What's the best Z-95 Illicit/missile spam list you can come up with?

By ParaGoomba Slayer, in X-Wing

Obvious one is 7x Feedback Array.

But what about 6x Hot Shot Blaster with some extra points put into Ndru?

Then there is also 7x Deadman's switch. Seems more like a troll list but if you spaced out your Z's in a non-formation you could try to minimize self damage. Still seems poopy though.

Then there are various Missile spams. 3x Ion Pulse, 3x Homing Missile. 6x Prockets and 3x Stealth Device? Dump 4 and 5 modified dice attacks at range one. Surely with a swarm you'll get a few off.

6x Stealth Device lol? Nah, although you'll get more mileage on TIE Fighters with a Stealth Device spam.

Seems that when wave 4 came out the Phantom overshadowed the Z-95 swarm immediately, so I've never really seen this topic discussed short of the obvious 8x Z-95 swarm. When Most Wanted came out there was some discussion about 7x Feedback Array and I've flown it a handful of times. It's alright, when I flew it I flew like crap but it has potential.

Edited by ParaGoomba Slayer

6 concussion missile is statistically 18 hits on unmodified alpha strike.

This is the only list I can get even near to 'competitive' when it comes to the Z-95 missile spam:

Airen Cracken (19)
Veteran Instincts (1)
Cluster Missiles (4)
Bandit Squadron Pilot (12)
Concussion Missiles (4)
Bandit Squadron Pilot (12)
Concussion Missiles (4)
Bandit Squadron Pilot (12)
Concussion Missiles (4)
Bandit Squadron Pilot (12)
Concussion Missiles (4)
Bandit Squadron Pilot (12)
Total: 100
Cracken is the key since he gets past the whole "can't target lock because we move first" problem with low PS missile carriers. That sweet spot is range 2, where Cracken can hand off 2 TL's. If the Z's all focus, then you at least get 1 TL+F shot each round, and maybe 2.

This is the only list I can get even near to 'competitive' when it comes to the Z-95 missile spam:

Airen Cracken (19)

Veteran Instincts (1)

Cluster Missiles (4)

Bandit Squadron Pilot (12)

Concussion Missiles (4)

Bandit Squadron Pilot (12)

Concussion Missiles (4)

Bandit Squadron Pilot (12)

Concussion Missiles (4)

Bandit Squadron Pilot (12)

Concussion Missiles (4)

Bandit Squadron Pilot (12)

Total: 100

View in Yet Another Squad Builder

Cracken is the key since he gets past the whole "can't target lock because we move first" problem with low PS missile carriers. That sweet spot is range 2, where Cracken can hand off 2 TL's. If the Z's all focus, then you at least get 1 TL+F shot each round, and maybe 2.

**** that's nice. I knew about the Cluster Missiles and Cracken synergy, didn't think to apply it to a spam. May I suggest Deadeye on Cracken? Seems a little better.

5 black suns with assault missiles and feedback arrays have done me very well. You can drop back to Binayre's if you want to add munitions failsafe, but you go from a PS 3 to PS 1 which will have you fire behind most tie swarms. The feedback arrays will melt a phantom or elite interceptor. The missile will destroy a swarm and at least cripple a large base ship. If you make it past 3-4 rounds, you should have good numbers on whatever is left.

Here's a fun one I can't wait to try when the Hound's Tooth comes out

N'dru Suhlak Z95 - lone wolf, glitterstim, cluster missiles

x5 black sun soldier Z's w/ feedback array

100 on the nose.

hardly the best list in the world, but should be a blast (get it?)

If you can get that cluster missile off that's two 4 dice attacks with a reroll and all eyeballs flipping to hits. Should give whatever you shoot at a heck of a bloody nose.

of course, any sane person will focus it down, but that's what the other 5 bugzapper Z's with PS 3 are for.

Probably the ones that only cost 3-4 points. That will make a Z-95 from a 12 point per model to a 15-16 point model so you can field up to 6 of them. The thing you got to realize is that many will go down without firing a shot. In the days of HLC on Dash and IG-88B plus 4 firepower Phantoms Z-95 don't last long and they really have to expose themselves to get that target lock. In my control build where I took Blount and Ion Puls missiles I brought another Z-95 with Ion pulse missiles along to take the attack from Dash so that one of them will get an Ion pulse missile off. Sure enough one Z-95 melted in the first HLC volley.

5 x Binayre Pilot w/ Homing Missiles

Binayre Pilot w/ Deadman's Switch

I've played low PS bombers and there are tricks to getting the TL and a shot. Learn the Rule of 11 and try things out.

Also, have the Deadman's Switch guy bolt at them and distract them. That can help, too.

I think Homing Missiles are worth it because you get better dice results overall.

If you didn't want to go that route, you can go 6 x Binayre with Concussion. Less reliability, but more potential damage.

