Mist-Y-Hawk list.

By Parallax55, in X-Wing Squad Lists

I've been following these boards for some time, and have finally decided to jump into the pool!

My buddy and I have a weekly game in which we generally play a different list each time. We will routinely switch factions and rarely duplicate lists we have previously played. Between the two of us, we have nearly every expansion (No Tie/Fo or T-70, Tie punisher, or Imperial Huge ships... Yet.)

For this week's game, I've been obsessing over a list that uses a couple ships that have generally been relegated to the shelf (the Hawk and the Y-wing). I feel like I've come up with a list that is just chock full of synergy and am actually feeling pretty hopeful with it but would appreciate any input anyone might have.

Mist-Y-Hawk

HWK-290 (27)

Palob Godalhi (20)

Veteran Instincts (1)

Blaster Turret (4)

Boba Fett (1)

Inertial Dampers (1)

G-1A (36)

Zuckuss (28)

Fire Control System (2)

Experimental Interface (3)

Gonk (2)

Mist Hunter (0)

Tractor Beam (1)

Y Wing (37)

Kavil (24)

Twin Laser Turret (6)

Engine Upgrade (4)

R5-P8 (3)

100 points

The thinking goes:

All PS 7. High enough PS to deal with most ships (except aces). Can choose who shoots and moves, can strip off tokens, strip shields off to let Palob push a crit through and ruin someone's day with Boba.

Palob is going to die. Have him around long enough to strip a card with Boba. No need for moldy crow with his talent. Blaster turret because he'll be within 1-2 for his talent to work.

Zuckuss is the heavy artillery of the list with some range 3 tractor beams to mitigate range 3 modifiers and ruin the day of any small ship even NEAR an asteroid. EI is there so you can Gonk the shields that you've collected by slow rolling off the start back onto your ship in the thick of things and still have access to your action bar, and the FCS helps in case you can't shed the stress one turn.

Kavil just flies lazy circles around the edge of the battle, using EU to stay at range and the droid to maybe have your opponent think twice about picking him off with something that is low health high agility (Soontir?)

Sorry for the long post, any and all input would be appreciated!

Palob Godalhi (20):

  • Veteran Instincts (1)
  • Twin Laser Turret (6)
  • Intelligence Agent (1)
  • Cloaking Device (2)

Total: 30 pts

Zuckuss (28):

  • Juke (2)
  • Fire-Control System (2)
  • 4-LOM (1)
  • Mist Hunter (0)
  • Tractor Beam (1)

Total: 34 pts

Kavil (24):

  • Push the Limit (3)
  • Blaster Turret (4)
  • Engine Upgrade (4)
  • Unhinged Astromech (1)

Total: 36 pts

Around Palob, no experienced player will focus until he's dropped. TLT covers the R3 zone where he's ineffective.

Veteran Instincts is hardly necessary. But if you fancy all 3 ships at PS7, go for it. Wired+Zuckuss (crew) is a popular choice on him, though.

Cloaking Device makes Palob overall more survivable and tricky. It's almost mandatory on him.

Intel Agent makes your decloak safer and helps your squad with positioning planning.

Gonk isn't a good choice on G-1A in general. Its combo is also very expensive on a ship that should be kept "cheap".

Juke+FCS+4-LOM makes for a solid offense against pretty much anything Zuckuss may have already shot (including aces), while giving him some defense back. Mind the next Ion turn and you should be fine.

Kavil needs to put that EPT slot to work, otherwise you're better off with a Thug. With the points left, It's either TLT or EU.

I chose EU to give him mobility and went with a combination I like: PTL and Blaster Turret. Not ideal, but guarantees mods on BT when you don't need to boost.

Unhinged makes him faster and pumping PTL every turn.

Edited by K Genesis

one thing I've noticed when using blaster turret is you really do want the mouldy crow title. just being able to save up 1 or 2 tokens I've found to be really useful

Personally, I would play kavil with

Blaster turret & r4 agromech. Ept not necessarily needed, but VI or adaptability never goes amiss.

