Has any one tired 6 Z-95's with concussion missiles and guidance chips? Shooting 6 concussion missiles is all the U-boats can do, and the Z's can possibly get them off in one round.
With Ordnance being a thing now has anyone ... Z-95's
The thing is, you don't have to spam them. You can get the job done with less.
Now, to beat the wolf pack, you need to go higher pilot skill. Here's my list.
Blount Force Trauma
Lt Blount, VI, travers
Grey squadron y-wing, R2-D6, Crackshot, autoblaster turret, plasma torpedoes, ex munitions, guidance chips.
Tala squad, concussion missile, guidance chips
Tala squad, concussion missile, guidance chips
Tala squad, homing missile, guidance chips
All PS4, the y-wing can drop shields, and Crackshot gaurantees that you take away 2. The concussions fire at big ships, and the homing missile can be saved against as ace. Works most effectively against the inquisitor, who typically only has an evade to its defense.
You do as much damage, while being more flexible, and able to take on a greater variety of enemies.
A couple of problems with this plan. Bandits are only PS2 and since they require a TL to fire their missiles, there is a good chance they will be moving first and having to wait until turn 3 to fire them, by which point a couple may have gone down.
Talas are slightly better at PS4 but the extra point they cost mean you are now down to 5 in the squad and will only be able to target generics. Alternatively you can run Lt Blount with Thread tracers to give the squad TL and allow them to Focus on the turn they fire. Something like this might work.
19 Lt Blount, VI, Thread Tracers, Chips
16 Bandit with Concussion Missiles and Chips
16 Bandit with Concussion Missiles and Chips
16 Bandit with Concussion Missiles and Chips
16 Bandit with Concussion Missiles and Chips
16 Bandit with Concussion Missiles and Chips
The only downside of PS2 is that one or more may die to an opponent's opening salvo.
Biggs w/R4-D6, Integrated Astromech, Plasma Torpedo
Lt. Blount w/Tracers
Tala w/ concussion missiles and chips
Tala w/ concussion missiles and chips
Tala w/ concussion missiles and chips
98 points so you can throw something on Blount for later such as Crack Shot, or VI, Swarm Tactics, etc.
My six Tala "Chimps and Zees" (also aka "Rabid Chihuahuas") list won me a three round local tournament. Fun list.
Nera Dantels (26)
Predator (3)
Plasma Torpedoes (3)
Guidance Chips (0)
Tala Squadron Pilot (13)
Concussion Missiles (4)
Guidance Chips (0)
Tala Squadron Pilot (13)
Concussion Missiles (4)
Guidance Chips (0)
Tala Squadron Pilot (13)
Concussion Missiles (4)
Guidance Chips (0)
Tala Squadron Pilot (13)
Concussion Missiles (4)
Guidance Chips (0)
Total: 100
The thing is, you don't have to spam them. You can get the job done with less.
Now, to beat the wolf pack, you need to go higher pilot skill. Here's my list.
Blount Force Trauma
Lt Blount, VI, travers
Grey squadron y-wing, R2-D6, Crackshot, autoblaster turret, plasma torpedoes, ex munitions, guidance chips.
Tala squad, concussion missile, guidance chips
Tala squad, concussion missile, guidance chips
Tala squad, homing missile, guidance chips
All PS4, the y-wing can drop shields, and Crackshot gaurantees that you take away 2. The concussions fire at big ships, and the homing missile can be saved against as ace. Works most effectively against the inquisitor, who typically only has an evade to its defense.
You do as much damage, while being more flexible, and able to take on a greater variety of enemies.
You should give blound deadeye with tracers instead....Then he can mark one target for everyone else to explode
The thing is, you don't have to spam them. You can get the job done with less.
Now, to beat the wolf pack, you need to go higher pilot skill. Here's my list.
Blount Force Trauma
Lt Blount, VI, travers
Grey squadron y-wing, R2-D6, Crackshot, autoblaster turret, plasma torpedoes, ex munitions, guidance chips.
Tala squad, concussion missile, guidance chips
Tala squad, concussion missile, guidance chips
Tala squad, homing missile, guidance chips
All PS4, the y-wing can drop shields, and Crackshot gaurantees that you take away 2. The concussions fire at big ships, and the homing missile can be saved against as ace. Works most effectively against the inquisitor, who typically only has an evade to its defense.
You do as much damage, while being more flexible, and able to take on a greater variety of enemies.
You should give blound deadeye with tracers instead....Then he can mark one target for everyone else to explode
Tracers already needs a focus, so VI's better.
I'm worried to fly Bandits anymore, due to Jumpmasters at PS3. Especially in the 6 Ordinance Z swarms, the Jumpmasters can destroy 2 of the Zs before they can shoot. If you bump up to PS4, you can shoot first, but then you've got less hard-hitting missiles.
