Palob's Toilet Seats vs. Three Toilet Seats

By Hoffburger, in X-Wing Squad Lists

PALOB'S PORCELAIN THRONES

100 points

PILOTS

Contracted Scout (35)
JumpMaster 5000 (25), Extra Munitions (2), Proton Torpedoes (4), 4-LOM (1), R4 Agromech (2), Deadeye (1), Guidance Chips (0)

Contracted Scout (35)
JumpMaster 5000 (25), Extra Munitions (2), Proton Torpedoes (4), Boba Fett (1), R4 Agromech (2), Deadeye (1), Guidance Chips (0)

Palob Godalhi (30)
HWK-290 (20), Wired (1), Twin Laser Turret (6), Zuckuss (1), Cloaking Device (2)

WHICH SEAT CAN I TAKE?

100 points

PILOTS

Contracted Scout (34) x 2
JumpMaster 5000 (25), Extra Munitions (2), Proton Torpedoes (4), R4 Agromech (2), Deadeye (1), Guidance Chips (0)

Contracted Scout (32)
JumpMaster 5000 (25), Extra Munitions (2), Plasma Torpedoes (3), Overcharged Agromech (1), Deadeye (1), Guidance Chips (0)

Any thoughts on the lists?

For the first list I'm questioning Boba and Cloaking Device. The base of the build is 2 Proton Torp Scouts (one with 4-LOM) w/ Wired/TLT/Zuckuss Palob. I feel that 4-LOM and Palob with Zuckuss help push through damage against high agility ships which I feel is the biggest threat to the Scouts' Ordnance. That leaves 3 points to spare which is either a Hull Upgrade on Palob or a 1 point crew + Cloaking on Palob (he only uses it for the initial engagement since he will be super stressed afterwards). I chose to go with Boba, but Intel Agent or another alternative might be better; I'm not sure on that one. I have also considered double Outlaws for crew on the Scouts which would allow for right S-Loops and K-Turns while still firing Ordnance, but I don't know if that is actually very relevant.

For the second list I don't really think there needs to be any changes. I think the 2 Proton Scouts w/ Agromechs and the 3rd with Plasma and the Overcharged Agromech is better than the Standard 2 Plasma 1 Proton Scout all with Agromech lists since Protons do more damage on average. The only question on the second list is if it is better than the first and if so, does the lack of any means to negate enemy focus/evades or manipulate green dice cause the list to have issues with high agility aces?

Edited by Hoffburger

Top list is fine

Bot list should consider bumpmaster for added utility and flexibility (intimidation or manaroo with adaptability, feedback + apl + int agent)

First list more interesting. You built Palob perfectly. Those u-boats will hit so hard with all the positive modifiers and debuffs.0

I wonder, do you think 2x Inertial Dampeners (one on each Contracted Scout) instead of the Cloaking Device on Palob might prove more useful?

Edited by Kalandros

You thought about maybe using a zuckuss slaver? Idk if it will do ya any good but clocks in at 30 points so you can fit somethin else prob

Then for theme ya got 2 toilet seats and a giant turd instead of a little turd

Edited by cjnj193

Little turd is far more useful

Slaver doesn't start paying out until gunner + bossk @36 points (37 with zuckuss)

I wonder, do you think 2x Inertial Dampeners (one on each Contracted Scout) instead of the Cloaking Device on Palob might prove more useful?

Possibly. My concern with Palob is that he is super slow compared to the Scouts, hence the Cloaking Device for the initial engagement. I think with all the movement options and PS3, the scouts are fine without the Dampeners.

I do think Cloaking Device is a poorly designed pile of rng dogs**t

I also think that the way it's included in that Palob build as an aid to the initial engagement, essentially a throwaway half priced engine upgrade to get him into position before unloading with Zuckuss, Wired and his ability, is the ideal way of using it

top list will be a blast to play

Edited by ficklegreendice

So what pairs best with the 2 Proton Scouts (1 with 4-LOM)? The previously mentioned Palob build or a blocker Scout (APL, Intimidation, Intel Agent, Inertial Dampeners)?

Bumping for more thoughts now that the Wave is released. I will not get a chance to try the 2 Scouts + Palob list until later next week.

I think I'm sold on the 2 Scouts w/ Protons (1 with 4-LOM). Then either adding in Palob as mentioned before or a 3rd Scout with Intimidation, APL or Feedback, and Intel Agent. I don't actually know which is better at dealing with Aces that could scare the 2 Scouts.

