New to X-Wing. Critiques on S&V list welcome

By DanDoulogos, in X-Wing Squad Lists

Laetin A'shera (18)

Flechette Cannon (2)

"Heavy Scyk" Interceptor (Cannon) (2)

N'Dru Suhlak (17)

Expose (4)

Cluster Missiles (4)

Inertial Dampeners (1)

Kath Scarlet (Scum) (38)

Opportunist (4)

Heavy Laser Cannon (7)

K4 Security Droid (3)

Total: 100

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What I'm not sure about, but kind of hoped would happen – if the rules go that way – just to see the cluster missiles fire off with five dice for each cluster (3 + 1 (suhlak ability) + 1 (expose) = 5 twice. It would probably make a nice alpha strike if no one noticed it before it was too late.

The rest of it is action denial via flechette cannon and Kath firing The HLC. I don't think it would fly very well against swarms, but might do well in two-ship scenarios.

Any constructive criticism is welcome as well – I'm still getting the hang of this game, so I won't be hurt if someone points out something stupid that I'm thinking or doing.

Edit: spelling

Edited by DanDoulogos

I took the inertial dampeners because I wasn't sure which way to go with that one extra point - initiative? Something else?

Expose only works on primary weapon attacks, so no, five dice clusters is not going to happen that way. Besides, your opponent would have to be pretty dumb not to notice something like that. A tricked out N'dru is generally a dead N'dru before he gets to do much...

Opportunist is the only way to up the number of dice on N'dru (but only for 1 attack per round), and again, it would require your opponent to not have a focus/evade token and N'dru to still be alive after all the focus fire he would inevitably receive...

Although having said that, Palob is a good way to get Opportunist to trigger (tricky to keep him in range 2 of the target AND far enough away for N'dru to get his damage bonus though).

Edited by blade_mercurial

Thanks Blade. Great catch on the expose. I knew if it looked too good to be true, it probably was. Would have made a pretty sweet alpha strike though.

If I swap out Laeten for Palob with a Blaster Turret, and the opportunist EPT, and maybe Boba for Kath, giving him the Flechette Cannons, and maybe a tactician for the extra stress - it might be a fun list to fly (Maybe I will call it "Fett n' Friends" or something goofy like that:

N'Dru Suhlak (17)
Lone Wolf (2)
Cluster Missiles (4)

Palob Godalhi (20)
Opportunist (4)
Blaster Turret (4)
K4 Security Droid (3)
Moldy Crow (3)

Boba Fett (Scum) (39)
Flechette Cannon (2)
Tactician (2)

Total: 100

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I wonder what the survivability of such a list would be?

Interesting Idea.

I think it would be hard to say. You've got 3 scary targets, so who is your opponent going after first? You can punish him for focussing any one ship down. The only problem I could foresee is if your opponent was quick and got shots on N'dru before you can get your other ships in position. But with practice, you might be able to circumvent that to an extent.

I would be tempted to drop Cluster Missiles off N'dru to add Opportunist to Boba, but that might not be a good idea...

I was thinking that Boba and Palob would fly up in formation to engage, allowing Andrew N'dru to circumnavigate the general melee, and arrive the round after for a well timed pincer, maybe striking a ship that has been stressed in the first encounter. Without the cluster missiles, he isn't much of a threat, but if he can get the cluster missiles off, it'll be six or eight dice. To get that out of opportunist would take six or eight rounds of awe-inspiring arc dodging - and I don't think I can pull that off.

That last list is pretty good. I don't really like those 4 points on Fett, though. Scum Fett can be a monster in combat, so limiting him to 1 damage might be not that great. Tactician is decent on Firesprays, but here's another idea. Drop both upgrades for Recon Specialist and Inertial Dampeners instead. The Dampeners let you park in the middle of the fray when you need to and maintain Boba's re-rolls. With Boba's ability and RecSpec, you get both re-rolls and Focus on both attack and defense - pretty awesome combo!

Polab Godalhi: HWK-290 (20+10)
Opportunist (4)
Outlaw Tech (2)
Blaster Turret (4)

Kavil: Y-Wing (24+6)
R4 Aggromech (2)
Blaster Turret (4)

Kath Scarlet: Firespray-31 (38+2)

Tactical Jammer (1)

Calculation (1)

I have a deeper tactical description. If you look for the "Turn and Burn" Scum build forum a little lower in the main list, you will see how it plays. :)

I played the list last night, and won the first game hands down against four A-Wings (Tycho, and three wingmen). I messed up bad in my second game against two E-Wings and an X-Wing (Etahn A'baht, Corran Horn and Porkins, respectively). I wiped Porkins out, but lost the hawk, and had Coran down to two hull, and Etahn at 1 hull - with Boba shieldless, but otherwise full of hull, and N'dru down to a single hull - when I just scraped the edge of the map with Boba, only to follow up my next maneuver doing the same with N'dru. The game was mine for the taking, but for my bad flying (Still getting used to the maneuvers - the templates are sized differently than Star Trek Attack Wing - which is what I have been playing for the last year and a half. The third game I lost to the fellow who eventually won the tournament, he was playing two naked defenders with a suped up Soontir Fel. I took the bait - trying to kill Soontir, who could move 5, boost, and barrel roll each turn - making him impossible for any of my ships to catch. Had I concentrated on his defenders, it may have been a different story, but it was what it was.

I didn't end up using the flechette - which I thought would be great with the tactician to shut down phantoms and the like, but in practice it just didn't come together. The tactician alone wasn't much help against action stoked builds like the first A-Wing game, and especially against Soontir Fel - so it probably would have been much better to take the recon specialist and inertial dampeners (as per advice, obawonka - thx). If I play this list again, I will definitely give those a shot.

Rodzilla - I was originally tinkering with Kath, a Y-Wing, and a Hwk-290. I think I would swap out the cluster missile equipped, lone wolf N'dru, drop the Moldy crow title, and swap in a Y-Wing equipped as per your build - it would make for a more consistent punch. I do like Boba however, as I like to get in the thick of it, and get free re-rolls on both attack and defense. Kath is great for that +1 attack die out the auxiliary, but I'll prolly stick with Boba for now.

thanks guys.

Yeah. I love new Scum Boba. He's real mean. I guess its up to you whether or not you want him relatively naked ir have a little more utility. Theres only so many 1 point upgrades. Preference is key. Dang, you got me thinking about switching it now lol

I was thinking this morning about swapping Kaviil for N'Dru and putting Torkil on the 290,

Something like this:

Torkil Mux (19)
Autoblaster Turret (2)
Intelligence Agent (1)

Kavil (24)
Blaster Turret (4)
Unhinged Astromech (1)

Boba Fett (Scum) (39)
Daredevil (3)
K4 Security Droid (3)
Engine Upgrade (4)

Total: 100

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I'm thinking I could get some good use out of Torkil's ability (assign PS 0 to one enemy at end of action phase) when compounded with intelligence officer (peek at maneuver dial of one enemy at start of action phase) and Daredevil (action: white 1 turn -with stress) on Boba.

Kavil doesn't really play into the synergy all that much, but having a turret to toss around 4 dice out of arc (or 3 within) is pretty handy for the points -even if it is only for range 2.

There is a tournament on Sunday I may try this list again. If anything wonky stands out - let me know, there is still time to tweak it. (and thanks!)

My only concern is that the HWK dial is such crap that it will be a tall order to get it into Range 1 of anything (well, maybe not impossible, just not often). Also, I think the autoblaster turret gets more powerful when you have multiples. One by itself is not all that intimidating (you might get 2 blanks after all).