What I do like is 7 Talas with Tracers and Guidance Chips. They are very solid like this; made 2nd place with it at a local tourney this Saturday. I'm also considering Ezra and 5 Tracer Talas, though I've not tested it yet.
I'm worried to fly Bandits anymore, due to Jumpmasters at PS3. Especially in the 6 Ordinance Z swarms, the Jumpmasters can destroy 2 of the Zs before they can shoot. If you bump up to PS4, you can shoot first, but then you've got less hard-hitting missiles.
What I do like is 7 Talas with Tracers and Guidance Chips. They are very solid like this; made 2nd place with it at a local tourney this Saturday. I'm also considering Ezra and 5 Tracer Talas, though I've not tested it yet.
I won a tourney kit using my above build and have not lost to a Wolfpack list. So you tell me.
I'm worried to fly Bandits anymore, due to Jumpmasters at PS3. Especially in the 6 Ordinance Z swarms, the Jumpmasters can destroy 2 of the Zs before they can shoot. If you bump up to PS4, you can shoot first, but then you've got less hard-hitting missiles.
What I do like is 7 Talas with Tracers and Guidance Chips. They are very solid like this; made 2nd place with it at a local tourney this Saturday. I'm also considering Ezra and 5 Tracer Talas, though I've not tested it yet.
I won a tourney kit using my above build and have not lost to a Wolfpack list. So you tell me.
How many did you play against? How did the games go?
I'm worried to fly Bandits anymore, due to Jumpmasters at PS3. Especially in the 6 Ordinance Z swarms, the Jumpmasters can destroy 2 of the Zs before they can shoot. If you bump up to PS4, you can shoot first, but then you've got less hard-hitting missiles.
What I do like is 7 Talas with Tracers and Guidance Chips. They are very solid like this; made 2nd place with it at a local tourney this Saturday. I'm also considering Ezra and 5 Tracer Talas, though I've not tested it yet.
I won a tourney kit using my above build and have not lost to a Wolfpack list. So you tell me.
How many did you play against? How did the games go?
20 players, last Tuesday. Games went fine. Biggest notes were a palp aces list, which I split my forces to deal with.
The Y and the homing missile Tala dealt with the shuttle, while the 2 concussion's went after soontir. Vader found a rock to start combat, so he was a non issue. Once the shuttle was gone, Blount got tracers on soontir, and the concussions went to work. Lost a z, mopped up Vader with my second plasma torp.
Got to fight against a wolf pack, one of the top players in Atlanta. I've had his number all year, unfortunately.
He got the bump off, but had the u-boats trailing close enough that I still got to alpha one of them off the table, while still have a concussion and a plasma torp left in the tank. Only lost one Z. Cleaned up.
19: Lt. Blount: Adaptability (+), Tracers
33: Nera Dantels: Adaptability (–), FCS, Plasma, Extra, Chips
31: Dagger: FCS, Plasma, Extra, Chips
18: Bandit: Homing Missile, Chips
–––––
100
The U-boats present a huge problem the Z's. It well take three Z's w/missiles to shoot one down. Then you still have 2 to deal with. Even with all missiles/torpedoes gone. You have a 2PW vs 2 agility and they have the same but they have a turret. They have a Health of 9 you have 4. So if you have 4 left that gives you a total health of 16 they with 2 have 18. Sure it can be done but it will take some good flying.
Good luck, let us know if you have any luck with Z swarm vs U-boats. I'm lucky nobody has 3 U-boats in my area yet.
just gonna paste this from another thread
"They didn't impress from what I've experienced
A Z is still a Z, squishy, stiffer than rigor mortis and about as unpredictable as the sun rising. Good support; not something to build a list around IMO
Could imagine taking a few of them with corran or something.
You can also fit two homing talas with an autocorrect leebo + zeb ghost (with naked Ezra shuttle)
Autocorrect ghost mulches aces and can block scouts with the 1 point bid (lothal rebel)"
a Z swarm may murder jumpies (provided they don't get blocked or rocked with their stiff asses), but then they'll get wrecked by anything higher PS and even the slightest bit mobile
I like 2x Tala w/ homing missiles and chip being backed by Fat Han w/tracers. It has an initiative bid, The Talas can help you take down one Jumpmaster turn one (hopefully the only one with range on Han) then the surviving Tala can play blocker on the jump master closest, and let Han trade shots with a 2 dice ship until that's dead then clean up the last one.
It's easy to dodge 1 z.
It's not easy to dodge 4, and a y.
The number of times that Blount has been killed before he can ensure the alpha? That number equals zero.
And about the Jumpmaster posing a problem for the Z, please, please I love trading 11 points of ordnance for 30+ of your entire list.
I can see something like N'dru Suhlak with VI, GC, and Homing Missiles doing well in a list. Have him hang back and on the flank. Slow roll until things start to get mixed up. Then, zip forward and grab the TL. You go at PS 9 and should have a target. You can fire at someone without friendlies in range and get the extra attack die. That's 5 red dice w/ GC and a TL to modify. Not bad at all. After that, you still get the bonus for shooting when not near a friend. Not so bad on a PS 9 Z-95.
