Sable's Stash of Dirty Tricks

By SableGryphon, in X-Wing

Often, discussions of X-Wing tend to revolve around known lists. These strong, known quantities dominate discussions as they win tournaments. Specific lists rise and fall as tournament performance changes or new ships and cards are released. But there are hidden lists. Whispered in the dark that there exist a number of truly vicious lists that, while not truly competitive, are difficult to face. A few of these terrors are about to be unearthed.

Some of these have been discussed elsewhere, others have only been whispered before. This treatise will explore the list, what makes it so mean, and how to fly it. Be warned, for while all of these lists are difficult to fly, in the hands of an expert squad leader, they are a match for most opponents.

Demolition Derby
Demolition%20Derby.jpg Why, Sable? Why?!

An old list dating back to Wave 3, updated for Rebel Aces and Wave 6, the list was designed specifically to exploit the strengths of the ORS and the Prototype A-Wing. The ORS is generally regarded as terrible, and rightly so. With moderate survivability and low firepower, the ship must rely on it's admittedly good dial and low Pilot Skill. When equipped with Anti-Pursuit Lasers, which deal damage 50% of the time when an enemy overlaps the vessel, and coupled with the large base and good dial the ship becomes an excellent blocker. Its survivability is further boosted by the inability of enemy ships to fire after running into the ORS.

Both ORS make use of the APL and a pair of twin crew. Intelligence Agent allows the player to look at the opponents dial of one ship at range 1-2 of the host ship. Navigator allows the host ship to change the speed of any revealed maneuver. The result of this is that the controlling player gets to look at an enemy dial or two, change the speed of their own dials, and if the enemy ships somehow run into one of the Outer Rim Smugglers, they take a die of damage.

The downside of blockers has always been that they are unable to shoot at the victim they block. However, the ORS has a turret, albeit with only two attack dice. Further, because the ORS moves first, there is an extremely good chance that it will be able to take an action whereas the ships that impact the blocker will be lacking. The two ORS can't shoot the ships they themselves are touching, but they ARE able to shoot the ships their sister ships are blocking.

Dirty%20Tricks%201.jpg Mean ORS picking on Interceptors

As you can see here, neither ORS can shoot at the Interceptor it is touching. However, both ORS has a Range 1 shot on a helpless target, neither of which have return shots. While an idealized situation, it serves to demonstrate that these ships are not helpless.

The twin Prototype A-Wings serve as further threat. Autothrusters helps keep them alive against turrets. Their job is to close with the enemy and increase the damage output of the list. They serve well in the capacity of attacking those targets that were unlucky enough to fall into the clutches of an ORS.

However, because Intel Agent is performed before any moves, it may be that a canny player has avoided any possible move by the ORS to block them. However, an A-Wing could then boost into the known destination of a ship, blocking it. While lacking APL, a blocked ship is still vulnerable to fire as it lacks tokens in most cases.

Dirty%20Tricks%202.jpg Soontir Laughs at the ORS attempts to block!

In this case, Soontir has detected the trap of the ORS and shot forward. The A-Wing behind the ORS is no threat as the Interceptor boosts past to get behind an ORS and be largely immune from damage this round.

Dirty%20Tricks%203.jpg Who's laughing now?

Keep in mind that if a vessel overlaps Ship A, but can't fit between that and Ship B, it keeps backing along the template until it does fit. Thus, the A-Wing, knowing the final location of Soontir, boosts forward. The Baron overlaps the A-Wing, then keeps backing up until it is touching the YT-1300, taking a damage from the APL and losing tokens. While there are no good shots on the Interceptor this round, he also doesn't have any good shots and the game continues with Soontir having lost a precious life.

This list is built around blocking. It flies very differently from any other list. It is difficult to fly, as it requires effort to block and a precise understanding of where the opponent may go. However, it is very difficult to fly against for any ship that lacks a turret. The danger is always present that the ORS may do something unexpected and block a ship. Be warned, this list is not to be underestimated.

1st Stage Of Grief
1st%20Stage%20of%20Grief.jpg What was the 1st Stage of Grief again?

