Ginger bread men- Unhinged TLT with EU, and bombs

By Rakaydos, in X-Wing Squad Lists

Syndicate Thug — Y-Wing 18 Twin Laser Turret 6 Bomb Loadout 0 Extra Munitions 2 Unhinged Astromech 1 Seismic Charges 2 Engine Upgrade 4 Ship Total: 33 Syndicate Thug — Y-Wing 18 Twin Laser Turret 6 Bomb Loadout 0 Extra Munitions 2 Unhinged Astromech 1 Seismic Charges 2 Engine Upgrade 4 Ship Total: 33 Syndicate Thug — Y-Wing 18 Twin Laser Turret 6 Bomb Loadout 0 Extra Munitions 2 Unhinged Astromech 1 Seismic Charges 2 Engine Upgrade 4 Ship Total: 33

Capable of a very wide variaty of potentially arc-dodging maneuvers, this list is intended to make up for the loss of a 4th TLT by the addition of bombs and with the ability to avoid arcs entirely. It would almost certiantly lose to a proper 4 TLT list, but I feel it might have potential against some of the proposed anti-TLT tactics.

see if you can find a way to get genius on one of the tugboats. i love being able to drop a bomb and boost out of there whilst giving your opponent the finger

Funny, I've been working on a similar idea.

---

KAVIL ICT + 2X THUG TLTS

99 points

PILOTS

Kavil (37)
Y-Wing (24), Bomb Loadout (0), Extra Munitions (2), Ion Cannon Turret (5), Unhinged Astromech (1), Munitions Failsafe (1), Conner Net (4)

Syndicate Thug (31) x 2
Y-Wing (18), Bomb Loadout (0), Extra Munitions (2), Twin Laser Turret (6), Unhinged Astromech (1), Munitions Failsafe (1), Proximity Mines (3)

---

Instead of three TLT's I put in Kavil for a high likelihood of landing ICT hits. Knowing where the opponent will land you can then use a combination of Kavil's Conner Nets and the Thugs' Proximity mines to drive in extra damage.

My initial thought would be to fly them in a tight V formation with Kavil in the middle or perhaps flown up along the board edge in a line with Kavil on the outside.

Funny, I've been working on a similar idea.

---

KAVIL ICT + 2X THUG TLTS

99 points

PILOTS

Kavil (37)

Y-Wing (24), Bomb Loadout (0), Extra Munitions (2), Ion Cannon Turret (5), Unhinged Astromech (1), Munitions Failsafe (1), Conner Net (4)

Syndicate Thug (31) x 2

Y-Wing (18), Bomb Loadout (0), Extra Munitions (2), Twin Laser Turret (6), Unhinged Astromech (1), Munitions Failsafe (1), Proximity Mines (3)

---

Instead of three TLT's I put in Kavil for a high likelihood of landing ICT hits. Knowing where the opponent will land you can then use a combination of Kavil's Conner Nets and the Thugs' Proximity mines to drive in extra damage.

My initial thought would be to fly them in a tight V formation with Kavil in the middle or perhaps flown up along the board edge in a line with Kavil on the outside.

The Munitions Failsafe is wasted points because it only works on an attack card. Mines don't count as an attack or a secondary weapon. Give Kavil a hull upgrade instead.

The Munitions Failsafe is wasted points because it only works on an attack card. Mines don't count as an attack or a secondary weapon. Give Kavil a hull upgrade instead.

Engine is better.

Engine Upgrade is four points on a 1-agility small-based ship that moves at PS2, thus reacting to "****" and "all" (and Academy Pilots).

Loading down 2/3s of your squad points into a pair of PS2 Y-Wings is asking for disaster.

Though I've always been fond of throwing "Genius" and EU on Kavil, and with Extra Munitions it'll only get lulzier.

Engine Upgrade is four points on a 1-agility small-based ship that moves at PS2, thus reacting to "****" and "all" (and Academy Pilots).

Except, TLT. Engine really helps getting mileage out of it. I've had some success with:

Thug: TLT, R4 agro + engine = 30

A pair of those leaves 40 pts (I ran em with Guri) and you'd be surprised how nasty those two thugs are. If you ignore them and go after Guri, they can deal some great damage. If you go for the Thugs, then Guri gets up in your business. And killing them while they are boosting away from you is harder than you might think (especially if you place asteroids effectively)

Boost and Barrel-Roll are still very useful when you've lost the PS bid.

See, when you've got the lower Pilot Skill, you can attach them to the maneuver in the planning phase with the knowledge that no-one will have maneuvered peskilly to stop you.

Yes, you won't be able to dodge their arcs. However, you have a much greater selection of "Maneuvers" from which to choose, trading nimbleness for raw speed.