Starviper Squad

By SDCC, in X-Wing Squad Lists

EU on the HWK can be replaced with the upcoming Cloaking Device

it has that utterly bull rng attached to it, but it will only sink half the points

Yeah, but I'd rather stick it on Guri or Xizor!

On Guri/Xizor that would be crazy!

Out of interest, which Firespray would you put with 2 AT Enforcers?

I recall reading someone on the forums having good success with Kath + 2 Enforcers.

Boba would also be a good choice, but I find Boba is trickier to use. Unfortunately, 46 points is a bit awkward for both pilots, since I feel their best builds are both 48 pts.

Kath ideally w/ push the limit, K4 droid & engine = 48

Boba ideally w/ veteran instincts, tactician, glitterstim & engine = 48

I think if I were to use Kath alongside two starvipers, I would start with:

predator, intel agent + engine = 46

I like the intel agent to help the Enforcers get that key block. The only way you can beat arc-dodging aces with this list is to either get lucky or block. Blocking is more dependable and intel agent makes it easier to achieve.

Alternatively, there's a gimmicky move you can do with Kath using outlaw tech + engine. In this case, you only have 2 points for EPT, so either crack shot, Veteran instincts or perhaps Lone Wolf (but then you have to keep her far away from the vipers). I think lone wolf would be best, but not everyone likes it because it can be tricky to use.

What you do is deploy kath directly across from the enemy, or at least close enough that it looks like you are going to joust with her. On the turn where you know shooting will start, you dial in a k-turn. She flips around, takes a stress and a focus token from outlaw tech and is now firing 4 attack dice out her butt-arc. Best of all, its easy for her to clear her stress next turn and still have a shot out her more powerful back arc. However, do NOT try this trick on swarms or any high firepower list that will get lots of shots on her. It works best against 2+3 ship builds. You can actually still use this trick with the predator+intel agent build, you just don't have the option to use focus defensively if you need it when you make that first k-turn so its a bit more risky...

Boba could be subbed in easy by dropping glitterstim, but then you have to be a little careful about approaching high firepower lists. They can really murder Boba fast if you get blocked or even just end up in a position with lots of guns pointing at him.

Edited by blade_mercurial

EU on the HWK can be replaced with the upcoming Cloaking Device

it has that utterly bull rng attached to it, but it will only sink half the points

Yeah, but I'd rather stick it on Guri or Xizor!

it's excessive on either viper

Palob needs the maneuverability, neither Viper really does nor can they abuse the extra defense dice as well as Mr. Moldy and the stolen focus tokens

EU on the HWK can be replaced with the upcoming Cloaking Device

it has that utterly bull rng attached to it, but it will only sink half the points

Yeah, but I'd rather stick it on Guri or Xizor!

it's excessive on either viper

Palob needs the maneuverability, neither Viper really does nor can they abuse the extra defense dice as well as Mr. Moldy and the stolen focus tokens

Yeah, Palob could definitely benefit from it. But cloaking vipers are an order of magnitude cooler than a cloaking HWK. Also, I could see it useful in the endgame, especially when your in a 1 vs many situation...

cooler, yes (the Viper is, by default, the coolest thing on the table ever)

but 1v1, it's not all that useful when you're already packing both boost and roll

now, if it's Palob late game, then yeah you're going to need that Cloaking Device

now, if it's Palob late game, then yeah you're going to need that Cloaking Device

I've never had Palob 1v1 against anything yet. Most people seem to want him dead first.

Edited by blade_mercurial

now, if it's Palob late game, then yeah you're going to need that Cloaking Device

I've never had Palob 1v1 against anything yet. Most people seem to want him dead first.

harder to follow up on that desire if he has cloaking device :D

now, if it's Palob late game, then yeah you're going to need that Cloaking Device

I've never had Palob 1v1 against anything yet. Most people seem to want him dead first.

I did, my opponent was more concerned with killing Torkil. I won that game.

I'm running Boba with two AT Enforcers tonight at my FLGS.

No one runs Vipers in my area, so it will stand out at least. The awful paint job I've given them both will make them memorable.

Let's hope it's for good reasons.