Suhlak gets two 4 dice attacks with expected damage of 3.5 per 4 die attack, and the rest get two 3 dice attacks with expected damage of 2.25 per 3 die attack. The Glitterstim works like a focus for offense and doesn't require an action. So 32 attack dice will yield 7+(4.5*4)=25 expected damage from an alpha strike.


None of the expected damage calcs are mine. I am using someone else's calcs and I am taking them on face value.


N'Dru Suhlak (17)

Lone Wolf (2)

Cluster Missiles (4)

Glitterstim (2)


Black Sun Soldier (13)

Cluster Missiles (4)

Glitterstim (2)


Binayre Pirate (12)

Cluster Missiles (4)

Glitterstim (2)


Black Sun Soldier (13)

Cluster Missiles (4)

Glitterstim (2)


Black Sun Soldier (13)

Cluster Missiles (4)

Glitterstim (2)


Total: 100



Edited by Wretch

Had a guy at the Atlanta Regionals with:

5x Binayre Pirate /w proton rockets and feedback array
1x Binayre Pirate /w feedback array

looked pretty fun

Airen Cracken (19)
Veteran Instincts (1)
Cluster Missiles (4)

Cracken is the key since he gets past the whole "can't target lock because we move first" problem with low PS missile carriers. That sweet spot is range 2, where Cracken can hand off 2 TL's. If the Z's all focus, then you at least get 1 TL+F shot each round, and maybe 2.

I don't follow. How can Cracken hand off 2 TL's when his ability allows 1 friendly at range 1 to perform 1 action?

I don't follow. How can Cracken hand off 2 TL's when his ability allows 1 friendly at range 1 to perform 1 action?

Cracken's ability begins "After you perform an attack". Cluster Missiles are two separate attacks and so his pilot ability triggers twice.

Suhlak gets two 4 dice attacks with expected damage of 3.5 per 4 die attack, and the rest get two 3 dice attacks with expected damage of 2.25 per 3 die attack. The Glitterstim works like a focus for offense and doesn't require an action. So 28 attack dice will yield 7+(4.5*4)=25 expected damage from an alpha strike.
None of the expected damage calcs are mine. I am using someone else's calcs and I am taking them on face value.
N'Dru Suhlak (17)
Lone Wolf (2)
Cluster Missiles (4)
Glitterstim (2)
Black Sun Soldier (13)
Cluster Missiles (4)
Glitterstim (2)
Binayre Pirate (12)
Cluster Missiles (4)
Glitterstim (2)
Black Sun Soldier (13)
Cluster Missiles (4)
Glitterstim (2)
Black Sun Soldier (13)
Cluster Missiles (4)
Glitterstim (2)
Total: 100

Can we call this list Missile Addiction?

I don't follow. How can Cracken hand off 2 TL's when his ability allows 1 friendly at range 1 to perform 1 action?

Cracken's ability begins "After you perform an attack". Cluster Missiles are two separate attacks and so his pilot ability triggers twice.

That's beautiful.

I won my first Store Championship with this list:

  • Wild Space Fringer + Mangler Cannon + Outrider + Recon Specialist
  • Airen Cracken + Veteran Instincts + Concussion Cluster Missiles
  • Bandit Squadron Pilot + Homing Missiles
  • Bandit Squadron Pilot + Homing Missiles

The CCC (Cracken Clusters Combo) is a very effective way of putting a dent into a YT or an IG early game.

Admittedly, Concussion Missiles might've been a better buy here.

Edited by Klutz

This is the only list I can get even near to 'competitive' when it comes to the Z-95 missile spam:

Airen Cracken (19)Veteran Instincts (1)Cluster Missiles (4)

Bandit Squadron Pilot (12)Concussion Missiles (4)

Bandit Squadron Pilot (12)Concussion Missiles (4)

Bandit Squadron Pilot (12)Concussion Missiles (4)

Bandit Squadron Pilot (12)Concussion Missiles (4)

Bandit Squadron Pilot (12)

Total: 100

View in Yet Another Squad Builder

Cracken is the key since he gets past the whole "can't target lock because we move first" problem with low PS missile carriers. That sweet spot is range 2, where Cracken can hand off 2 TL's. If the Z's all focus, then you at least get 1 TL+F shot each round, and maybe 2.

**** that's nice. I knew about the Cluster Missiles and Cracken synergy, didn't think to apply it to a spam. May I suggest Deadeye on Cracken? Seems a little better.

VI is better. He's at PS 10, which carries 2 benefits. First, he moves late and so will be able to grab the TL he needs when he moves, unlike a low PS with Deadeye that has to move first and may not have range for TL. Second, he fires ahead of all but a few pilots with VI, making it very unlikely that he gets wiped off the board prior to shooting his missiles and passing his TLs.

