Zuck This! Squadron Thoughts?

By CBS Ink, in X-Wing Squad Lists

Hey everyone, I put this together and I'm liking how it feels.

Zuck This!

Zuckuss - G-1A

- Mist Hunter/Tractor Beam

Kavil - Y-Wing

- Plasma Torpedoes

- Extra Munitions

- R4 Agromech

- Guidance Chips

- Deadeye

- Blaster Turret

Contract Scout - Jumpmaster 5000

- Plasma Torpedoes

- Extra Munitions

- R4 Agromech

- Guidance Chips

- Deadeye

- Outlaw Tech

100pts.

I focus with the Y-Wing and Jumpmaster which I trade in for Target Locks when I am Shooting a Torpedo.

Also the Chip and Plasma gives me a potential 2 extra hits.

Let me know what you think and what you would change!

Thanks

Edited by CBS Ink

The Jumpmaster seems pretty good, though I'm not sure I've seen Outlaw Tech on one before. With only two reds on the dial, maybe another crew would be good? Scum has a lot of good 1 point options.

Kavil is going to act mostly like a 1 agility version of the Scout at a higher PS, with the downside of the turret being as action dependent as the torpedoes. If you have a dorsal turret, it doesn't requirre the focus to fire (though it doesn't synergize as well with R4 Agromech either). It has some potential, but I think that is my first target if I am flying against you.

Zuckuss is super light here. If you aren't putting an EPT on him, you could go to 4-LOM with adaptability for +1 PS and still get that tractor beam off before Kavil shoots, and you have an element of stress control too. And it saves a point! If you cut one more point somewhere (like the Outlaw Tech) you could get a Fire Control System on him for much more reliable shots and a bit of action economy.

Very good points!

This gives me some good ideas.

Thanks!

The more I am thinking about it, the less I am sold on Kavil. You are paying for a secondary weapon, paying extra for a second shot with it, and then paying even more for another secondary weapon that takes advantage of his ability. With his ability, I feel like the munitions are a little bit of a waste. Have you thought much about Drea Renthal? The PS isn't as good, she doesn't have the EPT slot, but her pilot ability works with both a turret and a torpedo. It might save a few points, and the difference between PS5 and PS7 isn't that big in the meta at the moment. Brobots seem to be on the decline, and everyone else is 8+ or 2-4.

Yea, you're right.

I have actually taken this Squad down another road that I plan to test out tonight.

I will let you know how it goes.

Thanks Man!

Edited by CBS Ink

So here is how I updated the Squad:

Zuck This!

Zuckuss - G-1A

- Mist Hunter/Tractor Beam

- Adaptability (New)

- K4 Security Droid (New)

Kavil - Y-Wing

- Plasma Torpedoes

- Extra Munitions

- R4 Agromech

- Guidance Chips

- Deadeye

- Dorsal Turret (New) (with Kavil's Ability I will get 3 dice at range 2 and 4 Dice at range 1)

Contract Scout - Jumpmaster 5000

- Plasma Torpedoes

- Extra Munitions

- R4 Agromech

- Guidance Chips

- Deadeye

100pts.

I have been practicing with it and it has been a fun squad to play.

Each time I am able to get most, if not all of my munitions away before those 2 pilots are taken off the board.

I have also found the Dorsal Turret to be very handy when I have to swing around for another strafing run.

Any thoughts on this lineup?

Thanks!

I think this is quite a bit better. Dorsal Turret feels pretty darn good on Kavil, since it doesn't need that Focus to fire. I think Kavil is still my first target when I am flying against you, but it is a little less clear (which is good for you!). He and Zuckuss should be equally easy to kill, but the Y is more points and a little less maneuverable.

I'm still not 100% on the G-1A, but I have been having that trouble with mine as well. Adaptability doesn't seem worth it even at 0 points, because if Zuckuss and Kavil are both PS7 you can choose move order while still getting that tractor beam off first. K4, while good, really limits Zuckuss' dial. The title and tractor beam is a given, but I would keep playing with the other three points.

You could go advanced sensors, to barrel roll before moving and get your action before red maneuvers. You could go Fire Control System and Crack Shot, for a different target lock option. You could go with Dengar Crew (he doesn't give a full re-roll, but you aren't limited to targets you have locked and once again opens up the dial).

I think the list is in a really good spot, so I would say try playing it a few times switching one or two upgrades to see what feels best to you. My playstyle goes best with Dengar, but your mileage may vary.

Edit: You could try something off the wall like Crack Shot, 4-LOM crew, and Electronic Baffles! The baffles can be used after a red maneuver to still get your action, and after 4-LOM to prevent the Ion. You just have to be super careful of getting too low on health.

Edit 2: Also, re: the contracted scout. With Plasma Torpedoes instead of Proton Torpedoes, Overclocked R4 is nearly as good as R4 agromech because Protons have a built in focus modification, while the Plasmas don't. You do have to deal with stress, but the focus can also be used defensively. And it saves a point! That opens even more options.

Edited by AEIllingworth