Mist Hunter Zuckuss 99pts
Inertial Dampeners on Zuckuss is a solid choice, but an empty crew slot on a G-1A seems wrong to me. If you got the points for Dengar, the FCS is less important and you could go Baffle to take advantage of those one hard turns. Otherwise, scum has great 1 point crew options. 4-LOM, Boba Fett, even Greedo behind 4 shields isn't bad.
I think extra munitions and a torpedo and a TLT is too many points spent on secondary weapons with Kavil. I'd probably drop extra munitions or downgrade the turret.
Finally, VI on Zuckuss is pretty good for arc dodging barrel rolls at PS9, but he doesn't need it to fire first for your list. That being said, I haven't found an EPT that is great on him, so you might as well stick with it.
I agree with the above. Try and keep kavil to a one trick pony and use the remaining points to add to zuckuss. My personal favorite build for him is
Zuckuss
VI
Adv Sensors
Dengar
Title / Tractor Beam
Very good ace hunter with the adv sen barrel roll giving you a very surprising amount of manuverability. Plus he hits loke an 18 wheeler.
Edited by 4fox100You could go bomb loadout on Kavil with a Seismic Charge! And I suppose adaptability to get him up to PS8. One of the risks of Mist Hunters is that they die really quickly to concentrated fire, so you want Kavil out there as a threat and tempting target.
PS 8 and 9 with a one point bid isn't terrible, depending on your local meta.
You could go bomb loadout on Kavil with a Seismic Charge! And I suppose adaptability to get him up to PS8. One of the risks of Mist Hunters is that they die really quickly to concentrated fire, so you want Kavil out there as a threat and tempting target.
PS 8 and 9 with a one point bid isn't terrible, depending on your local meta.
I just came up with a very similar list. I had black sun soldiers instead of pirates, auto blaster turret and proton on Kavil and Outlaw Tech on Zuckuss (no inertial dampeners). Haven't had a chance to try it out yet.
Edited by WAC47iI've started to believe TLLT on Kavil is a bit of a waste. I've recently started moving towards blaster turret or maybe even dorsal turret
iI've started to believe TLLT on Kavil is a bit of a waste. I've recently started moving towards blaster turret or maybe even dorsal turret
I'm not sure I agree with this... Being able to roll 4 dice for pretty much two guaranteed hits on almost anybody is key. Most of your autothruster builds are high agi/low health, so pushing any damage through you can is essential. The whole point of Kavil is to be able to push those hits through. It's also the reason I don't like munitions on Kavil as you want to be taking those TLT shots out of arc. If you're torping someone, you're facing them, you lose that extra die. Then you have to turn that pig around to try and stay at R3, otherwise someone's going to boost into your donut hole.
iI've started to believe TLLT on Kavil is a bit of a waste. I've recently started moving towards blaster turret or maybe even dorsal turret
I'm not sure I agree with this... Being able to roll 4 dice for pretty much two guaranteed hits on almost anybody is key. Most of your autothruster builds are high agi/low health, so pushing any damage through you can is essential. The whole point of Kavil is to be able to push those hits through. It's also the reason I don't like munitions on Kavil as you want to be taking those TLT shots out of arc. If you're torping someone, you're facing them, you lose that extra die. Then you have to turn that pig around to try and stay at R3, otherwise someone's going to boost into your donut hole.
I'm more liking the turrets that do more damage.
Blaster turret using a focus to do 4 dice.
dorsal is 3 dice out of arc or 4 at range 1.
with a lot more large ships hitting the field I'm started to feel TLT have lost a bit of impact because it's 2 damage on a ship with between 9 to 16 damage potential
This is the current iteration of the Zuckuss list. I like the Jumpmaster for blocking bigger lanes and hurting the other ships when he is bumped. Let me know what you think/which list is better.Zuckuss (37)Veteran InstinctsAdvanced SensorsDengarInertial DampenersMist Hunter + Tractor beamKavil (32)Twin Laser TurretVeteran InstinctsR4 AgromechContracted Scout (30)Intelligence AgentFeedback ArrayAdaptabilityAnti-Pursuit Lasers
I'm running a very similar list at the moment (a different middle guy, I'm not super sold on Kavil). The only difference I have is Sensor Jammer on Zuckuss instead of Advanced sensors. The sensors are great for before red moves, but he is quite often the priority target so anything that increases survivability is a good thing. Sensor Jammer doesn't let your opponent re-roll that die, so it brings R4 agromech torpedoes consistently down to three hits.
Meta dependent, this is a better defensive option than making sure you can get that evade token every turn, and you can still get the evade token quite often.
Do mind if I ask who your third ship is? I'm not 100% on kavil. I do enjoy the 4 dice, but he takes a lot of heat quick. Ill take a look at sensor jammer and see how that works for me.
The higher damage turrets do sound good. With the scouts wanting to shoot at longer range, trying to stay in close may work better.
Lots to think about here
I'm running Zuckuss, 4-LOM and the contracted scout. Paul Heaver said that the best place for a G-1A is second highest on the threat list, and I somewhat jokingly ran with it. One of them will be first priority, but the other will be second!
I've got
Zuckuss
Veteran Instincts
Sensor Jammer
Dengar (crew)
Title + Tractor Beam
4-LOM
Stay on Target
Outlaw Tech
Advanced Sensors
Contracted Scout
Adaptability
Intelligence Agent
Inertial Dampers
Anti-Pursuit Lasers
The Zuckuss build has re-rolls with Dengar, a bit of defense in the Sensor Jammer, and has the option for a 4-dice tractor beam if the setting is perfect. 4-LOM can advance sensor for an evade (or target lock if you feel you won't be shot) then use stay on target to change any maneuver red, which nets a stress to pass and a focus token from the outlaw tech.
I've found that if I can get a consistent 2-3 damage from Anti-Pursuit lasers I win, and If I don't get enough blocks to trigger them I lose. I'm about 7-3 at my normal FLGS game night.
Zuckuss is PS9 and can barrel roll, which helps against the Inquisitor and Jax and other PS8. 4-LOM is surprisingly good one on one, if you can bump the back of their ship with them having a stress token, you can beat any single ship of higher PS. The Scout is a good stress dump for 4-LOM if no enemies are close enough, because with the advance sensors and outlaw tech you can still have two tokens even slamming into it. Intelligence Agent informs when to use the inertial dampers and what the best Maneuver to take with Stay On Target.
Zuckuss (28):
• Juke (2)
• Fire-Control System (2)
• Gunner (5)
• Mist Hunter (0)
• Tractor Beam (1)
Total: 38 pts
Kavil (24):
• Predator (3)
• Twin Laser Turret (6)
• Unhinged Astromech (1)
Total: 34 pts
Binayre Pirate (12):
• Feedback Array (2)
Total: 14 pts
Binayre Pirate (12):
• Feedback Array (2)
Total: 14 pts
Both aces are equally dangerous and token-consuming for your opponent.
Juckuss has some form of defense while keeping a potent offensive scheme. You can even bait T-Beam shots whenever suitable. If you miss, there's a second shot.
PredKavil is probably the most solid TLT user in the whole game. Unhinged frees those juicy hard-3s for better mobility.
Binayres do their thing.
Alternatively, you can increase Zuckuss' defense.
• Juke (2)
• Sensor Jammer (4)
• Dengar (3)
• Mist Hunter (0)
• Tractor Beam (1)
Total: 38 pts
Same cost, less reasons to use T-Beam, more damage mitigation.