So has anyone run the G1-A yet?

By 4fox100, in X-Wing

Here is my concept of a "Fat" 4-Lom. It is based on the build laid out on the Back to Dials Podcast:

4-Lom (27)

Gonk (2)

Lone Wolf (2)

Glitterstim (2)

Experimental Interface (3)

Sensor Jammer (4)

Mist Hunter (0)

Tractor Beam (1)

This should be supported by a Manaroo with RecSpec. If necessary, 4-Lom can fully regen a shield through EI. More often, he can Evade/Barrel Roll + take a Gonk action. When he needs it, he can get the double focus from Manaroo. That would allow him to Fel-style turtle, + Regen, + Sensor Jammer. And he can tag anyone in R1 with stress.

Edit: + LW defensive re-rolls.

Edited by Q10fanatic

I have run them both, and I actually think I like Zuckuss a bit more. At least in the builds I've run

Zuckuss (28)

Predator (3)

4-LOM (1)

Sensor Jammer (4)

"Hot Shot" Blaster (3)

Palob Godalhi (20)

Crack Shot (1)

Ion Cannon Turret (5)

Guri (30)

Sensor Jammer (4)

Virago (1)

Total: 100

View in Yet Another Squad Builder

Hot Shot Blaster + 4-LOM crew pair together really well. Really need something dead? Kill off one of their tokens. Don't have anything in arc next turn? Fire off the 4 dice Hot Shot Blaster.

I've thought about the same ship list since the MIst Hunter preview and am still enamoured by it.

The loadout I am considering is a bit different though:

Zuckuss (28)

Veteran Instincts (1)

Mist Hunter title (0)

Tractor Beam (1)

Dengar (3)

Palob Godalhi (20)

Ion Cannon Turret (5)

Guri (30)

Sensor Jammer (4)

Virago (1)

Predator (3)

Autothrusters (2)

Total: 98

The reasoning:

You really need at least 1 guy in the squad able to take on aces. Zuckuss with VI and a reasonable bid can make sure you can either shoot first at a Whisper or move last vs a Soontir. And because you have a tractor beam, you could have some situations where you can pull someone out of range (or into range) of Guri. Palob stealing tokens from people you want to hit with Zuckuss is nice.

The threat of tractor beaming and then Ioning with Palob is also very nice, probably making people spend the tokens on the tractor beam and thus letting Guri punch damage through.

I still think it might not be the optimal build for the ships, so still trying to figure out the last few points.

- Initiative bid should preferably be 3 (so 97 max)

- Palob and Zuckuss survivability might be too low (cloaking device in there? Maybe cloak on Guri and Sensor Jammer on Zuckuss?)

- Is TLT maybe better than Ion in this setup? Or Dorsal Turret as a cheap option (Palob probably wants to get close in the action, probably dies fast but must grab a few critical tokens before succumbing. Giving Palob just Dorsal keeps him cheap and expendable)

- Should Guri be more offensive? (FCS instead of Jammer?)

I like the list. I've made some changes to my list to make Guri more survivable (think I just put thrusters on Guri and Dorsal on Palob).

With Palob as support + sensor, anything shooting at her is spending focus and has no mod on defense or they are simply not doing anything to you.

Dorsal on Palob isn't bad because people want to kill him first anyways, so making him cheaper and less appealing helps make the opponents decisions harder.

I'm really liking the idea of a tanky zuckuss, or maybe even a generic. If they clock in at say 23 pts your looking at this:

Ruth(less?) 23

FCS 2

gonk 2

EI 3

30 pts with evade + gonk every round is twice as solid as your run of the mill B wing at 24 pts. 5 pts more buys you zuckuss with juke (add title) in which case sensor jammer is just nasty although he does lose his modified reds.

On the flip side I think I'll try 4-LOM like this:

4-LOM 27

PtL 3

adv sensors 3

tactician

EU 4

37 pts. Hyper mobile stress giver. R3- he gets 2 greens. R1 hands off stress (and maybe shoots a R2 target for dual stress). R3- double greens.

Edited by Carnor Rex

I'm liking this:

4-LOM (27)

+ Advanced Sensors (3)

+ Outlaw Tech (2)

+ Stay on Target (2)

+ Mist Hunter/Tractor Beam (1)

You can Target Lock, Evade, or Barrel Roll prior to any speed 1, 3, or 4 maneuver provided you've dialed in a red. Even if you aren't reacting to lower PS and know you'll need for example a 1 bank, dial a 1 hard and change it so you get a Focus from Outlaw Tech and a stress to hand off.

Elusiveness might also have potential on 4-LOM: shoot me at range 1, I re-roll 1 of your dice, then give you the stress.

Edited by ObiWonka

This ship is going to be very annoying to face: 4-LOM (27)Juke (2)"Gonk" (2)Fire-Control System (2)Experimental Interface (3)Total: 36View in Yet Another Squad Builder You take an evade as your action and then EI for Gonk. With FCS and Juke your offense is pretty **** good too.

You can also Gonk, then Gonk again with EI if you NEED that shield.

This ship is going to be very annoying to face: 4-LOM (27)Juke (2)"Gonk" (2)Fire-Control System (2)Experimental Interface (3)Total: 36View in Yet Another Squad Builder You take an evade as your action and then EI for Gonk. With FCS and Juke your offense is pretty **** good too.

You can also Gonk, then Gonk again with EI if you NEED that shield.

"Oh, I landed behind you and we won't be shooting each other this turn? Place a shield and gain a shield, then here, have a stress. GONK!"