The Lowest of the Low - Wave 8

By Waldorf28, in X-Wing Squad Lists

The list below is a revision of one I flew in a small tourney in January.

The performance of the original was pretty poor since I came up against endless waves of Aces (A-Wings and Interceptors) to which we had no answer. That story is told here.

The amazing new cards coming for Scum in Wave 8 has made me think the same general concept can be an Ace-taker even with the same generic pilots. So here is my Lowest of the Low (referring to pilot skills!) revision. They all have as crew their associated named pilot - but that's not really by design - that's just because they are great crew members!

Trandoshan Slaver (33)

Bossk

Zuckuss

4-LOM

Mandalorian Mercenary (40)

Boba Fett

Engine Upgrade

Syndicate Thug (27)

R5-P8

TLT

The principle is pay for high value chassis with low cost generic pilots. The Slaver just piles the stress on itself by forcing defensive dice re-rolls but still gets its offensive actions via Bossk. 4-LOM negates any evade tokens the defenders might take but only one Ion Token doesn't ionise the ship (it is of course vulnerable to being ionised by an opponent attacking it, but under those circumstances I just don't trigger 4-LOM).

The Mercenary can make use of the EU to get his arse facing in the right direction. Boba Fett is just thematic gravy, but the Firespray will probably last longer than the YV-666 due to it's evade action, better dial and ability to boost. So Boba is more likely to still be around when the opponents are ripe for the crit. I know something like Adv Hom Missiles and Munitions Failsafe would let Boba pop sooner but they are expensive luxuries in a list like this.

The final ship is the TLT Thug. Unhinged Astromech was always my first choice here so he could maintain the range 2-3, but with R5-P8 he still gets an "attack" if they close to range 1 since he can fire back. A five hull three shield ship will outlast any Interceptor Aces who feel like taking a shot at range 1.

What do you think? Too "Fortressy" or just what the Wave 8 doctor ordered to maximise the Ace-killing potential of the new cards?

[edit: most up to date version of list based on this thread's feedback is here.]

Edited by Waldorf

Never rated Engine on a Firespray.

You're probably a better pilot than me then. I usually need it to adjust my joust.

...oh and to avoid flying off the table like I did in my last match!

I feel like the Engine is a waste on a Mando Merc. You don't have much in the way of action economy so its a big crap shoot if you can get Boba off. It is great on Boba and Kath for late turn repositioning, but I just wonder if a bit more offense (like say Predator) would be better for the Merc. Then you would have the points to add Inertial Dampeners on the YV since you do not care about stress and still keep a one turn full stop.

Yvelines doesn't need inertial dampness as it already has a red 0 move on its dial already.

That may be true, but given the stress Zuckuss is likely to attract, I'd be highly unlikely to be able to execute many red manoeuvres.

What about Guidance Chips and some Missiles on the Merc instead of the Engine Upgrade? I'm also in the camp of believing it to be a little wasted on a low PS pilot.

Alternatively stims and something else to make it a bit more offensively threatening?

It certainly looks like the consensus is to drop the EU! I guess that's the point of asking for feedback :).

Which better utilises Fett? Adv Homing Missiles (and possibly Munitions Failsafe or Crackshot) or Concussion Missiles and Guidance Chips?

The former has the advantage of punching through shields but needs to be at range 2. The latter needs shields to be down but packs more wallop.

I incline towards the latter.

Edited by Waldorf

Anyone got any theories on which missile option would work better? Adv Hom and Munitions Failsafe is more surgical I suppose but harder to pull off.

Still think Conc and Chips would be more flexible.

Have to say I'm a fan of things that do splash damage such as assault missiles as they after others at range one along with ion missile. This is especially good if you have fewer ships on the table as there is less chance of getting caught in the blast yourself.

Yes I've never really looked at those. They are pricy though - they cost more than the 4 points I have free!

Still think Advanced Homing Missiles and Munitions Failsafe or Concussion Missiles and Guidance Chips would be superior to go with Boba.

Adv homers are best case scenario. BUT the lower the PS the harder to pull off not to mention no repositioning on that spray. You can still hunt things like palpmobiles or stresshogs but GL catching anything ps6 with boost/BR at range 2. Boost on fireprays are insane value for positioning setting up tactician or just running and otherwise their flanks are too much of a liability. However in this list I would agree its expendable.

I know the theme is 'low' but consider that kath or fett with say, expert handling clocks in at 40/41 pts each respectively. Thats a lot of value. One has a free HLC with R1 bonus that crits the other super LW/pred. Probably worth considering over r5p8 in this instance. Either way lose the droid theres better upgrades.

The slaver looks good although I'd say you don't need all 3 of those crew. You'll get better mileage from dengar in place of bossk since your not running gunner. This is due to his after effect and his low PS both. You want to keep your firing options open and not subject to things like EH or simply hitting in which case he does nuthin.

I started running zuckuss and 4-LOM together the day they were spoiled. Of course this is on more action dependent ships but still I found I preferred one or the other over both. In this case on a slaver with no actions to speak of they will be brutal so I'd probably keep this combo just swap to dengar.

Thank you, that is priceless feedback.

I agree on Dengar - far superior to Bossk.

I'm a bit unwilling to sacrifice R5-P8 just yet since the first incarnation of this list saw the TLT eaten alive by A-Wing and Interceptor Aces. I want them to really think twice about sniping from the doughnut hole, or in fact sniping at all!

Missiles might be the wrong way to go here to trigger Fett, since it's front arc only. Best bet might be an EPT/Illicit combo. What do people think is the best bang for buck 3 points on the Mando Merc that has a chance to trigger him? I know Marksmanship is rated poorly due to it's action requirement but I include it for completeness:

1) Marksmanship

2) Predator

3) Glitterstim and Calculation (latter requires a focus)

4) Glitterstim and Crackshot

I think I'm fast approaching the end of the theory phase here, but any advice on the last step would be appreciated.

Fair enough on the droid and he is cool. I just think his value is better on a more durable chassis. Otherwise if people really want it dead they can suffer one damage on one ship to do it (and possibly one on yours).

Anyway as for triggering fett outside of AHMs I'd probably avoid EPTs and such to trigger crits. Anything that confers rerolls will suffice, IMO. Just his presence will inspire reactions anyway. Well unless your using him against very specific ships like say a decimators/falcons/ghost etc where you'll get value fairly early.

Edited by Carnor Rex

Why does suffering one damage on one ship remove the droid? The way I read the card he stays around until your own ship is gone.

I mean r5p8 only activates once a turn. So 2 activations to get 1 damage (50/50 shot). I'm probably understating his effect but on a Y, maybe not. Try it out and let us know.

I mean r5p8 only activates once a turn. So 2 activations to get 1 damage (50/50 shot). I'm probably understating his effect but on a Y, maybe not. Try it out and let us know.

While you're technically correct, there is a psychological factor. A lot of ace lists have their most vulnerable ship at the highest PS and so is likely to be staring down at the possibility of getting R5-P8'ed. Soontir and Whisper in particular might not shoot if there are other targets to pick from...

Yes this is exactly my thinking. This list is intended to be strong against high PS Aces, which is where the previous incarnation was weak.

I am very keen to try it out and will do so in a competitive game at my club next week. If over time it proves successful I'll take it to Yavin in June.