Imperial pilots are known for being cunning, savvy, and ruthless. Flying fragile if agile ships has bred some truly excellent pilots as those with ability are promoted to fill sudden vacancies in the chain of command. Many of the best are further hampered by being 'rewarded' with taking new, untested gear into combat. Every once in a while, though, everything comes together to create a truly existential threat.

Carnor Jax is well known and rightly feared for his ability to shut down the most common actions taken in the game of X-Wing. Victims within Range 1 cannot take the Focus or Evade actions, nor spend those tokens if they already have them. This ability, on a PS8 Interceptor with PTL is extremely difficult to avoid. Add in Autothrusters and this is a very difficult ship to deal with for many lists. Couple Push the Limit with Twin Ion Engine Mk II and the dial is incredibly green and the ship becomes even more daunting to predict. Still, just because Focus and Evade actions are shut down doesn't mean that there aren't other actions that can be taken to modify dice, such as Target Lock.

Captain Kagi is the oldest pilot in the list, having been out since Wave 3. However, he is little taken due to the unpopularity of the high PS shuttles. But his ability is one that should be taken note of, and feared. When an enemy acquires a target lock, it must be on Captain Kagi if he is an option. The victims of this ability do not have to have a shot on the shuttle for this ability to proc. Sensor Jammer makes mockery of this TL, as one hit is instantly turned to an EYE result on every shot against Kagi, which may not be rerolled. Sensor Jammer is easy to circumvent as long as Focus is a viable action. Accompanying Captain Kagi is the Emperor. Well feared for his ability to modify one die every round anywhere on the board and protected by Sensor Jammer, this ship is a difficult one to destroy. But still, closing with either Carnor Jax or Captain Kagi increases the dice thrown and will eventually overwhelm any defenses.

Zertik Strom has largely been overlooked in the rush to explore the pure dread of Lord Vader suddenly being viable. This PS 6 TIE Advanced pilot has the ability to shut down the range bonus of any ship at Range 1. An important note is that this ability works against any target, not just on attacks against Zertik himself. The courageous pilot, in this list, comes further equipped with VI. This is an important upgrade because, while it may not push him above other aces in terms of PS, it allows him to match the PS of his two wingmen. With them all at PS 8, they can move and shoot in any order. This is an extremely valuable trait, especially with a high finesse list. Further, Zertik features Sensor Jammer. Just as with Captain Kagi, this allows him to shrug off one hit per attack as long as the attacker doesn't have a focus, which dovetails nicely with Carnor Jax's shenanigans. Finally, the TIE MK II vastly improves the dial of the TIE Advanced, turning the 2 Bank and 3 Bank maneuvers green.

Dirty%20Tricks%204.jpg I have these Imperial goons just where I want them! ... Why aren't my guns working?

For example, Han Solo finds himself at Range 1 of both Captain Kagi and Zertik Strom. Suddenly, Han loses his range 1 attack die bonus against both target, both of which retain their own bonuses.

As with the other lists in this treatise, this team should not be underestimated. At 99 points, this list gains initiative against many other PS8 builds, allowing the choice of attack or movement. Even against higher PS builds, the wide range of the abilities can cause the opponent to falter or become timid. And when the list comes together correctly, doom can come quickly.

Dirty%20Tricks%205.jpg You can't take the sky from me. Bonuses are another matter.

In an idealized situation, Han finds himself at Range 1 of all three ships. Unable to boost, focus, evade, he is forced to TL Kagi. Now, he may attack, with but 3 attack dice. Against Zertik or Kagi, one hit is lost to Sensor Jammer and may not be rerolled by his TL or his pilot ability. This leaves a maximum of 2 dice that may be hits. Against Carnor, who has Autothrusters, the chance of hits are similarly low. Further, in case of a lucky shot, the Emperor can change a missed die into an evade, further robbing Han of offensive power. In return, all three ships have full Range 1 shots with dice modification of their choice. As Han was unable to evade, this leaves C-3P0 and a lone, unaltered agility die as the only salve to the impending barrage of 11 attack dice. While not enough to kill Han outright without some outrageous crits, it is enough to brutalize the Millennium Falcon and leave it vulnerable to future attacks.

