One of the Greatest Little Ships in the Game?

By Baaa, in X-Wing

Mebbes aye, mebbes naw.

But for me it's up there as a contender. I am of course talking about the Z-95 Headhunter. This is my take on it and why I think point for point it's one of the greatest little ships in the game.

I've no doubt for some people out there it's nothing more than a points filler. Got a spare 12 points kicking about in your Rebel or Scum list? Throw a Z-95 in, there you go, you've used your points up and got a cheap blocker to boot. And that's probably as much thought as they give it, however, for me, it's a wee bitty more than that.

The Dial

The Z-95 has a good dial. IMO it's only marginally worse than an X-Wing. The white one banks and green one straight allow you to slow play it and with only one red on there it's a solid, if uninspiring wheel of movement. Are there ships with better dials? Yes. But at 12 points? No.

Cost Efficiency

MajorJuggler has worked out the cost efficiency of both the Rebel and Scum variants in his excellent MathWing thread and the pricing for Generics in both factions holds up remarkably well. When you start taking named pilots the cost efficiency is, with the exception of Lt Blount, still more or less bang on. However, I would like to see how much (or if) the release of XX23 S-Thread Tracers will change this value.

Jousters?

One thing that MajorJuggler's thread also throws up is the jousting ability of individual ships and again both variants of the Z-95 hold up remarkably well. But are they really jousters?

Well, the part of me that's quite happy to throw them up against ANYTHING in the game says yes, without a doubt. But the other part of me; the part that says they're just a wee bit too flimsy and they don't throw out enough damage, says no. The reality? They are; but if we're honest, they're range 1 jousters that are at the bottom of the pecking order. But again, their cost mitigates their shortcomings.

Upgrades

Both the Rebel and Scum variants can take either a Missile or Modification, with the Scum Z-95 having an additional Illicit slot; although the Illicit slot comes at a price, a drop of 1 PS on both generics compared to their Rebel equivalents.

That aside, two chances to upgrade your Z-95's?

Personally, I take them. When I'm running Scum Z-95's, at least eighty percent of the time they've got Feedback Array and a Hull Upgrade. Why spend the 3 points on a HU? Let's me dish out and take a wee bitty more damage. And at just 17 points for this loadout, people tend to try and stay out of Range 1.

The other twenty percent or so?

Prockets and Stealth Device. This takes you up to 18 points, but gives you 3 evade dice (4 at range 3 against primary weapons and through obstacles (until you're hit that is)) and a chance to throw 5 attack dice into your opponent if you can keep the Stealth Device and get into Range 1. Great theory, but you know, the defence Dice Gods have their own ideas about how games should go. For me it's still worth the gamble.

In either case, at 17 or 18 points you're starting to get something that people don't particularly like and at a very reasonable points cost.

Pilots

I tend not to run the named pilots, Yes, Cracken and Shulak have decent abilities, but for me they're not game changing enough to take them over the generics. This will probably change when I get my hands on Thread Tracers though. Blount, get your backside into my list.

Competitors?

TIE-Fighter: the original Swarm ship. It's got better natural agility, can take an evade and it has that all important barrel-roll. It also has the ability to take a modification.

With just 3 hull points it's fragile, but that's not a particular problem. Its agility makes it harder to kill than you think. And I'd put money on me not being the only person on these boards who played their first demo game being impressed at how they could hold their own.

I don't think their dial is as good as the Z-95, but if I'm honest, it is the better ship.

TIE/FO: Has all the bells and whistles of the original TIE Fighter with the added bonus of a single shield, target lock and an additional slot which can take a Tech upgrade. It also has a better dial than the original, but still lacks the 1 straight and 1 banks of the Z-95.

Again, it's a slippery bugger, and for what you get for 3 extra points the better ship.

M3-A "Scyk" Interceptor: Same card as the TIE/FO, but that's where the similarity ends. It has green 1 banks but no 1 straight. Has one less shield than the Z-95. Although it can take a Title, it pushes the price up to 16 points before you add either a missile, cannon or torpedo. Z-95 beats this one hands down. As many people on the boards have pointed out before, it just becomes far too expensive to be useful.