Kaa'to can go with Deadeye, GC, and a Concussion Missile for a little less points.
For the Rebels, you can go with Airen Cracken with about the same. VI would bump him to PS 10 or you can go with Deadeye if you want. Once he fires, he can give something else an action....like a Bandit with a Missile and GC. Maybe that Z did a Focus and now has a Focus and TL. Perfect for a Homing Missile.
Blount doesn't even have to use his ability if all you want is a Z-95 with Deadeye and GC. You know, Blount will knock out Stealth Device, even if he doesn't hit or do damage.
I don't believe going with all Missile Z-95's are the way to go, but you can definitely use one or two in a list rather well.
The biggest detriment to the Z-swarm for me is that I only have three Rebel Z expansions and don't want to buy 2-3 more to field 5+ Talas.
I've ran this three times at local X-Wing nights, 3-0
Dengar w/ title, Rec Spec, R4-Agro, Adaptability +1 (50)
Black Sun Soldier w/ Proton Rockets, Guidance Chips (16)
Black Sun Soldier w/ Concussion Missiles, Guidance Chips (17)
Black Sun Soldier w/ Concussion Missiles, Guidance Chips (17)
The Z95s fly in a wedge with the PRocket carrier up front. Once we are close to firing he zooms forward to a blocking position and takes his Focus for the rockets, the other two hang back and grab their TLs. I haven't played against U-Boats but I am hopeful that I can cause a block with the lead Z if I move first, if I don't at least I get simultaneous fire. Once the missiles are gone the Zs try and block while Dengar deals damage.
Want to chase Dengar? He will lead you to the missiles. If you focus the missiles Dengar is going to flank. This list is also good against Aces with PS10 Dengar.
Z95s are great little ships, I could drop the missiles and have four PS1s but I've ran four Zeds before and the missiles make them a real threat as soon as they get into range 3. I would prefer for all three to have Concussions but I was one point over and the PRockets actually worked out well.
I played a Z-95 Alpha Strike list in a tournament two days after wave 8 dropped. It was ok, but not great.
My thoughts on the list were, pick your ordnance carefully. Very good players will stop Blount firing his tracers off. Very good players with Aces will make your life a nightmare by using the high PS to move in and out of arc.
And above all? Don't believe the internet when it tells you that a Z-95 isn't worth its points.
Cheers
Baaa
Ordnance aka Missile and torpedo secondary weapons, is still not a thing. There just happens to be a build with torpedoes secondary weapons that works. Missiles are still no where to be seen, and bombs are more like something that has one of their upgrades make it into a list or two during a regional cut.
Ordnance aka Missile and torpedo secondary weapons, is still not a thing. There just happens to be a build with torpedoes secondary weapons that works. Missiles are still no where to be seen, and bombs are more like something that has one of their upgrades make it into a list or two during a regional cut.
That's mostly due to Torp Boats themselves, being PS 3, makes it risky to bring Missile spamming lists, as they tend to be PS 2s (Zs, Bombers).
It really bothers me that they are PS 3, as they can mow down some lower PS ships easily before they fire. I wish they were PS 2. And with the PS 5 Gamma Vets coming soon as well, it'll make it even trickier to get the lower PS missile ships safely on the board.
The biggest detriment to the Z-swarm for me is that I only have three Rebel Z expansions and don't want to buy 2-3 more to field 5+ Talas.
You could get another MW pack and another Z-95 headhunter to fly a 4 bandit 4 tala list.
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Ordnance aka Missile and torpedo secondary weapons, is still not a thing. There just happens to be a build with torpedoes secondary weapons that works. Missiles are still no where to be seen, and bombs are more like something that has one of their upgrades make it into a list or two during a regional cut.
That's mostly due to Torp Boats themselves, being PS 3, makes it risky to bring Missile spamming lists, as they tend to be PS 2s (Zs, Bombers).
It really bothers me that they are PS 3, as they can mow down some lower PS ships easily before they fire. I wish they were PS 2. And with the PS 5 Gamma Vets coming soon as well, it'll make it even trickier to get the lower PS missile ships safely on the board.
Yup but Mid PS tends to get the worst of both worlds. I might argue that Deadeye is better on lower PS ships because it avoids you getting blocked, also the focus token is more flexible than the target lock so deadeye fixes one of the many problems that low pilot skill ships had and that is the TL ship of a higher pilot skill would just BB out of arc nullifying that action. Also higher pilot skill ships start to tic up on the squadron point cost.
deadeye is a funny card almost like C-3PO where it works with lower values where as C-3PO it works best on agility 1 however with deadeye it would work the best on pilot skill 0. Move first focus and no one could deny your torpedo/missile shot.
Edited by Marinealver