How good will the Hounds Tooth be in the new meta?

By The_Brown_Bomber, in X-Wing

I'm a big fan of the ship, but I haven't yet taken the time to find a list for it. The 180 arc is actually a lot harder to avoid than I expected, making it feel like a low cost PWT. The ship is also FAST. 4 Fwd and White 3 Bank makes the ship feel quite different from a Shuttle. It isn't too difficult to run away and re-engage with the ship.

I'd say, it isn't seeing much play yet due to players not being willing to experiment yet, especially in a tourney setting. Will it be a meta changer? I'm not sure, but it WILL win some tournaments.

phild0, That has been my initial assessment as well. Its harder to flank this ship than it appears. IG88's head-to-head can get caught in that 180 arc rather easily, even when they S-Loop. ive flown against 2 in the same list and its not as easy as you might expect to keep out of that arc and yes the ship is fast.

Edited by The_Brown_Bomber
Trandoshan Slaver (29)


Mandalorian Mercenary (35)


Syndicate Thug (18)


Syndicate Thug (18)


Total: 100




It's plain, but I wonder if it would work being tough to chew through?

They look awesome, and I bet they would be a dream to paint, therefore they must be good! :D I was thinking that a pair of them would go very nicely with everyone's favourite princely git, Xizor - plenty of hp to vamp off of, and just enough points for a few interesting crew members...

Trandoshan Slaver (30) YV-666 (29), Greedo (1)

Trandoshan Slaver (33) YV-666 (29), Tactician (2), Outlaw Tech (2)

Prince Xizor (37) StarViper (31), Veteran Instincts (1), Virago (1), Autothrusters (2), Fire-Control System (2)

Slaver + Bossk crew + Gunner + Tactician is a nasty and awesome ship to the scum arsenal.

The problem currently is that scum lack quality midrange support ships. The 666 is not an anchor ship to build a team around. Imo it needs to be played like a shuttle. As slow boat, edge crawling flanker that takes mid to long range shots while the rest of the team gets nasty in the furball.

It is a high pt support ship and needs to be treated as such. Meaning you have to put a higher value ship along with it so it can get in early round shots.

My list that I'm very been working on is:

Kath + PTL + Recon specialist

Slaver Bossk + Gunner + Tactician + Title

Z95

3.5 ships list with high percentage, mitigated offense. Using the z95 to block early and disrupt as Kath attacks range 1 or 2. Leaving the 666 to slow crawl and dish out basically 3-4 hits per round and possibly double stress targets.

Then, when all else fails, use the title Z95 to play clean up and hopefully help finish off what's left.

Thoughts? Why don't people seem to like the title 95? A 6 pt ship is awesome no matter how you slice it.

People don't like it because it only spawns late in the game, so it's losing a lot of value. I like the idea of it working as a kind of deterrent on a points-heavy slaver, and of course that awesome theme.

Use the title to your advantage as a late game damage soak for Xizor. Xizor with Veteran Instincts / Autothrusters / Advanced Sensor + Slaver with title + 2xZ95 still gives you a few points spare.

Xizor is excellent late game, and virtually unkillable early game thanks to the 20 hit-point soak the others give him. When the Slaver is destroyed you get another Z-95 as a damage soak, usually later game so Xizor's ability is useful for even longer. The Pup deployment rules also favour getting it exactly where it needs to go to take Xizor's hits.

This list has four more soakable hit points than the classic Xizor + 5xZ-95, and the YV-666's large arc gives you more protection against arc-dodgers. On the flip side is loses a little in concentrated firepower (although adding another 3-dice attack helps), and it's harder to fly it in formation.

i destroyed a very loaded Bossk on thursday with Maarek Stele using Calculation and ATC, Bossks shields where down and he had taken 1 hull damage, i rolled crit,eye,blank. The Emperor changed the blank to crit and calculation changed eye to crit for a nice crit x4, he evaded 1 of the crits but i drew Injured pilot followed by 2 direct out of 3 cards twice. i struggled against Kath afterwards but i look forward to taking Stele out again, honestly the Tooth doesn't impress me and will be on the shelf for a while.

Margin of victory not counting till the pup is removed would of made the yv-666 much better or at the minimum allow ept to be carried to the pup. It's a pilot ability so makes no sense it wouldn't.

Edited by Gungo

Because we don't need PWT city, and it'd allow Boba-Han tag teams and Dash-Xizor tag teams.

