Four StarVipers

By FisherSpassky, in X-Wing Squad Lists

I've been simming a lot of games recently with four Black Sun Enforcers, simply because I like the way the ship flies. I'm considering actually dropping the money on two more StarViper expansions, to try it out against a real opponent in physical space. But I figured I'd ask here first, if anyone has made the investment and run this list? If so, how'd it perform? Would you do it over differently, etc.?

What do you get over the Kihraxz Fighter?

This is on my bucket list, but availability is a severely limiting factor. I also want to be able to play it at a table so I can really practice movement with these guys. I don't expect it to be competitive, but I expect that playing with them will make me more competitive. All things considered, it is a tool I want to experiment with. Considering the Kihraxz flies like a cheaper X-Wing with tighter turns, and we all have plenty of those (don't get me wrong, flying 5 Kihraxz is fun too... not practical, but fun), the StarViper is a whole different beast and I want to learn how to anticipate s-loops and intricate positioning. Never figure I would fly it at a tournament, but to break out and mess with someone's head? You bet! Only 3 more to go...

A lot! You get s-loops, a 1 straight, barrel roll and boost. Not to mention an extra agility, but your PS drops to 1 (not a bad thing though if you're good at blocking, and if you want to fly vipers successfully, I think you have to be!)

Unfortunately, 4 blacksun enforcers is a risky list. There are certain things that are just going to wreck it (like BBBBZ or 4 TLT thugs). If there was some way to get them dice modification without costing their action, then I think they could work fine, but as is, I don't think 4 of them make a strong list...

Now two of them with autothrusters is a different story. Take something that is far more threatening and throw it in your opponent's face. Star Vipers are only vulnerable on the initial pass in a joust. They die quick to focus fire, but as long as you can prevent that from happening, they can be quite resilient and effective. Those s-loops are great for keeping them on target (and sometimes out of arc because your opponent can guess wrong about what direction you go in). They are also quite happy duking it out close range in a dense asteroid field, so don't be afraid to take big rocks with them.

I'm currently running two of them alongside IG88, but I think either Boba, Kath or even Bossk would be good too. Just remember with dual Vipers, one blocks the other kills! Don't forget that and you can do well.

Edited by blade_mercurial

I get how they are on the approach as I've flown Xizor a lot. When you take 4 of them, doesn't that just make things worse, though? I'd feel like I'd want to have a main force and then Starvipers on the flanks.

If you're going to run four Enforcers I think you have to try and look at the PS1 as a benefit. A great deal is going to depend on your movement, predicting where your opponent is going and getting as many blocks in as possible.

As crazy as it sounds, PS1 can be an advantage. You're unlikely to get blocked, so can pick your own moves with impunity and will almost always get your actions. And, by moving first and blocking, you can deny your opponent's ship their full move (preventing K-turns or Segnors Loops etc), and deny them their actions.

Same principle as an Academy Swarm, but with less bodies on the board. You're going to want to create roadblocks between the asteroids and leave your opponent stuck for places to move.

The other advantage of the list is target priority: your opponent has none. All of your ships offer the same threat level, so there's no immediate target for them to focus down. You, on the other hand, can direct all your forces towards taking out the most dangerous ship in your opponent's list as swiftly as possible.

Hmmm, I wonder how four Z95's and two Enforcers would get on (with the Z's blocking and the Enforcers hanging back to take shots)

Edited by FTS Gecko

I get how they are on the approach as I've flown Xizor a lot. When you take 4 of them, doesn't that just make things worse, though? I'd feel like I'd want to have a main force and then Starvipers on the flanks.

Yeah that's why I think 2 is better. With 4, your opponent is going to focus one to death and there's not much you can do about it. I guess as Gecko says, you gotta rush them forward, knowing you will probably lose one, but try to get a block and hope you can deal some good close range damage with your remaining ones. Once the furball gets under way, its very hard for your opponent to focus down any of your remaining three, at least if you can continue predicting their moves, get in blocks and gum up your opponent's plans. Then hopefully you can overcome the point disadvantage and carry the day. Some lists this will be extremely difficult though (imho).

