First foray into S&V builds

By Grivoire, in X-Wing Squad Lists

Hi folks, academy pilot here attempting to fly for the first time with S&V units. Here's the list:

99 pts

Talonbane Cobra PS9 (31)

Crack Shot

Glitterstim

Syndicate Thug PS2 (25)

TLT

BTL-A4

Unhinged Astromech

Syndicate Thug PS2 (25)

TLT

BTL-A4

Unhinged Astromech

N'Dru Suhlak PS7+2 (18)

VI

With this list, I'm planning to use Y-Wings as a "blocker", forcing enemy aces to fly in a rather predictable path for Cobra to follow-up and land an alpha strike. Tbh N'Dru is added as a filler, but if I really have to give reasoning then I'd say he can help as another high PS pilot hunter by flying solo and follow-up the Y-wings as well. Of course, given that it's a 99 pt list getting the initiative might prove to be difficult and I've considered that as one of the list' weaknesses. Let me hear your expert opinion on this thanks!

Change VI on N'dru to Lone Wolf and you are set.

TLt btl-a4s basically defeats the purpose of TLTs

don't bother jousting with a turret that cannot be used at range 1

instead, ICT BTL-a4s (with r4)

Ionization turns thugs into the club bouncers of the jousting game. No matter how big the opponent thinks he is, there's always a bigger bouncer. In fact, it can't really even be called a joust if the Y is the only thing shooting :)

or just drop BTL-a4s and use TLTs as the turrets they're meant to be. The only time BTL-a4 is worth it is with r3-a2, god of stress, because you can slap 2 stress on soontir/vader from range 3

Change VI on N'dru to Lone Wolf and you are set.

TLt btl-a4s basically defeats the purpose of TLTs

don't bother jousting with a turret that cannot be used at range 1

instead, ICT BTL-a4s (with r4)

Ionization turns thugs into the club bouncers of the jousting game. No matter how big the opponent thinks he is, there's always a bigger bouncer. In fact, it can't really even be called a joust if the Y is the only thing shooting :)

or just drop BTL-a4s and use TLTs as the turrets they're meant to be. The only time BTL-a4 is worth it is with r3-a2, god of stress, because you can slap 2 stress on soontir/vader from range 3

Thanks for the input guys! really appreciate it :)

So yesterday I combined both advice and revised the list as follows:

Talonbane Cobra PS11 (31)

VI

Glitterstim

Syndicate Thug PS2 (25)

Ion Cannon Turret

BTL-A4

R4 Agromech

Syndicate Thug PS2 (25)

TLT

Unhinged Astromech

N'Dru Suhlak PS7 (19)

Lone Wolf

Had two games, first one against Palpmobile+Vader+Soontir and second against Dash+ TLT Regen Miranda. The Palpmobile opponent is so aggresive he's chasing TLT Y-Wing with Soontir & Vader in the first few rounds. Won the match with Cobra at 1 Hull and healthy N'Dru, who got lucky with positioning & able to harass the palpmobile.

The second match was somehow easier. Both Y wings fend off Dash while N'Dru and Cobra finishes off Miranda. I find Cobra to be a very good counter against TLT Miranda, or rather TLTs in general. At range 3 it has 4 evade dice while at range 1 Miranda can't do much. Even SLAM doesn't really work in her favour if Cobra already set his sights on her. There was a turn where Cobra close in at range 1 behind Miranda and he just decided to deplete 1 shield to roll 1 extra dice for primary attack. Cobra got Weapons failure but landed 2 crits at Miranda in return: Blinded+Direct Hit! Well in the end Dash shot down Cobra and the ICT Y-Wing, but got himself shot down by TLT-Y wing two rounds later.

There are quite a number of times I wished I had crack shot instead of VI on Cobra, but then I can't survive the battle against Vader-Soontir. I can also imagine that probably this build won't do well against Tie Swarms and BBBBZ build. Lastly, going dual ICTs or non BTL-A4 TLTs as you suggested sounds like a more solid build. I should try them next time

Change VI on N'dru to Lone Wolf and you are set.

TLt btl-a4s basically defeats the purpose of TLTs

don't bother jousting with a turret that cannot be used at range 1

instead, ICT BTL-a4s (with r4)

Ionization turns thugs into the club bouncers of the jousting game. No matter how big the opponent thinks he is, there's always a bigger bouncer. In fact, it can't really even be called a joust if the Y is the only thing shooting :)

or just drop BTL-a4s and use TLTs as the turrets they're meant to be. The only time BTL-a4 is worth it is with r3-a2, god of stress, because you can slap 2 stress on soontir/vader from range 3

Thanks for the input guys! really appreciate it :)

So yesterday I combined both advice and revised the list as follows:

Talonbane Cobra PS11 (31)

VI

Glitterstim

Syndicate Thug PS2 (25)

Ion Cannon Turret

BTL-A4

R4 Agromech

Syndicate Thug PS2 (25)

TLT

Unhinged Astromech

N'Dru Suhlak PS7 (19)

Lone Wolf

Had two games, first one against Palpmobile+Vader+Soontir and second against Dash+ TLT Regen Miranda. The Palpmobile opponent is so aggresive he's chasing TLT Y-Wing with Soontir & Vader in the first few rounds. Won the match with Cobra at 1 Hull and healthy N'Dru, who got lucky with positioning & able to harass the palpmobile.

The second match was somehow easier. Both Y wings fend off Dash while N'Dru and Cobra finishes off Miranda. I find Cobra to be a very good counter against TLT Miranda, or rather TLTs in general. At range 3 it has 4 evade dice while at range 1 Miranda can't do much. Even SLAM doesn't really work in her favour if Cobra already set his sights on her. There was a turn where Cobra close in at range 1 behind Miranda and he just decided to deplete 1 shield to roll 1 extra dice for primary attack. Cobra got Weapons failure but landed 2 crits at Miranda in return: Blinded+Direct Hit! Well in the end Dash shot down Cobra and the ICT Y-Wing, but got himself shot down by TLT-Y wing two rounds later.

There are quite a number of times I wished I had crack shot instead of VI on Cobra, but then I can't survive the battle against Vader-Soontir. I can also imagine that probably this build won't do well against Tie Swarms and BBBBZ build. Lastly, going dual ICTs or non BTL-A4 TLTs as you suggested sounds like a more solid build. I should try them next time

Edited by 2BitGeek

Gah! You're right!! Oh my not even my opponents noticed this during the game...I think we played the games without considering secondary weapon rules :(. Thanks for the heads-up!

Gah! You're right!! Oh my not even my opponents noticed this during the game...I think we played the games without considering secondary weapon rules :(. Thanks for the heads-up!

It happens. The first step is locating the problem. The next step is washing it out ;)

Yeah, its the reason more people DON't reach for Talonbane. If his ability did apply against secondary weapons, he'd be a little more worth his points. As it is, you can get a blacksun ace with crack shot + glitterstim for 5 points less. You lose out on the extra red at range 1 (sometimes doesn't matter) and you drop PS down by 4, but the 5 points lets you add more elsewhere in your list...

Yeah, its the reason more people DON't reach for Talonbane. If his ability did apply against secondary weapons, he'd be a little more worth his points. As it is, you can get a blacksun ace with crack shot + glitterstim for 5 points less. You lose out on the extra red at range 1 (sometimes doesn't matter) and you drop PS down by 4, but the 5 points lets you add more elsewhere in your list...

Yeah that seems to be the case..but if I were to remove Cobra then the list lacks an Ace hunter...would you consider replacing him & N'dru with VI Boba?

Edited by Grivoire