I want to use Pilot Zuckuss

By cjnj193, in X-Wing

What about Rage and someone else with Wingman?

not to mention higher PS Tbeam (misthunter) can just ruin a TLT by bringing the doughnut hole to them

Indeed. He strikes me as the ideal tractor beam caddy for scummers - high enough PS to fire before the rest of a list, tough enough not to be one-shotted before he fires, an 'extra die' ability that works with secondary weapons and enough supporting upgrade slots to be confident it'll actually hit.

That's a lot of points to put into a ship that you don't plan on doing any damage with...

I have flown Zuckuss with 4LOM crew and a Hot Shot blaster. It's really awesome when your opponent sees you're ioned, and totally forgets about the hot shot blaster.

Probably not top level competitive, but dang fun!

there is, however, one issue with Zuckuss that eclipses even his B-wing esque chasis

and that's that you can't take the lovely Zuckuss crew :(

Edited by ficklegreendice

You buy one for the crew to put on another ship, thats it. The ship will die to Palp Aces, TLTs or Brobots.

And this ladies and gentlemen is the exact opposite of what you need to do. Instantly down play a ship before it even hits the table. The ships will be great and has many viable options for it. I personally would at most max out at 35~ points for a named one though.

Zuckuss

VI/Juke (not sure which is best yet)

Adv Sensors

Dengar

Title/TB

The trick is to fly something that can take the heat of of him. Also while at range 3 abuse TB. Helps alot for setting off that r1 5 die attack.

I don't think Juke is ideal on Zuckuss or 4-LOM because with their lower pilot skill and 1 agility odds are they won't have their evade when attacking. Obviously this changes if you are fighting generics, but not if you're going against aces.

not to mention higher PS Tbeam (misthunter) can just ruin a TLT by bringing the doughnut hole to them

Indeed. He strikes me as the ideal tractor beam caddy for scummers - high enough PS to fire before the rest of a list, tough enough not to be one-shotted before he fires, an 'extra die' ability that works with secondary weapons and enough supporting upgrade slots to be confident it'll actually hit.

That's a lot of points to put into a ship that you don't plan on doing any damage with...

I'm pretty sure putting Poe on a rock, denying him at least one shot, reducing his agility, having him roll an attack die against himself and missing his action the next turn, can do a bit of damage. In the example list above, Palob should reliable take 2-3 hit points off him over the course of those two turns. Besides, it's not like Zuckuss can't use his five dice R1 attack once in a while even if he does happen to have a Tractor Beam equipped.

not to mention higher PS Tbeam (misthunter) can just ruin a TLT by bringing the doughnut hole to them

Indeed. He strikes me as the ideal tractor beam caddy for scummers - high enough PS to fire before the rest of a list, tough enough not to be one-shotted before he fires, an 'extra die' ability that works with secondary weapons and enough supporting upgrade slots to be confident it'll actually hit.

That's a lot of points to put into a ship that you don't plan on doing any damage with...

I'm pretty sure putting Poe on a rock, denying him at least one shot, reducing his agility, having him roll an attack die against himself and missing his action the next turn, can do a bit of damage. In the example list above, Palob should reliable take 2-3 hit points off him over the course of those two turns. Besides, it's not like Zuckuss can't use his five dice R1 attack once in a while even if he does happen to have a Tractor Beam equipped.

That's best case scenario, and will probably be pretty situational once TB hits the masses and folks start learning to fly against it. You can't expect that to happen every turn. Personally, if I look over and see you've got TB, I'm staying at range 2 of all asteroids, which right away takes away half the benefit of having TB. I think the best and most economical use of TB (outside of Tie/D Defenders) will probably be a low PS list, where all ships are the same PS and all have TB, or just one has TB, but stays under PS 4-5. I don't see the benefit of dumping big points into an ace, who's just going to carry TB to buff the other ships.

My way-too-early prediction for the new meta?

4x Blue Squadron with FCS and TB

That's pretty nasty

Edited by derekstanggt

I'm sure it will be, but then again you're only paying a single point for it (and getting barrel roll thrown into the bargain). Besides, keeping you at range 2 of all those asteroids gives me a huge element of control.

I'm sure it will be, but then again you're only paying a single point for it (and getting barrel roll thrown into the bargain). Besides, keeping you at range 2 of all those asteroids gives me a huge element of control.

http://geordanr.github.io/xwing/?f=Scum%20and%20Villainy&d=v4!s!167:20,178,36,145:28:1:u.144;173:105,104,104,179,118,128:29:14:&sn=Unnamed%20Squadron

This here is my first pass at a rediculous Zuckuss Manaroo buddy list. Zuckus trys to be super slippery up front and Manaroo gives him some long game protection as well as regen for himself. Probably terrible but seems fun to attempt.