Edited by Hoffburger

Tried it at a SC, 5 games. Went 3-2, finished 11th

Lost to Palp + Inq. + Omega Leader + Wampa - the guy rolled green dice fairly high, making my torps pretty useless and most of the damage came from Palob. Didn't start well~ I forget what I killed, wasn't 100-0 but I might've killed Omega Leader? was a long day~ so lets say 26-100

2nd game was against Crackswarm + Vader. Definitely a lot less scary to face jousters with these UBoats. Palob pulled through and the Uboats also had some pretty nice shot. Only lost one UBoat the other wasn't even damaged beyond shields. 100-35

3rd game was against Dengar + Moralo, my green dice failed quite hard on Palob, he died without shooting (took 1 hit 1 crit from one attack, blinded pilot, next turn I was shot down before attacking) but the 2 Uboats managed to do the job by themselves, quite impressive for 70 pts to take down 100! Some very nice maneuvering is what won it for me. And Boba Fett removing Punishing One title was perfect~ After Dengar I just had to avoid the 180degree arc as much as possible after losing one UBoat and it worked. 100-83 (close game and very fun)

4th game I faced some more empire: Firespray with bombs and stuff? Chaser, Wampa, Inquisitor. Palob did an amazing job of zapping health off the TIEs and after doing a very stupid move with one of my UBoats, I had to go around for a few turns and back into the game in time to face the Firespray that also went derping on the other side of the map.. but by then I had cleaned up the TIEs 100-17

5th game was an automatic loss to the Autoblaster AC Hera Navi Zeb EU Ghost + basic 20 pt phantom shuttle + Roark TLT. There is no way to stay out of that Range 1 of the ghost for more than a turn and even thats pretty hard to do. Definitely need to rethink my approach to it I guess and use the rocks to my advantage too! Roark was fairly undamaged as I was just trying to get a crit on the Ghost but it didn't happen - crits came from the 4Lom UBoat and not from Boba so I couldnt remove that damned broken ABTurret... had I done it early enough I would've had an easy time winning I believe, it breaks the Ghost's combo entirely.. oh well next time~ Ended with 7 hulls on the Ghost so got half points..

That ghost player won the top 4. I'm not sure who he lost at in Swiss, finishing 4-1, but it might've been a triple UBoat..

Edited by Kalandros

Thanks for the reply Kalandros. It sounds like the Palob + 4-LOM combo works pretty well. Sad to hear that the green dice in the Palp aces list might have been skewed for the defender. Do you feel that Palob and 4-LOM were enough to get through that list barring crazy green dice rolls or do you think a 3rd Scout as a blocker would have been better?

Palob with Zuckuss Crew were definitely awesome but it is still a fragile Hawk. A 3rd scout could work but then you need to plan ahead for blocking aces where the Hawk can just act as both deterrent due to palob's thievery and bug zapping with the very powerful TLT + Zuckuss. Wired was alright, I'd sometimes do a red maneuver just to get stressed to make sure I had my focus reroll.

A 3rd Jumpmaster is a bit hard to fit without dropping both 4Lom and Boba... which I'm really liking as extra punch that we need.

Edited by Kalandros

How's Wired working on this build? Not much of a fan, but since you'll stack up stress anyway...

You could also replace the R4 Agromech for Overclocked R4 on both JM5K. Switch Boba for Intel Agent and give that boat a Feedback Array. Gets you a mini-Bumpmaster with increased utility after firing them torps.

Edited by K Genesis

Gotta think of a counter to the ghost and Boba Fett crew is pretty **** good for that.

I wouldn't change the scouts at all. If I was replacing Palob I would make the 3rd scout have Intimidation, Intel Agent, and Anti Pursuit Lasers or Feedback Array. I can't think of a better EPT with Palob than wired. You could possibly drop the Cloaking Device and Wired for something like Predator, but I dunno if that is worth it.

Was Cloaking Device helpful with getting Palob into position?

First game it was disabled at the end of turn 1.. of course >_>

Other than that it was merely a boost, it wasn't amazing but it was also pretty much a filler for the last 2 points.

Against the mini crackswarm it served a few more rounds than other games.

Against the ghost it didn't matter, I could't get out of range 1 - at all, ever.

Edited by Kalandros

I have a feeling that the 2 Proton Scouts w/ an APL, IA, Intimidation blocker is probably better than the build with Palob, but the Palob build sounds really fun.

I tried Palob and 2 scouts in a casual match against Poe/Miranda/Stresshog and this list worked as intended. Stripped focus from Poe and blasted him with 2 proton torpedoes in 1st round of shooting. I'm thinking of putting Outlaw Tech instead of 4-Lom so I can k-turn or sloop and still be able to fire the torpedoes in consecutive rounds.