I won both my games tonight. Boba had EU, Inertial Dampeners, VI and Intelligence Agent.

I'll explain more tomorrow.

I played two games last night.

2 x SV Enforcers with AutoThrusters

Boba Fett with VI, Intel Agent, Inertial Dampeners and Engine Upgrade.

100 points on the nose.

I had a few objectives -

  • See if I enjoy flying Vipers
  • Can they work with Fett
  • If that's cool, then worry about the upgrades

I had no idea what I'd be facing as I didn't know who was at the shop. Turns out I'd face two teams with Phantoms!

Game 1

Julian had a Sigma with Sensor Jammer, Intel Agent and Stygium, Deathrain with Extra Munitions, Prox Mines, Conner Nets and Experimental Interface, and Juno with VI, X1 and ATC.

I did not fancy this as a first game for a build I'd never used. But I remained positive.

S-Loops are great! I use them to good effect, getting behind both Deathrain and Sigma a couple of times. Could not hit the Sigma though! SJ was doing the trick as I wasn't focused a lot of the time.

Ultimately it went to time with Fett and SV1 chasing and failing to get a hit on the Sigma. So jinky. But a good start. Julian is a quality player and knows his stuff so it felt good.

Game 2

Phil had Whisper with VI, ACD, FCS, Gunner, Carnor Jax with PTL, AT, TC and Royal Guard, Mauler Mithel with VI and Stealth.

Early on SV2 ended up right in front of Whisper and took 5 hits to the face, evading 1. He ran off for the next couple of turns. Carnor chased him, so whilst I lost a ship by round 4, it took Carnor out of the way for a bit.

I didn't use Engine Upgrade as much as I should have, but that's a learning point. The Sloop was very handy once again.

Ended up with Fett on 6 hull facing all three ships with 1 hull each. He then dispatched all of them in turn. Phew!

All in all it was a good night. I loved flying the Vipers. The dial is great, loving the sloops, good actions, and they lasted longer than I thought they would. Boba suits my style too, getting up close. The rear arc is a godsend though I've got to be careful flying alongside things.

The upgrades all seemed to work last night, but I'm aware I need to try this against other builds. 2 ship, swarms etc. BBBB is always a big test.

Nice to come away from an evening of pew-pewing feeling positive.

I played two games last night.

2 x SV Enforcers with AutoThrusters

Boba Fett with VI, Intel Agent, Inertial Dampeners and Engine Upgrade.

100 points on the nose.

I had a few objectives -

  • See if I enjoy flying Vipers
  • Can they work with Fett
  • If that's cool, then worry about the upgrades

I had no idea what I'd be facing as I didn't know who was at the shop. Turns out I'd face two teams with Phantoms!

Game 1

Julian had a Sigma with Sensor Jammer, Intel Agent and Stygium, Deathrain with Extra Munitions, Prox Mines, Conner Nets and Experimental Interface, and Juno with VI, X1 and ATC.

I did not fancy this as a first game for a build I'd never used. But I remained positive.

S-Loops are great! I use them to good effect, getting behind both Deathrain and Sigma a couple of times. Could not hit the Sigma though! SJ was doing the trick as I wasn't focused a lot of the time.

Ultimately it went to time with Fett and SV1 chasing and failing to get a hit on the Sigma. So jinky. But a good start. Julian is a quality player and knows his stuff so it felt good.

Game 2

Phil had Whisper with VI, ACD, FCS, Gunner, Carnor Jax with PTL, AT, TC and Royal Guard, Mauler Mithel with VI and Stealth.

Early on SV2 ended up right in front of Whisper and took 5 hits to the face, evading 1. He ran off for the next couple of turns. Carnor chased him, so whilst I lost a ship by round 4, it took Carnor out of the way for a bit.

I didn't use Engine Upgrade as much as I should have, but that's a learning point. The Sloop was very handy once again.

Ended up with Fett on 6 hull facing all three ships with 1 hull each. He then dispatched all of them in turn. Phew!

All in all it was a good night. I loved flying the Vipers. The dial is great, loving the sloops, good actions, and they lasted longer than I thought they would. Boba suits my style too, getting up close. The rear arc is a godsend though I've got to be careful flying alongside things.