Spiced Latte
Spiced%20Latte.jpg I could go for a Spiced Latte right now. Non-fat Thug please.

This list starts off with a Syndicate Thug at PS2. The Y-Wing is a venerable craft, difficult to destroy quickly. Until recently, however, its dial and lack of attack dice hindered its combat effectiveness. However, an Unhinged Astromech ensures this craft is eminently maneuverable and can clear stress with a number of 3 Speed maneuvers, resolving the issue with the dial. Twin Laser Turret has drastically changed the damage equation. Now, the Y-Wing can attack twice at range 2-3, both attacks getting 3 dice. The resulting damage of each is exactly 1 on a hit, but the sheer amount of dice thrown at a target s incredible. Couple this with the BTL-A4 title and a Y-Wing can attack 3 times, though it must be in arc. Keep in mind that the first attack with Primary Weapon does not have to be at the same target as the TLT attacks (though these must be on the same target as each other). Never be afraid to us the Primary weapon on a Range 1 target and the TLT shots at a distant one.

Latts Razzi weighs in at PS5. This bounty hunter excels at ensuring that targets are unable to avoid incoming fire. During any attack against a target, Latts can spend her TL on that victim to reduce its agility by 1 for that attack. On board the vessel is a Tactician. This capable crew is able to dish out Stress to any target at Range 2 in arc. But Latts' arc extends 180 degrees, so this threat is doubled. Gunner, another venerable crew, allows her to attack a second time if she misses. Bossk crew demands excellence. If an attack misses, Bossk gives the ship a stress (to a maximum of 1), a focus and a TL. Finally, the ship is equipped with a Feedback Array to ward off any ship thinking to use its superior maneuverability to chase the less agile freighter.

Talonbane Cobra is a pilot that many have reservations about, with good reason. Effectively a Scum X-Wing, the Kihraxz has yet to earn the respect of the community. Still, the ship remains survivable at Range 3, due to his 4 dice at that range, and incredibly punishing at Range 1 with a full 5 Attack dice. In deference to his squishability, it is best to keep his point cost as low as possible. The ship is unlikely to survive in the long game, so an early punch is potent. Equipped with Crackshot, this mercenary can discard his EPT to eliminate one successful defense result when attacking. Finally, no elite Scum pilot should leave for battle without a bit of extra help. Glitterstim rounds out this pilot, giving him a super focus once per game at the cost of a stress.

Let's put this all together:

Dirty%20Tricks%206.jpg Glitterstim is my God -- and I am the human instrument of its will!

Ideally, moving at PS9, Talonbane will find himself at Range 1 of a victim, such as the feared IG-88B. His action should be TL at this point. At the start of combat, activating Glitterstim, Talonbane gains the super-focus inherent to the cocaine shooting through his brain. He then attacks at Range 1, rolling 5 dice with TL and Focus, likely getting a full 5 damage. Latts Razzi spends her TL on IG-88 to reduce the agility to 2. If the defender rolls any defense dice or expends an evade token, Crackshot is discarded to force more damage through. This one attack can easily destroy a host of major threats, or seriously damage others. In this case, an almost guaranteed 4-5 damage on IG-88.

Latts would attack next at Range 2, giving IG-88 a stress. With no dice modification, it is unlikely her first shot will be successful. Thus, she gains a TL and a Focus from Bossk (who takes his toll by adding a stress) and Gunner allows her to attack again. Forgoing the use of the TL, Latts should still be able to push a damage or two through on IG-88, as well as adding another stress to the pile.

The Syndicate Thug would then attack with their primary weapon. Latts will make this shot more likely to succeed by deleting an agility die from the assassin droid. With luck, this attack will succeed. Two more attacks are made, each at 3 dice. It is almost certain that the IG-88 has spent his tokens by this point, ensuring that these attacks have a good chance to succeed. There is an extremely good chance that this droid has been destroyed by the end of the round. Even if not, it is extremely damaged and double stressed.