This is only assuming they copied and pasted the pilots and ships across, give the YTs scum style pilots and you don't have the same problems, you already lose all the rebel defensive builds because of Chewie, R2 and C3-PO.

I'd also like to see unique scum pilots for the YT-1300. Or the YT-2400 for that matter.

Every time i think of a plan for it, it ends up getting subbed out for the firespray, i cant find a job that it would do better in. I think it would have been cool if the hounds tooth title allowed it to release the pup at will, make it a carrier, which would make it a unique ship in xwing.

I also find myself thinking why dont scum have access to the iconic smuggler ships like the YT series :)

The current Scum faction is made up of pirates, bounty hunters and criminal syndicates. (Black Sun, Hutt Cartel, etc)

Smugglers, while criminals, are usually lone wolves and not part of any organization. They are not actively engaged in attacking convoys, controlling shipping lanes, or other forms of piracy. They do their best to avoid trouble.

The Smugglers that joined the Rebel Alliance for the most part stay out of combat. Many may be sympathetic towards the Rebels, but may not be willing to die for their cause. If their ships are durable enough to fly into danger, they would only do so if they shared the ideals of the Alliance.

Edited by Vulf

I've been toying with several YV-666 lists, but this is what I'm currently testing:

Bossk (51)
YV-666 (35), Calculation (1), “Mangler” Cannon (4), Outlaw Tech (2), Tactician (2), K4 Security Droid (3), Engine Upgrade (4)

Guri (35)
StarViper (30), Push the Limit (3), Autothrusters (2)

Black Sun Soldier (13)

If the opponent goes straight for Bossk, Guri can be a bigger threat than you'd think. The action economy is a poor man's version of an arc dodger - You can boost + barrel roll into range 1, get a focus at start of combat. With so many 1 agility Y-Wings out with TLT, 3 attack plus Autothrusters on defense has been great. Of course there are things I don't like about the Starviper dial, but in my last game Guri actually took out Miranda Doni and Jake Farrell while they focused on killing Bossk. The Black Sun Soldier at PS3 is a nice bonus to get to attack before all those PS2 TLT's.

I also have a version of this that features IG-88B, but after fighting so many 4 TLT ship lists (mainly with a Stressbot) I was finding that more ships on the board is better in that matchup.

I think the YV's good, but I would never use more than 40 points on one. That means the generic.

How do and of you think the YV would look with Palob at the helm. I get one pilot i can move to a different ship and i get one large ship, so my plan is to take palob from hwk and stick him in either the YV or firespray. I am favouring the YV as its a bit unusual. How do you think this would go.

Or is there a different pilot that screams out to be sat in the pilot seat of a YV-666.

How do and of you think the YV would look with Palob at the helm. I get one pilot i can move to a different ship and i get one large ship, so my plan is to take palob from hwk and stick him in either the YV or firespray. I am favouring the YV as its a bit unusual. How do you think this would go.

Or is there a different pilot that screams out to be sat in the pilot seat of a YV-666.

Palob would be incredible in a lot of ships and that he's in the HWK is probably why he can do what he does.

For those wondering, I took a Tripler Slaver list to a local tourney today. Each had K4 and Dampeners.

I went 5-1, and came in second place! :D

Faced:

Guri/Boba/ZZ,

2x TIE/FOs/Omega Ace/Mauler Mithel/Carnor Jax,

Chewie/B/Biggs,

TLT Stress Warthog/TLT Ys x2/TLT Roark,

Top 4: 8 AP Tie Fighters,

Top 2: TLT Ys/HWKs again.

Only loss was to the TLT in Finals.

As the meta slowly diversifies, I'm guessing the generic will be the yv to stand the test of time

The bossk + gunner combo is quite something, especially with the 180 coverage :)

Plus, it's the only ship in scum (apart from maybe the pogostick, Depending on the new salvaged mechs) that can take IA without shooting itself in the foot

I've often said that xizor is the most criminally (Heh) underrated pilot in sc, but ia in the right build is perhaps the most underrated card in the entire game

It's also the only reason to ever use fins :P

I've looked at the card in person and I'm still baffled why they gave a ship with a 180degree arc the ability to turn around less.

I was so very much expecting to see a Juno-lite ability to reduce the speed of a turn by 1; thus giving a white 2-speed and a red 1-speed. This wouldn't have been unreasonable in the least, and a 1-turn would have helped it hunt tail-chasers considerably.

A boba-lite ability on a ship whose guns covered half the map to start with feels like a correction you'll only need if you really made a mistake to start with. :unsure: