Opinions on Hound's Tooth?

By Blail Blerg, in X-Wing

How is everyone liking this ship? I'm getting low on spendable cash. Getting raider, punisher and kaskdfjknsjdfd.

Is it worth getting for many really strong builds?

I'm very good with shuttles, but I'm not sure I care enough to add a shuttle style ship to my scum. Decided not even to get the IGs because I'm weaning off a little.

Also they're $27 on MM....

Edited by Blail Blerg

Hound's is great. You just need to find the right back-up for it.

Whats your backup for him?

Im using Bossk with Crack Shot, (not sold on this yet) Mangler Cannon, K4 droid, and an Outlaw tech

his backup is Kavil with TLT and Predator and N'dru with Lone Wolf and Glitterstim

Not really liking the z95 ship here but havent played a lot of games with it yet

I love it! We've dubbed it the flying rhino at our game store because it's such a beast. It does have a dial like the space cow, but hat 180 firing arc makes a huge difference. It does melt fast to swarms, though, so you'd probably want to be careful on kitting it out like a decimator or falcon. Overall I'm a huge fan.

I tried Latts with Bossk crew, gunner and tactician. I think that's pretty strong offensively, but she's such an obvious target it difficult to find the right support in the squad.

As a shuttle fan (bringing 3 shuttles to tournaments? yes plz. I do!) I ordered 2 of em.

Will hit my table coming weekend and looking forward to that!

Nice ship but TLT burns it to the ground too fast from my experience. I think liberal use of the red 0 maneuver is necessary to really use the ship effectively. Looking forward to trying out some new setups with it but my experience so far hasn't been all that good.

Edited by jfuller82

I like the predator Kavil option! I was giving him Agromech

HLC Moralo Eval has such a huge area of fire - and, coupled with outlaw tech and the security droid, has great action economy.

Ran the following yesterday:

Trandoshan slaver- Bossk crew, gunner, tactician

He absolutely laid waste to a Soontir that he caught at range 2, as Soontir ended up with 4 stress stacked on him (he started with one, received two from gunner + tactician, and then drew a stress crit). Unfortunately, the ship doesn't turn well, and is hard to get back into the engagement after the initial joust. The jury is still out for me, I will be trying the YV with an engine upgrade to see if it handles any better.

I am also unsure of what squads the Hounds Tooth really shines in. It seems like there are a lot of interesting individual builds, but the question of what to pair it with is always there. All 4 pilots are solid, which is rare for a ship, so I'm sure it just comes down to playtesting. I think Palob is the only other ship that generates the same amount of hate as the named 666 pilots, and perhaps you could fit in N'dru or a Kwersrst in there too? Not sure, but that is my best bet. Perhaps Guri would be a good escort?

I've only had a chance to fly mine once and used the Trandoshan Slaver with Outlaw Tech and K4 Security Droid. I used it similar to the way I would with a shuttle; liberal use of stop followed by a green 1 straight or 1 bank pretty much the whole time. I liked it well enough but knew immediately there was more I could do with it.

Interestingly enough my 10 year old and I got a game in this weekend and his use of Bossk really opened my eyes. I was trying to use a Star Viper to get in behind Bossk and stay out of his arc in the late game. Putting it's awesome maneuverability to the test from S-Loops to 1 turns and barrel rolls I repeatedly thought I was going to be clear of his arc...only I wasnt. My son is not a terribly experienced player but he had played a variety of times over the last 3 years. At a certain point he started doing a 3 turn with Bossk and he kept catching me in his arc.

I was really surprised at its mobility. The auxiliary arc makes an extraordinary diffence. I also think a Hot Shot Blaster is a good addition to your setup.

Edited by Galactic Funk

Played two matches yesterday with this build:

Moralo Eval w/ Mangler Cannon, Bossk and Gunner

Talonbane Cobra w/ Predator

2x Binayre Pirates

And Moralo was pretty **** effective. I was up against a build of a Punisher and a couple of bombers (with Mauler Mithel thrown in for the second game), so with all that low agility, Bossk and Gunner didn't come into play that often, but being able to use the Mangler in the auxiliary arc let Moralo cover a huge chunk of the board without having to get right up into the scrum. And when the Bossk/Gunner combo did trigger, it was a solid hit.

Talonbane was no slouch either, by the way (and I'm thinking of tweaking the build to give him an Engine Upgrade so he can boost into Range 1 more often).

Local tourney winner ran Slaver and three Cartel Marauders. I wish I remember what upgrades, but I know it wasn't Bossk+Gunner+Tactician. I think it was an HLC, oddly enough.