Why not extra munitions instead of two Ion torps? And why Fire control systems if you already have Dengar? Also if you ever Gonk as an action, then you have no focus to pass to Zuckuss. Then if you TL to get Ion Torps out, will you then pass that TL of Zuckuss? Also if you spend a focus on Bodyguard then Zuckuss will have no focus to get from Manaroo.

Edited by CheapCreep

http://geordanr.github.io/xwing/?f=Scum%20and%20Villainy&d=v4!s!167:20,178,36,145:28:1:u.144;173:105,104,104,179,118,128:29:14:&sn=Unnamed%20Squadron

This here is my first pass at a rediculous Zuckuss Manaroo buddy list. Zuckus trys to be super slippery up front and Manaroo gives him some long game protection as well as regen for himself. Probably terrible but seems fun to attempt.

Why not extra munitions instead of two Ion torps? And why Fire control systems if you already have Dengar? Also if you ever Gonk as an action, then you have no focus to pass to Zuckuss. Then if you TL to get Ion Torps out, will you then pass that TL of Zuckuss? Also if you spend a focus on Bodyguard then Zuckuss will have no focus to get from Manaroo.

Ya I took one look at that list, and it seemed like every upgrade was counteractive to the pilots ability.

Still, it's scum, so it would probably still be a blast to run haha.

So I came up with a bad idea for zuckuss, I figure if he gonna die quick why not use that

Zuckuss — G-1A Starfighter 28

Veteran Instincts 1

Outlaw Tech 2

Electronic Baffle 1

Tractor Beam 1

Mist Hunter 0

Ship Total: 33

Bah! What is all this talk of a "cheap" Zuckuss?! I reject all of this and raise you Cloaking Buzzsaw Zuckuss:

(28) Zuckuss

(1) Title/Tractor beam

(1) Veteran Instincts

(2) Scum Cloak

(2) Stygium Particle Accelerator

(2) FCS

(5) Gunner

_______________

=41 Glorious Points

Who does this look a bit like, I ask you? Whisper says I. That's a pretty fearful ship. Now granted this ship will "die to focus fire" just like every other ship in the game UNLESS you present a more dangerous target to distract your enemy. Say something like:

(33) Dengar

(3) Push the Limit

(12) Punishing One

(3) K4 Security Droid

(1) Unhinged Astromech

(2) Glitterstim

(4) Engine Upgrade

________________

=58 Raging Angry Points

Now who might this ship resemble? Dash Rendar.

Whisper analog paired with a Dash analog. Sound pretty fun to me. Cloak Zuckuss and speed him in to a dense asteroid field. Give him an evade and focus on first contact. Care not about your first attack and hit them with an extra dice backed up with target lock and focus on the gunner shot. Throw enemy ships upon the rocks and laugh at them OR push them into Dengars arc for his attack-back attack.

Yep. One of these ships will die. But they will do a lot of damage before they go. Played shrewdly it could win some games too.

Edited by LordVogl

Instead of maximizing his lifetime, I would try to get the most out if his short life, while keeping him relatively cheap. What about Juke + 4-LOM crew + Electronic baffle?

Agreed. Build him to hit hard and go home. Your opponent will either try to remove him quickly, which means he's not targeting the rest of your squad, or he'll largely ignore him at his peril.

I went 3-1 in the Swiss at a recent tourney with the following:

Y-Wings in the Mist

Drea Renthal — Y-Wing 22 Dorsal Turret 3 Ion Torpedoes 5 Extra Munitions 2 Unhinged Astromech 1 Guidance Chips 0 BTL-A4 Y-Wing 0 Ship Total: 33

4-LOM — G-1A Starfighter 27 Predator 3 Zuckuss 1 Electronic Baffle 1 Inertial Dampeners 1 Tractor Beam 1 Mist Hunter 0 Ship Total: 34

Kavil — Y-Wing 24 Predator 3 Dorsal Turret 3 R5-P8 3 Ship Total: 33

In 2 games, my opponents focussed on the Y-Wings, meaning 4-LOM was able to do damage at his leisure. Between his ability, baffles, and his decent green moves, you've got lots of options to clear the stress you'll gain from using Zuckuss crew/Inertial Dampers/red moves etc. Kavil is just a damage machine, putting out 4 attacks at R1 if you manoeuvre him right; and Drea gives swarms something to think about, but also hits hard thanks to the title giving her 6 dice at R1, spread over two attacks.

Edited by Dr Zoidberg