Developing List: Amazzeeing Shulacking!

By Rakky Wistol, in X-Wing Squad Lists

As the name indicates this squad typically tables opponents or gets tabled with little in the middle. Before I go into more detail here's what I've done:

Azzameen + gunner+ proximity x3 + Andrasta

N'dru Suhlack + lone wolf + Hot Shot Blaster

2x B.pirate + Feedback Array

100pts

3 biggest Asteroids

Once you learn to sling proximity mines this list is deadly. Emmon does the work and N'dru surprises on the flank while the Pirates block, annoy, harass, or just soak shots. I win about 2/3 of my matches with this list or slight variations. Even repeat opponents can't always avoid the mad bomber.

The Pieces:

The Amazzing Mad Bomber- Emmon is the rock in this build. He supplies unevadable damage dice up close or at range and is a High/mid PS firespray with gunner after he does his thing He plays chicken and regardless of if you swerve first or not, he wins. He gets better and better as more bombs are released. The big variable is also what load out because at 50pts he's a big target with no defensive boosts (sans his ability to hurt you with 6-7 dice a round). If there is wiggle room in this list it is for his load out.

B.pirates- they do the dirty work. They are up front blocking and making a mess while making your opponent avoid spaces with 2 auto damage at range 1 or just more shots. They are equally effective against high or low agility ships with feedback array. You must get mileage out of them for this list to click.

N'dru: the silent star in the list. He's a z. Just a z. But Lone Wolf makes him much more durable and combined with his ability, damaging. Hot Shot Blaster makes him deadly. Anecdote: 3rd time playing Brobots and my opponent though he was easy pickings. They deftly dodge his arc by milimeters only to have him unload 4 dice with focus and Lone wolf reroll. 2 hits and 2 crits later and the brobot isn't doing any more reds the rest of the game. Return fire from 1 bot does a single damage after lone wolf reroll which I allow through so no gunner. N'dru survives to come back and clean up one of the bros 2 rounds later. He's so much more than a Z.

Tactics-

Run the Pirates up front. Play chicken with Emmon and keep N'dru on the far flank. If they over commit to N'dru set up Emmon to wreck with mines and let the Pirates plink away. Every round they are chasing the lone wolf z they are giving you choice of positioning. Since you sling bombs and don't care about arcs as much as most lists this is your advantage. If they leave him alone on the flank and you're getting your mileage out of the bugzapper z's that should be your advantage.

Weakness:

If Emmon goes down before getting off 2 mines this becomes an uphill battle. PS 7+ bands can also take N'dru out before he can get his hot shot off. Both of these are bad situations.

Strength:

It's a solid all comers band after you get a handle on it. I've been every meta list but elite dash (just haven't seen it). It defeats arc dodgers with zappers, mines, blaster, and aux arc. High agility matters not when you put a mine under or in front of it. Damage mitigation doesn't work vs. mines and gunner takes the sting out.

Options:

Other bombs for Emmon. You know what I mean!

VI for N'dru if your meta is high PS

Cluster for N'dru if your deci heavy

M3-a instead of bug zappers (I want it to work, just doesn't)

HLC Cartel instead of N'dru (dies in a stiff wind)

What do you see?

What would you change?

I think you would have similar mileage out of extra munitions and one prox mine leaving 4 points up in the air. Then you could give hull upgrade to N'Duru. Swap to k4 and have 3 points left. Seems more convincing to me at that point. Tougher super Z and you have some cool double actions on the fire spray.

K-4 on Emmon was a thought worth exploring, I'm old school in liking just gunner on my firesprays.

I'm not sure putting more points in N'dru is the best idea. He's already running at 22pts on a Z that doesn't have the PS to garuntee damage before death. He's just a Z and making him an xwing in health doesn't change that. Worth playing out if I can find the points.

Another load out for Emmon might be 2 prox and a seismic. Combined with K4 that's enough for the hull on N'dru

I'd like to suggest running extra munitions and Connor Net on Emon once they come out. You only pack 2 bombs, but they will ruin anyone's day when they hit.

I don't like prox mine, I've found it very inconsistent. I've had a game were one mine was instrumental in killing a pesky Tycho, but the other two mines were a whiff and a single hit respectively. It seems like sure damage and paralyzing someone for a round would do more for you. Plus you get 3 more points to play around with for upgrades.

I know you said you don't want more points on N'dru but have you tried him with Lone Wolf, Cluster Missiles and a Glitterstim? It is an absolutely brutal combination, two 4 dice attacks, rerolling 1 blank and changing all eyes to hits. It will usually do 7 or 8 damage to low agility targets or around 4-5 damage to 3 agility ships (in my experience). I know its one use only but even so it does a horrifying amount of damage that your opponent doesn't expect. Also, the Glitterstim works on defense that turn as well so (combined with Lone Wolf) he can usually survive high PS attacks before he shoots. I had him at range 1 of Whisper and RAC one turn (mostly due to my own stupidity) and he still survived to shoot his missiles (which did 7 damage to RAC).

I haven't had time to try stuff that hasn't been released yet. Connor Nets and other bombs are certainly worth looking at. This build gets better with better bombs. I love my Prox mines, this list needs at least 2 of them. I have yet to not use all 3 bombs but could limit it all to 2 if future upgrades entice me.

I've done Cluster N'dru before and he's great when you see a decimator across the board but less successful with others. Those lists tend to have an ace to complement them and both shoot first. Puts a pretty big target on him. Once glimmerstim hits I'll certainly give it a go again because he'll weather that early fire much more effectively.

A few words on Hot Shot Blaster: makes lone wolf a lot easier to trigger as you never had to turn in to fire in the primary engagement round. There comes a time when lonewolf just isn't manageable unless you commit to 1 or more rounds of not shooting with someone. Hotshot's death bubble lets you fly straight or bank when anyone else would need to turn.

Edited by Rakky Wistol

VI Brobots was not fun.

With the exception of vi brobots, this list continues to contend. My opponents are becoming more aware of the dangers of N'dru and the power of the Mad Bomber.

I was running a similar list with boba. It was good, but not awesome. Swapped him for an Agressor and the damage output ramped up.