So there we have it. My take on the Headhunter. I fly it a lot and I love it. Is it one of the greatest little ships in the game? I think so, but what are your thoughts?

Cheers

Baaa

I like the head hunter but my with rebel lists always find Im drawn to he a wing with the refit as the boost and extra native defence dice have kept mine alive a lot longer than it really should have. I really love Blount though but he never performs as well as I would like.

Haven't used them in my scum much, though if I can justify spending the 6 points on the hounds tooth title for latts I may be using one more

I don't think their dial is as good as the Z-95...

Could you explain this point? With the exception of the lack of the 1-straight, I feel like the TIE fighter's dial is heads and shoulders better than the Headhunter's.

I don't think their dial is as good as the Z-95...

Could you explain this point? With the exception of the lack of the 1-straight, I feel like the TIE fighter's dial is heads and shoulders better than the Headhunter's.

For me the Straight 1 lets Headhunter Swarm/mini-swarms slow play a lot better into where they need to be. This lets me see what those higher PS ships are doing before I commit.

The difference between a 1 straight and a 2 straight might not seem that great, but it can have an influence on the game.

Cheers

Baaa

Edited by Baaa

What about the 15 point A-Wing? I run one of them, and the movement and 3 natural greens makes it a brilliant blocker initially, and then can stick behind the enemy pretty well.

I don't think their dial is as good as the Z-95...

Could you explain this point? With the exception of the lack of the 1-straight, I feel like the TIE fighter's dial is heads and shoulders better than the Headhunter's.

For me the Straight 1 lets Headhunter Swarm/mini-swarms slow play a lot better into where they need to be. This lets me see what those higher PS ships are doing before I commit.

The difference between a 1 straight and a 2 straight might not seem that great, but it can have an influence on the game.

Cheers

Baaa

It does, but so does the 1-hard, and the choice of 2 K-turns, which makes the TIE a much better knife fighter.

What about the 15 point A-Wing? I run one of them, and the movement and 3 natural greens makes it a brilliant blocker initially, and then can stick behind the enemy pretty well.

The A-Wing is the best dial I have ever experienced. Pure bliss :)

What about the 15 point A-Wing? I run one of them, and the movement and 3 natural greens makes it a brilliant blocker initially, and then can stick behind the enemy pretty well.

I hummed and hahhed about including the A-Wing mainly because of the points.

And then forgot about it completely.

Cheers

Baaa

It does, but so does the 1-hard, and the choice of 2 K-turns, which makes the TIE a much better knife fighter.

I'd disagree with the 1-hard, but give you the additional K-turn.

What really sets the ships apart though is the barrel-roll. That more than compensates for the missing 1's on the TIE dial.

Cheers

Baaa

Are there ships with better dials? Yes. But at 12 points? No.

ACTIVATE PEDANTRY MODE

There's only one other ship at 12 points, and it has a better dial.

Are there ships with better dials? Yes. But at 12 points? No.

ACTIVATE PEDANTRY MODE

There's only one other ship at 12 points, and it has a better dial.

That's just like your opinion man.

Why's the dial better?

Cheers

Baaa

Yes, the Z is the bomb =)

Although we complain about the X-Wing not being good enough the Z-95 w/ Hull upgrade is basically the same ship (less an all important red die) before modifications are counted but costing six points less. It's like the 6 point step a TIE Fighter takes becoming a TIE Interceptor for the +1 attack except the Interceptor also throws in boost and has a dial that is indisputably better.

Of course the Z-95 w/ Hull has points matching that A-Wing w/ Refit which is trading that hull for more agility (a Stealth Device that isn't lost the first time it gets hit!), boost, and a much better dial.

If you can't slow roll with a 1 hard turn and barrel roll, which essentially makes you stay in place, you are doing something wrong.

Mebbes aye, mebbes naw.

But for me it's up there as a contender. I am of course talking about the Z-95 Headhunter. This is my take on it and why I think point for point it's one of the greatest little ships in the game.