The upgrades all seemed to work last night, but I'm aware I need to try this against other builds. 2 ship, swarms etc. BBBB is always a big test.

Nice to come away from an evening of pew-pewing feeling positive.

Good to hear.

I like your list as is, but one concern is damage output. Boba gets his R1 re-rolls, but sometimes those low PS vipers can't focus or pick up a target lock and the dice go cold. Just saying. Unfortunately its one of the reasons that I think generic vipers can struggle (and TIE defenders to some extent too) because they have 3 attack and 3 agility, if they need more than one good roll or simply couldn't focus, a dice failure becomes inevitable.

I like the intel agent on Boba though. That can really help mitigate the dice because you can use your vipers as blockers. Always block with one viper whenever you see an opportunity. Even with only one of your other ships getting a shot, chances are that shot will be modified and will put damage on. Boba R1 with a focus token has excellent damage potential (although you still have to be careful he doesn't take a lot of shots in return).

One more thing to be careful of: don't fly Boba into the corners if you can avoid it! Its easy to trap a firespray once its in a corner, or if not trap it, leave it with no shots due to the nature of its 'blind spots' (the area that is outside its two firing arcs).

Nice to hear it worked out because I want to fly something similar (2 enforcers + IG88)

I played two games last night.

2 x SV Enforcers with AutoThrusters

Boba Fett with VI, Intel Agent, Inertial Dampeners and Engine Upgrade.

100 points on the nose.

I had a few objectives -

  • See if I enjoy flying Vipers
  • Can they work with Fett
  • If that's cool, then worry about the upgrades

I had no idea what I'd be facing as I didn't know who was at the shop. Turns out I'd face two teams with Phantoms!

Game 1

Julian had a Sigma with Sensor Jammer, Intel Agent and Stygium, Deathrain with Extra Munitions, Prox Mines, Conner Nets and Experimental Interface, and Juno with VI, X1 and ATC.

I did not fancy this as a first game for a build I'd never used. But I remained positive.

S-Loops are great! I use them to good effect, getting behind both Deathrain and Sigma a couple of times. Could not hit the Sigma though! SJ was doing the trick as I wasn't focused a lot of the time.

Ultimately it went to time with Fett and SV1 chasing and failing to get a hit on the Sigma. So jinky. But a good start. Julian is a quality player and knows his stuff so it felt good.

Game 2

Phil had Whisper with VI, ACD, FCS, Gunner, Carnor Jax with PTL, AT, TC and Royal Guard, Mauler Mithel with VI and Stealth.

Early on SV2 ended up right in front of Whisper and took 5 hits to the face, evading 1. He ran off for the next couple of turns. Carnor chased him, so whilst I lost a ship by round 4, it took Carnor out of the way for a bit.

I didn't use Engine Upgrade as much as I should have, but that's a learning point. The Sloop was very handy once again.

Ended up with Fett on 6 hull facing all three ships with 1 hull each. He then dispatched all of them in turn. Phew!

All in all it was a good night. I loved flying the Vipers. The dial is great, loving the sloops, good actions, and they lasted longer than I thought they would. Boba suits my style too, getting up close. The rear arc is a godsend though I've got to be careful flying alongside things.

The upgrades all seemed to work last night, but I'm aware I need to try this against other builds. 2 ship, swarms etc. BBBB is always a big test.

Nice to come away from an evening of pew-pewing feeling positive.

Good to hear.

I like your list as is, but one concern is damage output. Boba gets his R1 re-rolls, but sometimes those low PS vipers can't focus or pick up a target lock and the dice go cold. Just saying. Unfortunately its one of the reasons that I think generic vipers can struggle (and TIE defenders to some extent too) because they have 3 attack and 3 agility, if they need more than one good roll or simply couldn't focus, a dice failure becomes inevitable.

I like the intel agent on Boba though. That can really help mitigate the dice because you can use your vipers as blockers. Always block with one viper whenever you see an opportunity. Even with only one of your other ships getting a shot, chances are that shot will be modified and will put damage on. Boba R1 with a focus token has excellent damage potential (although you still have to be careful he doesn't take a lot of shots in return).