This is the only list I can get even near to 'competitive' when it comes to the Z-95 missile spam:

Airen Cracken (19)Veteran Instincts (1)Cluster Missiles (4)

Bandit Squadron Pilot (12)Concussion Missiles (4)

Bandit Squadron Pilot (12)Concussion Missiles (4)

Bandit Squadron Pilot (12)Concussion Missiles (4)

Bandit Squadron Pilot (12)Concussion Missiles (4)

Bandit Squadron Pilot (12)

Total: 100

View in Yet Another Squad Builder

Cracken is the key since he gets past the whole "can't target lock because we move first" problem with low PS missile carriers. That sweet spot is range 2, where Cracken can hand off 2 TL's. If the Z's all focus, then you at least get 1 TL+F shot each round, and maybe 2.

**** that's nice. I knew about the Cluster Missiles and Cracken synergy, didn't think to apply it to a spam. May I suggest Deadeye on Cracken? Seems a little better.

VI is better. He's at PS 10, which carries 2 benefits. First, he moves late and so will be able to grab the TL he needs when he moves, unlike a low PS with Deadeye that has to move first and may not have range for TL. Second, he fires ahead of all but a few pilots with VI, making it very unlikely that he gets wiped off the board prior to shooting his missiles and passing his TLs.

Yeah, this is exactly why VI. Even if they focus all attacks on Cracken in the first round, he will be able to pass of 1 or 2 TL's before he dies :D

I like 'em with Assault Missiles, except this meta is balls.

I won my first Store Championship with this list:

  • Wild Space Fringer + Mangler Cannon + Outrider + Recon Specialist
  • Airen Cracken + Veteran Instincts + Concussion Missiles
  • Bandit Squadron Pilot + Homing Missiles
  • Bandit Squadron Pilot + Homing Missiles

The CCC (Cracken Clusters Combo) is a very effective way of putting a dent into a YT or an IG early game.

Admittedly, Concussion Missiles might've been a better buy here.

Do you mean Cluster Missles?

I won my first Store Championship with this list:

  • Wild Space Fringer + Mangler Cannon + Outrider + Recon Specialist
  • Airen Cracken + Veteran Instincts + Concussion Missiles
  • Bandit Squadron Pilot + Homing Missiles
  • Bandit Squadron Pilot + Homing Missiles

The CCC (Cracken Clusters Combo) is a very effective way of putting a dent into a YT or an IG early game.

Admittedly, Concussion Missiles might've been a better buy here.

Do you mean Cluster Missles?

The list I flew was using Clusters on Cracken (hadn't even notice that typo!)

I meant Concussion Missiles instead of the Homing Missiles.

I think the expected damage is pretty much equal, and the 2 points could've been spent to upgrade the Bandits to Talas or WSF to Vrill.

My favorite is still Murder Of Crows:

Torkil Mux — HWK-290 19
Ion Cannon Turret 5
Greedo 1
Ship Total: 25

Black Sun Soldier — Z-95 Headhunter 13
Feedback Array 2
Ship Total: 15

Black Sun Soldier — Z-95 Headhunter 13
Feedback Array 2
Ship Total: 15

Black Sun Soldier — Z-95 Headhunter 13
Feedback Array 2
Ship Total: 15

Black Sun Soldier — Z-95 Headhunter 13
Feedback Array 2
Ship Total: 15

Black Sun Soldier — Z-95 Headhunter 13
Feedback Array 2
Ship Total: 15

Don't upgrade to Vrill unless changing the outrider title :)

I like 'em with Assault Missiles, except this meta is balls.

They would have been good against swarms, but since swarms lose in MOV they are now gone thus Assault missiles are not needed.

Notably, Homing Missiles, Concussion Missiles and Cluster Missiles all have the same expected damage before mitigation: 3.

Of those, Concussions are my pick, as Homing Missiles cost 1 point more to prevent the usage of Evade Tokens... which will still be spent if attacked otherwise this round.

Clusters get more mileage out of the Jonus Bonus, though, and have Range 1-2 rather than 2-3, and so are used more often in alpha-strike discussions.

Not terribly useful on Z-95s, though.

Assault Missiles have the worst single-target damage of the options (average of 2), but add 1 extra damage for each enemy ship at Range 1.
In a 2-ship Meta, they're on par with Homers: You're either getting +1 damage, or you're forcing your opponent to stay out of Range 1 of themselves.

If you're able to catch just 3 ships in a cluster (so splash damage on 2 ships), Assault Missiles become the most damaging missile in the game.

Nothing works better on a phantom than a 5 ship swarm with feedback arrays. Green dice don't work in a microwave.

That is also what works so well with assault missles. Damage is automatic. All an arc dodger has to do is get too close to a large target with low agility and you can splatter them good-bye.

Edited by balindamood