Scum counter to Palpatine shuttle & aces?

By StarWarsDad1138, in X-Wing

Here is one possible answer. What are yours?

Kihraxz Fighter: Black Sun Ace (23)

Crack Shot (1)

Proton Rockets (3)

Glitterstim (2)

Kihraxz Fighter: Black Sun Ace (23)

Crack Shot (1)

Proton Rockets (3)

Glitterstim (2)

YV-666: · Latts Razzi (33)

Weapons Engineer (3)

K4 Security Droid (3)

· Greedo (1)

Feedback Array (2)

I know it plays much like an alpha strike (and is really), but it doesn't rely on target locks, and Razzi's ability should stay useful for the entire game. More a thought experiment than anything else right now. I want to play something unexpected.

EDIT: I know Prockets aren't any good in this list. Forgot it was range 1 only.

EDIT2: look at MajorJuggler's numbers for TLT vs. Soontir. TLT is NOT a good counter to Palpatine shuttle/aces

Edited by StarWarsDad1138

Another thought is to swap the YV-666 for a Firespray on the cheap side.

A VI Boba could potentially work against Imp aces, as well as Adv Sensors Brobots. Palp+aces looks really good in the meta and doesn't really have a hard counter.

5 auto blaster thugs.

4 y TLT 2 with aggro if you're good at blocking and lucky

Xizor 4 feedback z

Emon

Firespray with feedback

Tons of easy counters to low hp. Vader is moderately squishy if you focus fire too. Soon tir has more durability

Proton rockets are worthless. You're already getting 4 attack dice at range 1.

Bossk

Gunner

Feedback

Tactician

Vi

Engine

Room for 2 TLT or 1 pirate + 3 BS soldiers, or a couple crack shot Kihraxz aces. If you haven't ever seen this Bossk on the table against aces it's easy to underestimate just how hard of a counter he is. There is no safe line of approach.

Edited by TasteTheRainbow

Go Cluster Missiles boss.

Edited by Jo Jo

I like cluster Missiles and homing Missiles, but hate the reliance on target lock.

Edited by StarWarsDad1138

I've got bout 2/3rds of a Scum list that soft counters Palp+2 pretty well. It's 2x Hired Guns with TLT, Unhinged, and BTL-A4 title. Throw in Prox Mines on each for 30 points, with Expanded Munitions as well for 32. These guys can wreck a shuttle in two turns, and make the aces fly pretty carefully because of Prox drops. The massed number of dice thrown also water down the Emperor's effect on green dice. It leaves 36 points in the more expensive form. I've flown in with Autoblaster/VI/Engine Upgrade Kavil for more anti-AGI 3 stuff, but I can't help thinking there's something better to pair with it. Either two smaller ships (VI Sulak + Homing Missiles with another Z) or a more sizable ace like Talonbane Cobra with a few nice toys on him.

I'd say a VI Talonbane, you need to out fly Soontir.

I've had great success against Palpmobile +2 aces with the following build:

YV-666: · Bossk (35)

Veteran Instincts (1)

"Mangler" Cannon (4)

Engine Upgrade (4)

K4 Security Droid (3)

Tactician (2)

Outlaw Tech (2)

Firespray-31: · Boba Fett (39)

Veteran Instincts (1)

Engine Upgrade (4)

Tactician (2)

Glitterstim (2)

At 99 points, you have a chance to pass initiative to your opponent, allowing Bossk to move after Soontir bounces everywhere, and any other PS9 aces (Whisper or Vader).

Also being able to choose your deployment after is huge to figure your strategy. If your opponent left the Palpmobile all alone, I'd place both Boba and Bossk right in front of it, as you can effectively take it out in 2 rounds. Also double Tacticians will scare all aces from being too aggressive, so you can effectively shut down Soontir with a double stress and blow him away the next turn, sometimes before he can become a major factor in the game. Boba shooting first also allows for a good shot to strip tokens to open way for Bossk's mangler shot with ability.

I'm a firm believer that the Palpmobile should be taken out first, as I like to reduce Palpatines effectiveness on the battle. But if you can manage to double stress an ace early they will be a sitting duck and you can capitalize on taking them out quickly.

Vader hates TLTs, esp modded ones (go r4!)