One more thing to be careful of: don't fly Boba into the corners if you can avoid it! Its easy to trap a firespray once its in a corner, or if not trap it, leave it with no shots due to the nature of its 'blind spots' (the area that is outside its two firing arcs).

Nice to hear it worked out because I want to fly something similar (2 enforcers + IG88)

I did have decent rolls last night. More on the red than the green. Thank you autothrusters.

Boba was at a good R1 often last night. They were smaller enemy squads but still, I never had all three on him.

I do like me a TIE Defender. But they do need to be flown a certain way. Anyway, Intel was extremely useful. It was giving me very important info for the Vipers, or indeed if Boba should boost. Knowing roughly where they'll be was a key factor in my boost/barrel roll/focus reasoning. I did annoyingly block them both a couple of times too :)

I did end up Boba on the sides. I need to work on that one. I'd chase someone when I could have let them come to me. I had the movement options so why go somewhere that made it more difficult?

It worked out nicely last night which made a for a good start. Next time I'll place them better at the start, be more mindful of the Firespray dial, try it against a different style of enemy.

Interesting thread. I, too have wanted to use StarVipers a bit more... they were in my very first tournament list and I might go back to them now after a month of league play. I'd like to build something around Xizor but I'm not fond of Zs and only have 3. AutoKavil might be fun with him, though.

Interesting thread. I, too have wanted to use StarVipers a bit more... they were in my very first tournament list and I might go back to them now after a month of league play. I'd like to build something around Xizor but I'm not fond of Zs and only have 3. AutoKavil might be fun with him, though.

As mentioned before, I'm fond of adv sensors + PTL + autos + flechette torpedo on Xizor, but that runs 42 points.

Others really like VI Xizor (with title, FCS and autos) at 37 pts. Or 39 with flechette torp.

You could do a scum version of the World Champ's recently victorious list (using the YYZ + ace template):

Xizor w/ VI, virago, FCS, autos and flechette torpedo = 39

2 twin laser turret thugs = 24 x 2

1 binayre pirate = 12

99

The problem of course is you lack the control offered by R3-A2 making this list somewhat less effective. Also Xizor is not as hard to kill as Poe, although I think he has slightly better damage potential (at least compared to VI poe).

My preferred version would be:

Xizor w/ PTL, virago, adv. sensors, autos & flechette torps = 42

2 BTL-A4 ion turret thugs = 23 x 2

1 binayre pirate = 12

100

Harder to use effectively though because you have to get a favourable first turn shooting exchange. I would actually deploy it very similar to Heaver did in his games: YZY forming the front row and Xizor in the back (in Poe's spot). The reason this is good here is that you want the y-wings at R2 for the first shots and Xizor back in R3 for autothrusters (on the off chance someone is foolish enough to shoot at him). Next turn the binayre pirate tries to block up the short moves and your just far back enough that your opponent cannot risk a k-turn. Against actionless targets, the BTL-A4 y's + Xizor using adv sensors for TL + Focus should really cause some carnage...

Yesterday I failed spectacularly at a tournament. But I'm not one to stay down for long.

I'd like to run at least one Starviper in my next squad. But Scum doesn't really seem to do synergy.

Currently my idea is 2 x Black Sun Vigo's with AT, then Bossk with...stuff. Tactician? Weapons Engineers? Calculation? Who knows.

Anyway, any thoughts on a good Starviper build? I'll always try to run ships I like, so some squads get discounted purely because I don't like the look of it.

But I'm open to all your thoughts and suggestions!

If I was going to go with 1 SV I'd take Guri I think. Get stuck in.