I've no doubt for some people out there it's nothing more than a points filler. Got a spare 12 points kicking about in your Rebel or Scum list? Throw a Z-95 in, there you go, you've used your points up and got a cheap blocker to boot. And that's probably as much thought as they give it, however, for me, it's a wee bitty more than that.

The Dial

The Z-95 has a good dial. IMO it's only marginally worse than an X-Wing. The white one banks and green one straight allow you to slow play it and with only one red on there it's a solid, if uninspiring wheel of movement. Are there ships with better dials? Yes. But at 12 points? No.

Cost Efficiency

MajorJuggler has worked out the cost efficiency of both the Rebel and Scum variants in his excellent MathWing thread and the pricing for Generics in both factions holds up remarkably well. When you start taking named pilots the cost efficiency is, with the exception of Lt Blount, still more or less bang on. However, I would like to see how much (or if) the release of XX23 S-Thread Tracers will change this value.

Jousters?

One thing that MajorJuggler's thread also throws up is the jousting ability of individual ships and again both variants of the Z-95 hold up remarkably well. But are they really jousters?

Well, the part of me that's quite happy to throw them up against ANYTHING in the game says yes, without a doubt. But the other part of me; the part that says they're just a wee bit too flimsy and they don't throw out enough damage, says no. The reality? They are; but if we're honest, they're range 1 jousters that are at the bottom of the pecking order. But again, their cost mitigates their shortcomings.

Upgrades

Both the Rebel and Scum variants can take either a Missile or Modification, with the Scum Z-95 having an additional Illicit slot; although the Illicit slot comes at a price, a drop of 1 PS on both generics compared to their Rebel equivalents.

That aside, two chances to upgrade your Z-95's?

Personally, I take them. When I'm running Scum Z-95's, at least eighty percent of the time they've got Feedback Array and a Hull Upgrade. Why spend the 3 points on a HU? Let's me dish out and take a wee bitty more damage. And at just 17 points for this loadout, people tend to try and stay out of Range 1.

The other twenty percent or so?

Prockets and Stealth Device. This takes you up to 18 points, but gives you 3 evade dice (4 at range 3 against primary weapons and through obstacles (until you're hit that is)) and a chance to throw 5 attack dice into your opponent if you can keep the Stealth Device and get into Range 1. Great theory, but you know, the defence Dice Gods have their own ideas about how games should go. For me it's still worth the gamble.

In either case, at 17 or 18 points you're starting to get something that people don't particularly like and at a very reasonable points cost.

Pilots

I tend not to run the named pilots, Yes, Cracken and Shulak have decent abilities, but for me they're not game changing enough to take them over the generics. This will probably change when I get my hands on Thread Tracers though. Blount, get your backside into my list.

Competitors?

TIE-Fighter: the original Swarm ship. It's got better natural agility, can take an evade and it has that all important barrel-roll. It also has the ability to take a modification.

With just 3 hull points it's fragile, but that's not a particular problem. Its agility makes it harder to kill than you think. And I'd put money on me not being the only person on these boards who played their first demo game being impressed at how they could hold their own.

I don't think their dial is as good as the Z-95, but if I'm honest, it is the better ship.

TIE/FO: Has all the bells and whistles of the original TIE Fighter with the added bonus of a single shield, target lock and an additional slot which can take a Tech upgrade. It also has a better dial than the original, but still lacks the 1 straight and 1 banks of the Z-95.

Again, it's a slippery bugger, and for what you get for 3 extra points the better ship.

M3-A "Scyk" Interceptor: Same card as the TIE/FO, but that's where the similarity ends. It has green 1 banks but no 1 straight. Has one less shield than the Z-95. Although it can take a Title, it pushes the price up to 16 points before you add either a missile, cannon or torpedo. Z-95 beats this one hands down. As many people on the boards have pointed out before, it just becomes far too expensive to be useful.

So there we have it. My take on the Headhunter. I fly it a lot and I love it. Is it one of the greatest little ships in the game? I think so, but what are your thoughts?

Cheers

Baaa

Good points Baa. I have 25 Z-95's for a reason. they are fun little rascals and as we know the best STAR WARS can be found in EPIC Play.

