Uboat Slave

By XWingJimmy, in X-Wing Squad Lists

I'm 4-0 with this list i cook up :D New to Xwing and the forum. I see alot of Imperial aces in my meta so ps bidding is not good. I saved my points with generic pilots. Here the list, what do you think? Can it holdup or was I lucky?

Contracted Scout — JumpMaster 5000 25 Deadeye 1 Flechette Torpedoes 2 Extra Munitions 2 R4 Agromech 2 Guidance Chips 0 Ship Total: 32 Contracted Scout — JumpMaster 5000 25 Deadeye 1 Flechette Torpedoes 2 Extra Munitions 2 Boba Fett 1 R5-P8 3 Guidance Chips 0 Ship Total: 34 Trandoshan Slaver — YV-666 29 4-LOM 1 Dengar 3 Zuckuss 1 Ship Total: 34

Edited by XWingJimmy

I like it. The use of Flechette Torpedoes is clever.

You are probably in a lot of trouble if you run into the triple U-boat Wolfpack, and a few other builds that don't care about Stress, but...

Sorry, but I think you've been lucky. Flechette Torpedoes are a nice touch against aces with Push the Limit, but you have to worry about getting them in your firing arc. And against lower-PS lists with more hit points, the Flechettes just don't bring enough damage for your list to hold up.

Don't get me wrong--I think a pair of Contracted Scouts with ordnance plus a third ship that brings a different kind of threat is a very strong archetype! I'm just not sure I can get behind your choice of ordnance. I'd drop R5-P8 back to R4 Agromech, rearrange the crew a little bit, and buy better torpedoes. Something like this, maybe?

Contracted Scout (25)
Deadeye (1)
Proton Torpedoes (4)
Extra Munitions (2)
R4 Agromech (2)
Guidance Chips (0)

Contracted Scout (25)
Deadeye (1)
Proton Torpedoes (4)
Extra Munitions (2)
R4 Agromech (2)
Guidance Chips (0)

Trandoshan Slaver (29)
4-LOM (1)
Greedo (1)
Boba Fett (1)

Total: 100

View in Yet Another Squad Builder

I agree with Vorpal. The whole point of U-Boats is ordnance firepower. Flechette Torps are a control measure and won't help you drop ships in the long run. You could replace 1 of your Extra Munitions with a Flechette, if aces are giving you that much trouble. But Vorpal's list is overall better equipped to handle them than your current list. I'd only give it a little twist to stabilize the YV-666:

Contracted Scout (25):

• Deadeye (1)

• Proton Torpedoes (4)

• Extra Munitions (2)

• Guidance Chips (0)

• Boba Fett (1)

• R4 Agromech (2)

Total: 35 pts

Contracted Scout (25):

• Deadeye (1)

• Plasma Torpedoes (3)

• Extra Munitions (2)

• Guidance Chips (0)

• Overclocked R4 (1)

Total: 32 pts

Trandoshan Slaver (29):

• 4-LOM (1)

• Zuckuss (1)

Total: 31 pts

Now you have a few ways to round it up, with 2 pts left.

A Proton Scout triggers Boba more reliably and without opening itself to face-up cards. To make up for the point increase, downgrading the Plasma Scout's astromech to Over R4 becomes necessary. Freeing Boba from the YV allows it to be a better gun by combining 4-LOM and Zuckuss. The ideal final crew in there would be Dengar, but you don't have the point for it. Decisions, decisions...

• Lose Boba entirely to fit Dengar in the YV

• Downgrade the other Agromech to Overclocked to fit Dengar in the YV

• Downgrade Proton to Plasma and forget Boba altogether, upgrade Overclocked to Agromech

• Add Intelligence Agent to the other Scout and the YV for blocks

• Settle for a 2-pt crew on the YV, maybe Tactician

Additionally, like mentioned earlier:

• Replace one Extra Munitions with Flechette Torpedoes