as it's his bargain ps7 damage output which makes him a great ship.
If you did want to add an illicit upgrade then inertial dampners is the one as it will help keep you out of range of your own ships when closing on a fight. A good one point buy if you have 2 abilities resting on range control that don't require an action.
As soon as someone made the first mention of cluster missiles I slapped myself. I should have never missed that! Haha.
Dead Mans Switch is entirely optional. It's not bad taking it with you if you notice you Suhlak dying early and a lot and you have 2 points to spare.
N'Dru is much like Backstabber in this regard: A pilot that wants to approach from the flank but does not have the tools to do it in anything other than the ideal situation against the ideal list. Backstabber, however, has the option of just flying with his bros, perhaps even drawing some range 3 fire (Biggs effect) away from closer targets and getting an out of arc shot in the second turn of the exchange. N'Dru cannot do this and is stuck on the flank.
Backstabber's an apt comparison, I think: he has a low PS as well, but is in a chassis that's so much more capable than a Z when running solo. He can barrel roll out of arc, he can run forward 5, he can do 1 turns, he can evade if someone turns on him (while rolling at least 3 greens), etc. If an opposing flanker goes head to head with Backstabber, the TIE can bug out of the fight much easier than Suhlak can and will probably line-up at least one rear shot one somebody during a match.
Edited by President JyrgunkarrdN'Dru Suhlak - Lone Wolf, Hull Upgrade - 22 points
Flying solo, he's tougher than an X-Wing, hits harder than an X-Wing, he's PS7 and only one point more expensive than a Rookie Pilot.
N'Dru Suhlak - Lone Wolf, Hull Upgrade - 22 points
Flying solo, he's tougher than an X-Wing, hits harder than an X-Wing, he's PS7 and only one point more expensive than a Rookie Pilot.
I kind of like thát, wow. Its always good to put certain pilots in perspective next to the rookies.
OP - perfect timing for this post!
I've just put together a tourney list to experiment with fist - an Syndicate Thug w/Ion and Unhinged Astromech, Stealthy VI Serrisu, Stealth-Mangler Laetin and N'Dru Suhlak - LW, EU, inertial dampeners and now Cluster Missiles [w/munitions failsafe] thanks to this post (yes I didn't spot that obvious one either!).
Has anyone run him with Engine Upgrade? I've run up against a Z-95 mini-swarm with Engine Upgrade - boy was I surprised how manoeuvrable that made them!
It ups the overall price of price a bit, but also the manoeuvrability. With Suhlak's ability and LW he won't lose out when shooting as badly as others by boosting instead of Focus/TL.
Having flown LW Rexler before, I'm familiar with how challenging it can be to keep one's distance from the furball.
Any tips with a LW Suhlak? Go down the flank or run slow behind the leading ships?
N’Dru Suhlak + Cluster Missiles + “Hot Shot” Blaster + Lone Wolf + Munitions Failsafe (27)
This one's a little on the high side of points but can at times hold that value well. You first get that sweet double tap with the Cluster Missile fixing the blanks. Once you unloaded that missile you get that 4 dice turret on the fly by. If any of them fail to hit keep it until N'Dru is dead (very likely) or you get the hits. Most players will see the danger in letting the little Z-95 zip around and gun for it with higher Pilot Skilled ships. For those who don't see the danger they will never forget once that Z-95 has brutally punished one of their ships.
The problem with Cluster Missiles i found is that you tend to end up too close to your allies when you're in prime Cluster range. I solved that by putting a Concussion Missile on him, and that works fantastic.
Edited by Bipolar PotterThe problem with Cluster Missiles i found is that you tend to end up to close to your allies when you're in prime Cluster range. I solved that by putting a Concussion Missile on him, and that works fantastic.
The Cluster is of course better against big ships but 5 dice is also nothing to sneeze at, especially if you can say no to Millenium Falcon, Jan Ors and Ysanne!
Edited by ForceM
I think you are right there, a 5 dice cluster, or if you have a point more a Homing missile (which i prefer) might seem less good than 8 dice cluster. At first. I have seen him kaboom a 10 points more expensive soontir with that. 5 hits with focus and LW reroll, he rolled 1 focus 1 evade (Thrusters) on his 3 dice. Splat!The problem with Cluster Missiles i found is that you tend to end up to close to your allies when you're in prime Cluster range. I solved that by putting a Concussion Missile on him, and that works fantastic.
The Cluster is of course better against big ships but 5 dice is also nothing to sneeze at, especially if you can say no to Millenium Falcon, Jan Ors and Ysanne!
To bad it's not a 3 dice evade ship. Prockets would be so good!
Edited by ForceMI think you are right there, a 5 dice cluster, or if you have a point more a Homing missile (which i prefer) might seem less good than 8 dice cluster. At first. I have seen him kaboom a 10 points more expensive soontir with that. 5 hits with focus and LW reroll, he rolled 1 focus 1 evade (Thrusters) on his 3 dice. Splat!The problem with Cluster Missiles i found is that you tend to end up to close to your allies when you're in prime Cluster range. I solved that by putting a Concussion Missile on him, and that works fantastic.
The Cluster is of course better against big ships but 5 dice is also nothing to sneeze at, especially if you can say no to Millenium Falcon, Jan Ors and Ysanne!
To bad it's not a 3 dice evade ship. Prockets would be so good!
Always, until you get hit by a proton bomb and draw a direct hit.