Some version of VI boba could also be in order. EU for certain and for obvious reasons. You'd probably want k4 and stims; just sad they don't fit with 2 r4 tlts.

Could always go unhinged on Y or tactician on Boba

Edited by ficklegreendice

look at MajorJuggler's numbers for TLT vs. Soontir. TLT is NOT a good counter to Palpatine shuttle/aces

An all TLT list isn't great against Palpatine and Friends but as part of a more diverse list TLT could be a useful tool. The more times that you make them roll dice, the more likely they are to spend tokens or use Palpatine. That range one donut is also somewhere that you know that the ace will probably want to try an end up.

Edited by WWHSD

a lot of Z95 with "flyswatters"; conventional guns to quickly kill the shuttle, the flyswatter to kill ANY imperial ace. in theory. no idea if it would hold up on the playing-field. (especially part2). ;)

I second Bossk. He really works. I against aces. Tie swarms figured out that if you block aces you can get it. Now we just need people to figure out that crackshot ordinance does the same thing. Hell, a PS3 green with crackshot homer can get the one hit that matters on Soontir.

Said in the other thread, but I like Sable's "Murder of Crows" list in this situation. Five Black Sun Soldiers with Feedback Arrays, plus Torkil Mux, Greedo and an Ion Cannon Turret. You have lots of attackers, mitigating Palpatine's usefulness. Mux messes up with the shooting order of aces. Feedback Arrays are a dice-independent attack, so Palpatine also has no use there.

As an added bonus, it also has a good shot against many other popular things in the meta today.

My worst loss so far while playing Palpatine + aces came against a list like this:

Torkil Mux (19)

Twin Laser Turret (6)

Intelligence Agent (1)

Dead Man's Switch (2)

Syndicate Thug (18)

Twin Laser Turret (6)

R4 Agromech (2)

Syndicate Thug (18)

Autoblaster Turret (2)

Bomb Loadout (0)

Unhinged Astromech (1)

Seismic Charges (2)

Syndicate Thug (18)

Autoblaster Turret (2)

Bomb Loadout (0)

Unhinged Astromech (1)

Seismic Charges (2)

Total: 100

View in Yet Another Squad Builder

That's is partly memory and partly guesses, but it's at least close. The combination of TLT and Autoblaster was really effective, since it drastically complicated the trick of finding seams in turret coverage, and between the turrets and the bombs I was always at risk of taking damage. And all the while, Torkil was eliminating one of my aces' PS advantage. Oh, and Palpatine is actually no help at all against the Autoblasters.

Looking at the list again, I think you could maybe swap the TLT Y-wing for Palob+TLT? It would screw with your opponent's action economy, which is especially important to Fel, at the cost of making your own list a little squishier.

check out my developing list thread.

I think N'dru + clusters+ LW + glitterstim vs. the palp mobile is pretty much lights out with any other damage coming in. It also features Mux to mess with high PS aces. Not sold on the load outs yet but it's close.

7x Z95 with Feedback Array. Hard to loose with that one versus aces.

check out my developing list thread.

I think N'dru + clusters+ LW + glitterstim vs. the palp mobile is pretty much lights out with any other damage coming in. It also features Mux to mess with high PS aces. Not sold on the load outs yet but it's close.

I prefer the homing missile version. It is better against the field (I.e. High agility), and gives you the option of either PS9 (value varies based on initiative bid) or adding Crack Shot to really terrify aces or brobots.

VI or Crack Shot, Homing Missiles, Glitterstim. 25 points.

LW N'Dru may well be better later in the game, but I find he rarely lasts that long and he struggles to stay at range 3 of your dudes once battle is joined anyway.

I have beat it with HLC Kath crack k4 glitter and NDru homer glitter crack. Also with Bossk NDru. Talonbane is my theoretical Soontir solution. You know what he is going to do half the time so take a ps9 glitter crack homer to take off that first hit box.

What about the 4x glitterstim kirfggvfggfxz's and a Z list?

Is it worth it to spend points on generic krhhhrxcatbannana ships?

I'm finding the bid up to EPT toting khiraxes to be preferable.

7x Z95 with Feedback Array. Hard to loose with that one versus aces.

Why was this not the first response?