Scum Kath

By gambit1977, in X-Wing Squad Lists

Firespray-31: · Kath Scarlet (38)

· Lone Wolf (2)

"Mangler" Cannon (4)

Engine Upgrade (4)

K4 Security Droid (3)

Y-Wing: Syndicate Thug (18)

Twin Laser Turret (6)

Unhinged Astromech (1)

Z-95 Headhunter: Binayre Pirate (12)

Z-95 Headhunter: Binayre Pirate (12)

I fly the same type of list on a regular basis, different load out on Kath .... This is a jousting squad, I don't think she will want lone wolf ... Predator is my ept of choice ... With three other ships it would be tougher to trigger lone wolf ..

Just my thoughts..

I fly the same type of list on a regular basis, different load out on Kath .... This is a jousting squad, I don't think she will want lone wolf ... Predator is my ept of choice ... With three other ships it would be tougher to trigger lone wolf ..

Just my thoughts..

I really like Kath with Pred aswell, however, with PTL, i find her alittle more flexible, especially with recon spec and engine.

kath w/PTL,recon s,eng,ID

thug w/TLT,unhinged

2 x blksun soldiers(ps 3 helps against enemy pred)

100 points

just my thoughts aswell... :)

cheers.

Alternatively:

Kath w/ lone wolf, outlaw tech, glitterstim & engine = 48

2 Thugs w/ twin laser turrets & R4 agromechs = 26 x 2

100

Have the thugs deploy together, either in the middle or off to one side. Kath goes close to the enemy and acts as bait. For this trick to work best, I find deploying Kath sideways easiest, because when you hard turn to face the enemy you have more distance to gauge the best time to pop her 'surprise k-turn. That's right, you k-turn at the enemy (ideally you want to be close if the enemy can't deal much damage to Kath, or go with range 3 if there's lots of enemy ships and you don't want Kath to take much damage). So you k-turn into the first firing exchange and your thugs flank up the middle (ideally they should be R3 from Kath so her lone wolf kicks in). So on the first turn of shooting, Kath gets a focus token from outlaw tech and her lone wolf re-roll on attack/defense. She is also throwing 4 attack dice because of her ability out the back arc. From there, its easy to clear stress and keep the enemy in firing range out your back arc because a 1 green move is ideal at this time. Meanwhile, your thugs are in good position to rain teeny tiny laser death from the side (and you don't lose lone wolf because Kath is moving away from the thugs).

Save glitterstim for when things are looking rough (there may be a point where lots of guns are facing kath---could be the first turn if you misjudged distances!)

Edited by blade_mercurial

Earlier this year I tried different Kath builds, including a push the limit version that was real fun to fly ...

My current Kath build is with engine, predator, tactician, and ion cannon ...

I've been having fun with..

Kath w/ PTL, K4 Security Droid, Inertial Dampeners + Engine Upgrade

Syndicate Thug w/ TLT + Unhinged Astromech X2

Comes in at 99 points for initiative if necessary.

Im stuck between outlaw and k4

Firespray-31: · Kath Scarlet (38)

Predator (3)

Engine Upgrade (4)

Outlaw Tech (2)

Inertial Dampeners (1)

Y-Wing: Syndicate Thug (18)

Twin Laser Turret (6)

R4 Agromech (2)

Y-Wing: Syndicate Thug (18)

Twin Laser Turret (6)

R4 Agromech (2)

Any better?

Why are people putting cannons on Scum Kath?

Kath is really powerful because of 4 red dice. Her build out depends on her squad entirely. Right now all of my builds PS kill a Y wing in the first volley. That said I build Kath with HLC crack k4 to push damage hard and early, if you have the points glitter is always sweet!

Any better?

Yes, but if you had lone wolf, you could change the inertial dampeners into glitterstim.

If you do the k-turn trick (where you have the first exchange of shooting with Kath flipping around to face away from the enemy) then you shouldn't need inertial dampeners and glitterstim can be used later (+evade token and lone wolf re-roll) to allow Kath to tank through a ton of potential damage...

Edited by blade_mercurial

I'm using ion cannon because of canon (not the best reason I know)

Paired with tactician, its great at range two ..and depending on what ship I'm attacking, the range three dice denial is good ...

Plus if the ion hits, it helps me to get other guns pointed at that ship next round ..

Big fan of Scum Kath. However, I'd forget the cannon (if you're using a cannon you're getting no benefit from her pilot ability, and vice versa) and go Gunner with the crew (the follow-up shot is really useful against ships with damage mitigation/high evade values).