:D

I LOVE the Z-95s! :D

After flying a K-figher swarm, I see that it's moreso the 1 bank rather than the 1 straight that makes the Z swarm easier to fly than the Tie Swarm. It's easier to slow roll and plot your course. Of course, the 1 straight is still very useful and I'm glad they have it.

It's certainly in the top 100.

I love the Z-95, but haven't been running them lately because (1) TLTs eat them for lunch, and (2) 2 red dice have a hard time getting through a lot of the damage mitigation and regen.

Are there ships with better dials? Yes. But at 12 points? No.

ACTIVATE PEDANTRY MODE

There's only one other ship at 12 points, and it has a better dial.

That's just like your opinion man.

Why's the dial better?

Cheers

Baaa

It depends on the maneuvers you value. I find that knifepoint turn more useful than being able to fly really slowly. Toss in Barrel Roll and the TIE wins the maneuvering game.

Agreed. I find you can slow roll them in by setting up facing away and hard turning.

Still, I agree the Z-95 does often have the edge in a joust because of that ability to speed 1 later in the game.

The 1-point PS advantage is nice - if it comes to a close-ranged swarm-off, then Z-95s firing first can often blow away a TIE or two before it fires.

I'll be honest, I still prefer the agility of the TIE. I really like the TIE/fo, but I'm aware you pay for that. Only having 6 ships makes the swarm much less swarmy.

It depends on the maneuvers you value. I find that knifepoint turn more useful than being able to fly really slowly. Toss in Barrel Roll and the TIE wins the maneuvering game.

Once you get right into the nitty gritty of it, the hard 1 definitely has its moments.

Agreed. I find you can slow roll them in by setting up facing away and hard turning.

Still, I agree the Z-95 does often have the edge in a joust because of that ability to speed 1 later in the game.

The 1-point PS advantage is nice - if it comes to a close-ranged swarm-off, then Z-95s firing first can often blow away a TIE or two before it fires.

I'll be honest, I still prefer the agility of the TIE. I really like the TIE/fo, but I'm aware you pay for that. Only having 6 ships makes the swarm much less swarmy.

Problem is, that if you set up your swarm facing any direction other than straight across the board, I know you're slow playing into position. Whereas with a straight 1, you might be able to guess that's what I'm doing but won't be 100% sure until I flip my dial.

Of the two, the TIE is the better ship. But for me that's simply down to the Barrel Roll which gives it an edge in agility compared to the Z-95.

Take that barrel roll away, and the Headhunter is the best ship out of the two.

Cheers

Baaa

Edited by Baaa

Great points, but I still like Ties more.

Cheers

Mooo

Cost Efficiency

MajorJuggler has worked out the cost efficiency of both the Rebel and Scum variants in his excellent MathWing thread and the pricing for Generics in both factions holds up remarkably well. When you start taking named pilots the cost efficiency is, with the exception of Lt Blount, still more or less bang on. However, I would like to see how much (or if) the release of XX23 S-Thread Tracers will change this value.

I would point out that the MathWing 2.0 post there is still sub-par for analyzing named Aces, especially as it related to their PS-derated jousting value. It's fixed in v3.0, but I haven't made that public. So Airen isn't actually as good as the v2.0 numbers indicate, for his derated PS. But that post is still very good for comparing the vanilla generic ships. The Bandit Squadron Pilot is still a solid ship, even if it has been overshadowed by the 24 point Y-wing+TLT.

I'm also curious about Blount + thread tracers. I think its best use will be VI Blount + Tracers + a bunch of support Z-95's with Concussion + GC to make for one insane alpha strike if Blount gets his target in arc. Kind of a one-trick pony, but it could end games in 20 minutes.

I have to agree too. I have been flying my lone Z-95 much more often as of late and I have not been let down. It's a solid ship that performs well and can handle duty in most lists. I am seriously considering getting another one as even the upgrade cards are good. Decoy is quickly becoming my favorite PS EPT and I'd love to have another copy of WIngman too!

Z-95 for the win. Cheaply.

Great points, but I still like Ties more.

Cheers

Mooo

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