I am also unsure of what squads the Hounds Tooth really shines in. It seems like there are a lot of interesting individual builds, but the question of what to pair it with is always there. All 4 pilots are solid, which is rare for a ship, so I'm sure it just comes down to playtesting. I think Palob is the only other ship that generates the same amount of hate as the named 666 pilots, and perhaps you could fit in N'dru or a Kwersrst in there too? Not sure, but that is my best bet. Perhaps Guri would be a good escort?

I've been tempted by perhaps an Aggressor. Or a couple TLT-weilding thugs, for anti-ace support.

If Scyks and StarVipers didn't suck, either would be fantastic - it's the classic hammer that just needs a scalpel. Alas, the Scum scalpels all showed up blunt. :P

Local tourney winner ran Slaver and three Cartel Marauders. I wish I remember what upgrades, but I know it wasn't Bossk+Gunner+Tactician. I think it was an HLC, oddly enough.

If it's an HLC, that's really interesting - Morolo is 1pt too expensive. :(

Presumably it'd be a generic with a damage-boosting crew or two.

Edited by Reiver

I think I'll try to find ways to run Latts Razzi. She has a good ability that works even when you can't get anyone in your massive arc. Probably just run her with Weapons Engineer and. . . well probably just Weapons Engineer. Leaves 64 points for two strong ships to take advantage of that ability.

I really enjoyed flying the YV-666 and I like the builds that it can provide for Scum players! I did found out that it is very nice blocker and I will be experimenting with those Ion Projectors soon to get the idea if it is useful or not. That 0. move is exellent blocking movement. I would not spent more than 50p on it for the reason that it is quite fragile after all with 12 hit points and with agility 1. So be prepaired that it will get destroyed at your game if your enemy is taking that as target.

It's a strong opener and is quite fun but it folds like a carpet. Remind me I'd pre C3PO falcons. When the Scum gets some defensive crew, it will be a monster.

I love it! We've dubbed it the flying rhino at our game store because it's such a beast. It does have a dial like the space cow, but hat 180 firing arc makes a huge difference. It does melt fast to swarms, though, so you'd probably want to be careful on kitting it out like a decimator or falcon. Overall I'm a huge fan.

For this and TLT's, I'd probably fly it with a mini-swarm. That way you can cause enough damage with lots of little shots to either a swarm or TLT ships. Probably Z-95's until the Scyk gets some love. Still, Scyk with the TL each turn should have better damage output.

I did quite like the backup ships to be two BTL-A4 Y-Wings with TLT's and Unhinged Astromechs. It seemed balanced enough to me!

Hound is WAYyyy better than the dumbassshuttle! YOU NEED AT LEAST ONE!

:lol:

Played about eight matches on Saturday and came up 3 and 5. The three wins were against players flying pre-Wave 7 lists, the five losses were against players expecting to fly against YV's and TLT's (I have a lot of FFG play testers in my area). For backup he had a pair of Spice Runners with TLT and RecSpec

I used Bossk with Calc, Gunner, Merc Copilot, RecSpec, Fins, and Hot Shot.

- Calculation was quite useful. That said, my dice failed me and I rolled fewer Focuses than I would've preferred. When I did roll eyes, however, I had a focus for Calc and a focus for the rest of the eyes thanks to Rec Spec or two defensive focuses when there were PS 9's and 8's on the board.

- Gunner was a mixed bag. On several occasions I had players opt out of using AC or using Palpy to change defensive rolls to blanks in order for Gunner to not proc. I think this hurt my damage output by a fair amount.

- Merc Copilot was less than useless. I think he procced twice. The short and sweet of it is that even when slow rolling you have to consider that the YV moves 1+ range zones even when slow rolling and you almost have to rely on your opponent forgetting you have Merc and not also taking 1-forwards. Once the furball starts, and it will start with Bossk in the middle of it, you're just doing 2-hards in circles using your aux arc shooting range 1 and 2.

- RecSpec was fantastic.

- Fins were less than useful.

- Hot Shot blaster was great for when you had someone riding your tail.

- Spice Runners w/ TLT & RecSpec made for fantastic kiters. That said, they went down fast when targetted and really couldn't put down enough damage to be useful. Also, PS1 hurts a lot - especially when flying against a PS2 swarm.

This weekend I'm going to try Latts Razzi in a support role with K4 and Bossk with Kavil and Talonbane. Latts will be the Anvil, Talonbane will be the hammer. Kavil with Unhinged and TLT will be extremely annoying and will be almost completely action independent (as long as he's shooting out of arc).

I paired Bossk with Talonbane +Predator+Glitterstim and Black Sun Ace + Draw Their Fire + Glitterstim. DTF is really helpful to pull attacks off Talonbane and Bossk. Truly competitive? No. Works? Yes.