**Prince X and AutoKavil**

Prince Xizor(31)

Starviper

-Predator(3)

-Autothrusters(2)

-Advanced Sensors(3)

Black Sun Soldier(13)

Z-95 Headhunter

Black Sun Soldier(13)

Z-95 Headhunter

Kavil(24)

Y-wing

-Predator(3)

-Autoblaster Turret(2)

-Unhinged Astromech(1)

-Engine Upgrade(4)

This is my answer to you! I have had good succes with it, but I never tried it in tournment yet but I would, but there is still others to try before this. But if you don't feel good about that AutoKavil, chance it to bad ass Talonbane Cobra and most likely you still have some extra points to spare for something. But I disagree with the synergy thing, it is there, but it is so much diffrerent than with Rebels or Imperial that people fails to see it. I love how 'irregular' Scums are and that is where to look that synergy! :ph34r:

Scums are such a lovely faction!!! :lol:

This is the AutoKavil/Xizor list I was thinking of. I considered PtL on Xizor but I am not sure of its use vs VI on him since there have been PS7+ aces in almost every match I've had. I suppose PtL can be used to Focus/TL instead of Boost+Barrel Roll when punching above his weight.

I'm just really pleased.

1. Using a ship no one else does.

2. I beat two Phantoms!

3. 1 isn't because I'm trying too be different, I actually like them.

4. Their style seems to suit me.

5. Looking forward to flying them against other builds and getting better.

I played two games last night.

2 x SV Enforcers with AutoThrusters

Boba Fett with VI, Intel Agent, Inertial Dampeners and Engine Upgrade.

100 points on the nose.

I had a few objectives -

  • See if I enjoy flying Vipers
  • Can they work with Fett
  • If that's cool, then worry about the upgrades
I had no idea what I'd be facing as I didn't know who was at the shop. Turns out I'd face two teams with Phantoms!

Game 1

Julian had a Sigma with Sensor Jammer, Intel Agent and Stygium, Deathrain with Extra Munitions, Prox Mines, Conner Nets and Experimental Interface, and Juno with VI, X1 and ATC.

I did not fancy this as a first game for a build I'd never used. But I remained positive.

S-Loops are great! I use them to good effect, getting behind both Deathrain and Sigma a couple of times. Could not hit the Sigma though! SJ was doing the trick as I wasn't focused a lot of the time.

Ultimately it went to time with Fett and SV1 chasing and failing to get a hit on the Sigma. So jinky. But a good start. Julian is a quality player and knows his stuff so it felt good.

Game 2

Phil had Whisper with VI, ACD, FCS, Gunner, Carnor Jax with PTL, AT, TC and Royal Guard, Mauler Mithel with VI and Stealth.

Early on SV2 ended up right in front of Whisper and took 5 hits to the face, evading 1. He ran off for the next couple of turns. Carnor chased him, so whilst I lost a ship by round 4, it took Carnor out of the way for a bit.

I didn't use Engine Upgrade as much as I should have, but that's a learning point. The Sloop was very handy once again.

Ended up with Fett on 6 hull facing all three ships with 1 hull each. He then dispatched all of them in turn. Phew!

All in all it was a good night. I loved flying the Vipers. The dial is great, loving the sloops, good actions, and they lasted longer than I thought they would. Boba suits my style too, getting up close. The rear arc is a godsend though I've got to be careful flying alongside things.

The upgrades all seemed to work last night, but I'm aware I need to try this against other builds. 2 ship, swarms etc. BBBB is always a big test.

Nice to come away from an evening of pew-pewing feeling positive.

Good thread bruv, glad to see Sunday(which was horrendous for you) hasn't stopped you :D

Next weekend I'll be trying it out against a few other builds. A long time to wait til my next game but looking forward to it.

Excellent discussion. The Star Viper is such a cool looking ship to not get the love. So I'm making it a point to run SVs, and will use a lot of these list suggestions to help me do it!

Excellent discussion. The Star Viper is such a cool looking ship to not get the love. So I'm making it a point to run SVs, and will use a lot of these list suggestions to help me do it!

Great to hear.

A week ago I took a 0-5 drubbing at a local tournament. The next day I'm thinking StarViper builds, and I can't wait for the next tournament.

They've been good to me. It's nice having something to invest in, especially something that no one else uses.

I went to a tournament this weekend with the following (the first build I suggested back to the 3rd post of this thread):

Black Sun Ace (Predator)

Cartel Marauder

Black Sun Enforcer (Autothrusters) x2

100 points

The "little list that could" in the end, as I finished 3rd out of 20 players. I think the list mostly surprised my opponents, as many told me they rarely play or face Stavipers. Maneuvering was key.

