Lowest of the Low - J5k Variant

By Waldorf28, in X-Wing Squad Lists

This is a concept I've been tweaking for a while. The latest (and hopefully last!) variant goes full circle to my first iteration and puts 4-Lom *and* Zuckuss on the Slaver to really push the damage through. It uses the lowest PS generics from the Scum faction, draws heavily on the cheese of a U-Boat and TLT-Y, and has been very effective at taking apart Ace lists and Crackswarms (which a previous version really struggled with).

Trandoshan Slaver (38)

4-LOM

Zuckuss

Dengar

Anti-Pursuit Lasers

Feedback Array

Contracted Scout (35)

R4 Agromech

Plasma Torpedoes

Extra Munitions

Deadeye

Guidance Chips

Outlaw Tech

Syndicate Thug (27)

Twin Laser Turret

R5-P8

The Scout is 1/3 of the most hated list in the meta so far. The Thug is a slight tweak of the usual TLT-Y. I love R5-P8! I know he can do damage to me 1/8 of the time, but the Aces always hate on the TLT but they hesitate to shoot at him. The Feedback Array is there to give anyone who tries to get close coming up from behind something to think about, taking advantage of the fact it needs 2 ion tokens to ionize a big ship. Anti-Pursuit can be a bit meh, but once in a while they prove their worth. They are probably the only two points in the list I would consider re-assigning.

What I like about this list is that is poses problems about who to focus fire on first. Assuming clear lanes through obstacles I usually set it up with a big ship in each corner and the Y in the middle. The YV is the biggest hitter but is hardest to take down. If they focus on him, the Contracted Scout usually gets to loose both volleys. If they go for the Scout then the YV can wreak havoc. I thought I'd be piling on the stress with Zuckuss, but so far I've never had to carry more than one stress which could be easily cleared. I vacillate between thinking 4-LOM or Boba are the best third crew member, but the number of token stacking Aces I've met make me err towards the former. On the few occasions Boba has triggered, the ship he's been shooting at has been almost dead anyway.

Of course this list has weaknesses and blind spots, and I'm keen to hear what you think they are. What it has struggled most against is Bro-Bots. If you were trying to take me down, what would you fly? That'll give me chance to think up a counter-strategy.

Edited by Waldorf

Blimey that *is* a similar list! Sounds like it did well though.I like the idea of Boba on the Scout but wonder if you'd ever get to use him. Did you? The Scout's torpedoes are great at stripping shields, but I can see it might take both volleys before Boba triggers.

How did R5-P8 fare? Did he prevent people shooting at you? I can see how a Z95 swarm and Aces would think twice.

This list is 4-0-0 now. It's taken down Crackswarms, Brobots and some nasty tractor-beaming Tie Defenders. I know it's not *that* good and I've been quite lucky so far, but I'll ask the question I posed in my OP again. If you were trying to take this list down, what would you fly?

I like it. How do you want to set up the Asteroids? I assume you want a clear center

Yes, I set two up close to me in both corners usually, so I can clear them by turn 2 and never have to worry about them again. Often a third in the middle of them. I usually take 2 debris and one small asteroid to give my big brown hulk as little to worry about as possible, since he doesn't mind the stress.

The biggest weakness will be having 40 points on your slaver. With only having 1 defense dice you can still die in 1 or 2 turns to triple scout ordnance (one of the most popular lists right now).

Also in your setup you are really relying on dengar for your attack dice mods which also won't work great against scouts since they are generics.

The two lists you really want to counter right now if you want to be competitive are the triple scouts and wampa/inquis/OL/palp shuttle since they make up quite a large portion of setups in competitive tournaments at this moment.

You're right. The Wolfpack will be a problem. Zuckuss will mitigate the dice mod problem to a degree, but it would be a tough game. I'd probably set up slightly differently against them, spread out all three ships at maximum distance from each other, and slow play the Slaver so I could bring my own U-Boat to bear.

Palp Shuttle list I'd have a much better chance against. We're built to kill Aces and Boba gets very excited about Palp Shuttles!

Edited by Waldorf

An option I was toying around with to make it more viable against uboats and still keep the ace killing potential with the slaver was the following:

http://xwing-builder.co.uk/view/463478/meta-killer#

With palob it gives the ability to steal a focus which cuts 30% of their volley, and if you can get a double tactition stress off on one you could potentially cut two out for the following round if you are unable to get in range 1 / out of arc. Also with double stressing it makes the ship very predictable since all their greens are straight or left.

I like that a lot, but I just *cannot* keep Palob alive. Sounds like you are a better pilot than me and can pull it off.

One modification I have been contemplating is dropping the Mangler Cannon from the Slaver since I rarely use it. 40 points is a bit high for one ship on a list like this and the fringe benefit of triggering Boba (I've done it twice in nine games) or denying an extra evade at range 3 seems inefficient.

What I have noticed is that firstly people slam into my Slaver *all the time* and that I really wish both Scout Segnor's loops were white, so to take advantage of this I thought:

1) drop Mangler Cannon from Slaver and add Anti-Pursuit Lasers. This makes him even more of a blocker.
2) add Outlaw Tech to the Scout to make triggering the torpedoes after a K-turn or Segnor's loop right a possibility.

What do people think?

The list is 7-0-2 as it is, but none of those victories have depended on the Mangler Cannon so I see the modifications as making it slightly more effective.

Would love to hear people's thoughts.

Edited by Waldorf

I've made what I hope is my final tweak to the list by putting Outlaw tech on the CS (now he can fire his torps even after a k-turn or an s-loop).

Edited by Waldorf