Conclusion

These lists are all dangerous, but not true Tier 1 competitive lists. Be warned, however, that in the hands of a capable player, they are not to be ignored. They all can pose an existential threat. Each has a number of dirty tricks that forces the opponent to understand the threat and counter it. Complacency leads to death.

Further lists remain obscured for now. But the Force reveals all in time. Until then, beware further tricks. No enemy fights fair when their own survival can hinge on traps, deception, and dirty tricks. A fair fight is a fight in which the two sides aren't fighting hard enough.

That last list has me thinking:

"Talonbane Cobra, you had one job."

"One job."

I love all those lists Sable, great thinking with an awesome overview.

After reading the first one I had thought about whether the same thing might work with YV-666's, only to find out that you can't have both maneuvering fins and APLs :( Navigator, MFins, APL and feedback array would have been great together.

Been running the Kagi Jax Strom list myself but I've had trouble with the Kagi build.

I hadn't thought to use the Emperor so I'll give that a go!

I love all those lists Sable, great thinking with an awesome overview.

After reading the first one I had thought about whether the same thing might work with YV-666's, only to find out that you can't have both maneuvering fins and APLs :( Navigator, MFins, APL and feedback array would have been great together.

Might work, but the dial is a bit worse and you can't K-Turn. I'm not sure how well it will work. Give it a try and let me know. :)

Been running the Kagi Jax Strom list myself but I've had trouble with the Kagi build.

I hadn't thought to use the Emperor so I'll give that a go!

I'm looking at Rebel Captive and Tactician in addition to Sensor Jammer on my build. It frees up some points for some new toys on the other two. Stealth Device on Jax for instance? TIE MkII gives him one more green maneuver though, and that 3-bank is certainly a nice move to have to avoid blocks.

these are some unrealistic example pictures

that formation of star destroyers would have wrecked the ORS in seconds, provided they even stuck around

these are some unrealistic example pictures

that formation of star destroyers would have wrecked the ORS in seconds, provided they even stuck around

No, see the star destroyers aren't in the background. That's their actual size. It was from one of the terrible EU stories where the MicroEmpire invaded.

Nice. Very nice. I especially like spiced latte!

I run a version of the demolition derby but I use:

WSF x2- each with Intel Agent and APL. The WSF is especially adept at this because of barrel roll. You don't need the Navigator because with most fairly safe central maneuvers you can barrel roll into position to block and use APL. With each weighing in at 33 points it leaves you with 34 points to fill in the list. I'm not a great pilot and I'm still learning to fly with it (and how to spend that last 34 pts) but I beat a skilled pilot who was using a Vader/Fel/Palp Shuttle. Its very fun to fly.

Edited by charlesanakin

I run a version of the demolition derby but I use:

WSF x2- each with Intel Agent and APL. The WSF is especially adept at this because of barrel roll. You don't need the Navigator because with most fairly safe central maneuvers you can barrel roll into position to block and use APL. With each weighing in at 33 points it leaves you with 34 points to fill in the list. I'm not a great pilot and I'm still learning to fly with it (and how to spend that last 34 pts) but I beat a skilled pilot who was using a Vader/Fel/Palp Shuttle. Its very fun to fly.

I honestly developed the list before the WSF was out. :) Still, the PS makes it difficult to block certain ships and makes initiative much more important. Further, the A-Wings have to move first, breaking that synergy. Yes, the ORS take more effort to block with and are less durable, but they do have a couple advantages. :)

I have been running ORS w/APL along with Jake and Tycho and doing well. If you are going to block, you might as well go big and do some damage.

Carnor Jax alongside Kagi + Sensor Jammer has been a longtime favorite combo of mine. Only trouble was, what exactly is Sensor Jammer protecting? The Emperor is a natural fit here, and makes Sensor Jammer more than floating points. I like it. Zertik's contribution to the squad is also exciting. I'm going to try this soon!

Popemoblie cannot be denied.

Have you, with Demolition Derby, considered going over to Blue with Ion Projectors?

What, is your Herd too mainstream for this thread?

Your Stunlock Oicuun/Palpatine combo?