Hmmm, I wonder how four Z95's and two Enforcers would get on (with the Z's blocking and the Enforcers hanging back to take shots)

I think it could work well. Its 98 points, so either autothrusters on one, or perhaps a flechette torpedo? With a block of Z's, I think it would be much easier to protect the vipers.

I have a list with 2 Vipers. Xizor and Guri. They both have a Z escort of one. Guri has the Virago title and is decked out. Her Z escort has a feedback array in case I need just one more damage to auto inflict. Xizor has VI to bring him on par with the 9 aces. His Z has the ID illict in case he shoots out to far or to focus fire with Xizor. I will spread each flight roughly at a distance of range two to give support to either one. I have not run this list yet, but I plan on using it in the near future.

If you're going to run four Enforcers I think you have to try and look at the PS1 as a benefit. A great deal is going to depend on your movement, predicting where your opponent is going and getting as many blocks in as possible.

As crazy as it sounds, PS1 can be an advantage. You're unlikely to get blocked, so can pick your own moves with impunity and will almost always get your actions. And, by moving first and blocking, you can deny your opponent's ship their full move (preventing K-turns or Segnors Loops etc), and deny them their actions.

Same principle as an Academy Swarm, but with less bodies on the board. You're going to want to create roadblocks between the asteroids and leave your opponent stuck for places to move.

The other advantage of the list is target priority: your opponent has none. All of your ships offer the same threat level, so there's no immediate target for them to focus down. You, on the other hand, can direct all your forces towards taking out the most dangerous ship in your opponent's list as swiftly as possible.

Hmmm, I wonder how four Z95's and two Enforcers would get on (with the Z's blocking and the Enforcers hanging back to take shots)

I agree with all of this. Advantage of first movement, combined with the excellent repositioning ability, allows Enforcer to really excel in and around the rocks. Once you've figured out how to fly them well, I think it makes it really hard for your opponent to know which way to jump (which SV to focus down) without getting boxed in by the other three.

This is on my bucket list, but availability is a severely limiting factor. I also want to be able to play it at a table so I can really practice movement with these guys. I don't expect it to be competitive, but I expect that playing with them will make me more competitive. All things considered, it is a tool I want to experiment with. Considering the Kihraxz flies like a cheaper X-Wing with tighter turns, and we all have plenty of those (don't get me wrong, flying 5 Kihraxz is fun too... not practical, but fun), the StarViper is a whole different beast and I want to learn how to anticipate s-loops and intricate positioning. Never figure I would fly it at a tournament, but to break out and mess with someone's head? You bet! Only 3 more to go...

Availability is killing me. They were all over my local Barnes & Noble the last time I checked. Yesterday I couldn't find ONE for sale at any B&N or FLGS within 30 miles of home. I'll have to play with the two SV lists that so many here are advocating for anyway.

All I know is I got the last Team Covenant StarViper and it was the only one I could find from somewhere I was willing to buy from...

I think it could work well. Its 98 points, so either autothrusters on one, or perhaps a flechette torpedo? With a block of Z's, I think it would be much easier to protect the vipers.

Autothrusters and Flechette Torpedos are both **** good upgrades; With autothrusters even focused fire will have trouble taking one down at range 3, and then hopefully you should be out of arc, or blocking, or whatever. Flechette Torpedoes are very good at controlling aces.

Two Black Sun Enforcers with Autothrusters and Three Black Sun Soldiers with Feedback Arrays might be nice.

You've got enough warm bodies to block and trap - the Feedback Arrays allow you to create a 'moving minefield' to deal with Soontir, Whisper, and the Green Dice & Tokens Brigade, and the Black Sun Soldiers' PS3 means you get a decent volley of fire in before generic TLT carriers fire. Between that and autothrusters you should hopefully take down one or two laser turrets before they can burn down the starvipers (it helps that you've got a decent damage capacity).