I still never got to play with N'Dru Suhlak, there was so many new toys to try when wave 6 came out that I skiped him to experiment with the Starviper, Aggressor, Firespray, etc... my experience with the scum Z-95 was still only with the generics. But a recent discussion got me to explore a little more this pilot. One of my favorite EPT that I often use is Lonewolf, so I'm used to staying over range 2 of my allies. So maybe I should finally take N'Dru for a ride.
But first, the Black Sun paint job didn't fit, so I decided to make N'Dru my first X-Wing Miniatures repaint just in time for the next game:
Now that it is taken care of, here's a couple of way that I thought I could equip him:
-Crack Shot, Homing Missile, Glitterstim (25pts) : The Sniper. Once per game, you'll be able to shoot a 5 attack dice missiles with Target Lock and Focus (thanks to Homing Missiles keeping the Lock and Glitterstim) against a target that you'll be able to remove 1 Evade result (thanks to Crack Shot) and deny the use of Evade tokens (Homing Missiles again). Pair him with Latts Razzi to piss even more those high agility ships (I'll shoot 5 dice F+TL at your IG that will defend with 2 dice without Evade... oh, and I'll remove one of those Evade you might roll) That can't be good for anybody. The hard part is getting a lock on higher PS arc-dodging ship, so choose your target wisely, but don't take too long before firing those missiles because there is good odds that N'Dru will be a priority target! Thanks to Glitterstim, he should be able to survive long enough to fire those missiles.
-Deadeye, Cluster Missiles, Glitterstim (24pts) : The Saboteur. Two 4 attack dice with Focus, that should be enough to scare any high health low agility ship, like a Decimator, Falcon or the current TLT Y-Wings. Thanks to deadeye, this trick should not be too hard to pull, just wait for the enemy to come in range and pull the trigger.
With those two builds, I should expect my opponent to go for Suhlak first, so I must make him pay for it by flanking on the other side with the rest. I'll have to time my approach so that I can get on his flank before, or by the time he reach Suhlak.
-Lonewolf, ''Hot shot'' Blaster (22pts) : The Loner. Lonewolf is a no brainer on N'Dru. As long as you keep your distance for his ability, you are also keeping it for the EPT. Just with the EPT, at 19 pts, I think that N'Dru is starting to be cheap enough so that even if you lose him early, he'll probably have done his part. Still 1 point cheaper than a Cartel Marauder, but you are switching 2 Hull for a Shield, a reroll on all roll and still PS7. That's fair. The Hot Shot Blaster for 3 points could allow you, if you survive the first pass, to shoot your opponent one more time with a 4 attack dice turret.
-Vanilla (17pts) : At 17 pts, he seems to be a very good filler. Z-95 are surprisingly resilient and without any upgrade, I would not be surprise that your opponent focus elsewhere, allowing him to flank. This way, he's kinda like the Backstabber of the scum. Cheap enough, but with an ability that will make your opponent pay for ignoring him.
One thing is for sure, N'Dru Suhlak, just like lone wolf EPT, should only be taken in a low ship count team. The more teamates you have, the less likely it is to trigger the ability. I would aim for a 3-4 ship build.
Any other way you thought about running him. Those were the obvious one, but I'm sure some of you found other combinations.