Been running the Kagi Jax Strom list myself but I've had trouble with the Kagi build.

I hadn't thought to use the Emperor so I'll give that a go!

I'm looking at Rebel Captive and Tactician in addition to Sensor Jammer on my build. It frees up some points for some new toys on the other two. Stealth Device on Jax for instance? TIE MkII gives him one more green maneuver though, and that 3-bank is certainly a nice move to have to avoid blocks.

My thought at the time was that I wanted Kagi to be the best target for my opponent, so they would spend 2 or so turns taking him out, and hopefully I could take out enough of their squad for Jax to clean up.

I went with buzzsaw Kagi with RC but it was still too much disincentive to attack Kagi.

Will give the Black Pope a try and see how he plays. Given how he can affect the game all the time, he might be the best pick.

I like your scum list (it is scum after all), here's a list I have run quite successfully so far:

Talonbane Cobra (28)

Crack Shot (1)

Hull Upgrade (3)

Latts Razzi (33)

Weapons Engineer (3)

K4 Security Droid (3)

Outlaw Tech (2)

2x Black Sun Soldier (2x13)

The Soldiers can be replaced with:

Syndicate Thug (18)

Twin Laser Turret (6)

R4 Aggromech (2)

I'm still undecided on which is better, the Y-Wing or the two Zs. The Y draws some aggro away from Talonbane and Latts but the Zs can really do some damage due to Latts' ability.

Talonbane + Crack Shot + Latts' ability really put the fear into your enemy,

It looks like you spent more time on the names than you did on the lists. While the little gimmicks (although they are all pretty simple) are fun, executing against another player will be significantly more difficult than the impact is worth. Blocking with the ORSs is the only strategy the is likely to occur consistently. Yhe Scum list is fine, it just seems like it all depends on whether Talonbane survives past round two. He might be throwing five dice, but he is an X-Wing and he will be taking four back.

I would love to walk up to a table at a tournament and see any of the lists in front of my opponent.

Edited by Rapture

I would love to walk up to a table at a tournament and see any of the lists in front of my opponent.

In boxing and swordfighting, fighters sometimes train to fight left handed. It's useful because most fight right handed, so training against left handed stances has necessarily less time devoted to it. Left handed fighters gain a familiarity advantage, because their opponents just aren't as used to their stance. Someone that know an (arguably) suboptimal list very well can prevail in circumstances that it seems like they shouldn't because of skill and familiarity.

Edited by Biophysical

The list with the shuttle is very much like a list I've been using, now called Palp My Ride in its current iteration.

Before the emperor was around, I used Kagi sensor jammer and rebel captive, carnor and VI Turr Phennir, now I replaced Kagi with an omicron with palp, and carnorcarnor with fel. Only problem is that soontir and Turr are tricky to play together, as Turr wants initiative, and soontir does not. I might switch from fel back to carnor

What, is your Herd too mainstream for this thread?

Your Stunlock Oicuun/Palpatine combo?

I'm explored the Herd at length, though perhaps too long ago. Perhaps next time I shall explore it. :)

But yes, I simply have too many mean lists to talk about, so I chose one from each faction. We shall see what happens when next I return to the topic. :)

That Talon, 666, Y list absolutely demolished my experimental 2Adv/Def list last Friday but it was a fun game!

Talon melted Mareek in a single round of combat...

Edited by Mello13

That Imperial list reminds me of an early version of my campaign where someone wanted to retrain Dark Curse onto a Shuttle and give it Sensor Jammer.

This capable crew is able to dish out Stress to any target at Range 2 in arc. But Latts' arc extends 180 degrees, so this threat is doubled.

Regular arcs are not 90 degrees.

That Imperial list reminds me of an early version of my campaign where someone wanted to retrain Dark Curse onto a Shuttle and give it Sensor Jammer.

This capable crew is able to dish out Stress to any target at Range 2 in arc. But Latts' arc extends 180 degrees, so this threat is doubled.

Regular arcs are not 90 degrees.

They're like 82.7 degrees or some nonsense like that.

Close enough to square for Government work :)