I was able to defeat three very different builds:

IG-88B + C (each with HLC, Feedback Array, FCS, Autothrusters, Crackshot)

Full win 100-0

Syndicate Thug (TLT, Unhinged Astro) x4

Full win 100-46

Dagger (HLC, Advanced Sensors) x2

Dagger (Mangler, Advanced Sensors

Full win 100-54

The two lists that defeated mine were:

Torkil Mux (TLT, Moldy Crow)

Tradoshan Slaver (Gunner, Tactician)

Binayre x3

Loss 74-80 (so a close modified win for my opponent)

Very cool list, nasty and efficient, as scum should be! :-)

Gold (TLT, R2 Astromech) x2

Blue (Advanced Sensors) x2

Loss 50-100

Brutal list. I could have flown better and my attack dice went cold for most of the game.

I'm especially glad to have been able to defeat the 4 Y-Wings with TLT since it's the new meta "thing". Autothrusters were very helpful of course.

Edited by admat

I went to a tournament this weekend with the following (the first build I suggested back to the 3rd post of this thread):

Black Sun Ace (Predator

Cartel Marauder

Black Sun Enforcer (Autothrusters) x2

100 points

The "little list that could" in the end, as I finished 3rd out of 20 players. I think the list mostly surprised my opponents, as many told me they rarely play or face Stavipers. Maneuvering was key.

I was able to defeat three very different builds:

IG-88B + C (each with HLC, Feedback Array, FCS, Autothrusters, Crackshot)

Full win 100-0

Syndicate Thug (TLT, Unhinged Astro) x4

Full win 100-46

Dagger (HLC, Advanced Sensors) x2

Dagger (Mangler, Advanced Sensors

Full win 100-54

The two lists that defeated mine were:

Torkil Mux (TLT, Moldy Crow)

Tradoshan Slaver (Gunner, Tactician)

Binayre x3

Loss 74-80 (so a close modified win for my opponent)

Very cool list, nasty and efficient, as scum should be! :-)

Gold (TLT, R2 Astromech) x2

Blue (Advanced Sensors) x2

Loss 50-100

Brutal list. I could have flown better and my attack dice went cold for most of the game.

I'm especially glad to have been able to defeat the 4 Y-Wings with TLT since it's the new meta "thing". Autothrusters were very helpful of course.

That's great to hear! Well done.

Any lessons to be learnt flying the Enforcers (as I'm doing the same). I've not faced turrets or large base ships yet.

Brobots isn't a thing in my area, but I've heard it can be horrible to play against. Nice one!

Thanks!

Blocking is the best weapon the Enforcers have I think, as they can position so well. The hard 1 turn is your friend really. It surprised my opponents in all my games since, again, people don't know the ship and its dial much (and it's also part of the Kihraxz's dial, which also surprise players often). The Segnor's Loop is very useful too as it allows to get back into the engagement while often placing you out of the opponent's firing arc. I mostly used the Focus action. Also Boost and Barrel Roll a few times, for blocking purposes when the opponent's move is easy to guess.

The StarViper is an all-around great ship with many options and solid offensive and defensive base stats. Its cost is high, but worth it. Autothrusters is a must though. :-)

Edited by admat

Thanks!

Blocking is the best weapon the Enforcers have I think, as they can position so well. The hard 1 turn is your friend really. It surprised my opponents in all my games since, again, people don't know the ship and its dial much (and it's also part of the Kihraxz's dial, which also surprises players often). The Segnor's Loop is very useful too as it allows to get back into the engagement while often placing you out of the opponent's firing arc. I mostly used the Focus action. Also Boost and Barrel Roll a few times, for blocking purposes when the opponent's move is easy to guess.

The StarViper is an all-around great ship with many options and solid offensive and defensive base stats. Autothrusters are a must. Its cost is high, but worth it.

No worries. Glad to have someone else on the journey with me!

I didn't get to do much blocking with mine last week, but I was playing Phantoms. The dial is fantastic! Suits my style really well. Was nice to tightly turn and boost around an asteroid.

Both opponents weren't sure what to do with the sloop. It was putting me in great positions.

Autothrusters is very much a must. Saved me multiple hits.