30 or 31 points depending on choice. (I wouldn't go for the engine upgrade, it's a lot of points on a ship that isn't all that strong defensively, and really wants ptl to go with it (which jacks the cost up even more)

Zuckuss I would switch to 4-lom (use the point you save to improve his pilot skill. (4-lom is much better when you're self-stressing every turn 'cause you just stick close to the enemy and pass the stress off to them)

should still be 36 points

Palob I might load up with

Twin laser turret

Engine upgrade

Cloaking device

Veteran instincts (or adaptability)

@ 32 or 33 points depending

That setup should make his movements fairly unpredictable and exert a very large area within which the opponent will not want to do many focus or evade actions. It will also help to keep him quite safe.

Lots of good info to consider, but I also have some questions...

Firstly, we haven't picked up an FO expansion yet, so no juke.

Second, I don't understand putting TLT on palob when his skill requires to remain in range 1-2. That means I'm essentially limited to range 2 between the skill and the donut hole.

Third, 4-lom crew scares me in that I feel like ionizing myself really puts me at a disadvantage with a 1 agi ship. He seems way more suited to large ships that require the 2 tokens to ionized (does anybody run ion control lists anymore?).

Fourth, I need zuckuss to really dish out the pain. I don't really want him too close to the action because of that low agi, but more to swoop in and take advantage of that unfocused ship.

Fifth (and final, I swear) the scum cloaking device seems like a waste with having to roll for it each turn. I feel like it would crap out on me right on the first turn. Does anyone have any experience using it? Does it tend to last?

One of my favorite lists to fly has a G1-A and a HWK. The only difference is i use a JM5K for the third. Minus the U BOAT this is how the list goes

Zuckuss

VI

Adv Sensors

Dengar

Title / Tractor Beam

Palob Godalhi

TLT

Cloaking Device

My advise is to build palob cheap. He can die very fast and is usually public enemy #1. Zuckuss with adv sen becomes a surprisingly manuveralble ship and at PS 9 he can keep up with most aces. Plus with dengar on him you have the ability to abuse that barrel roll.

Lots of good info to consider, but I also have some questions...

Firstly, we haven't picked up an FO expansion yet, so no juke.

Second, I don't understand putting TLT on palob when his skill requires to remain in range 1-2. That means I'm essentially limited to range 2 between the skill and the donut hole.

Third, 4-lom crew scares me in that I feel like ionizing myself really puts me at a disadvantage with a 1 agi ship. He seems way more suited to large ships that require the 2 tokens to ionized (does anybody run ion control lists anymore?).

Fourth, I need zuckuss to really dish out the pain. I don't really want him too close to the action because of that low agi, but more to swoop in and take advantage of that unfocused ship.

Fifth (and final, I swear) the scum cloaking device seems like a waste with having to roll for it each turn. I feel like it would crap out on me right on the first turn. Does anyone have any experience using it? Does it tend to last?

On the TLT:

The donut hole isn't an issue unless Palob absolutely positively has to fire at the ship he stole the token off. The thing about the TLT is that it's a consistent and powerful weapon with pros that far outweigh that particular con.

Versus the blaster turret; blaster turret is great if you can keep them in range two and steal a focus off them to fire it... if that doesn't happen it turns into a very restrictive turret weapon.

The blaster turret is high payoff, but the TLT is so much more consistent, and it still works good even if they're trying to play around Palob.

On Zuckuss crew:

I kinda agree with you on that one. Deliberately ionizing my own ship makes me very nervous. On a large ship? sure, but on a small ship it doesn't feel worth it unless you're locking in a kill-shot.

Zuckuss pilot Vs 4-Lom:

I feel like this one's a personal preference as much as anything else.

My feeling on this is that the mist hunter isn't massively survivable at long range any more than short... it's basically a B-wing, and if they get focussed on they drop pretty quickly regardless of range.

Where I feel 4-Lom wins is that you have an easier time staying out of arc at close range, and if you're passing stress to opposing ships then that's going to make their movements somewhat predictable (and make staying out of arc a little easier).

I've played a few games with the scum cloaking device.

The greatest asset is not the defence dice; it's the repositioning you get to do when you decloak. Your opponent has to account for your maneuver starting from 3 different positions.

I would say that most of the time the cloaking device lasts as long as the ship it's on (especially since you're not going to be cloaking every turn). There is variance of course, and occasionally it will break the first time you use it. But average it out over a few games and you will definitely get your points worth out of it.

Edited by namdoolb

Namdoolb,

That's a ton of great information and has certainly given me food for thought. Particularly the cloaking device. Really, I'm using palob as a sacrificial lamb to keep my others alive for the time being and to employ boba fett, but I may just have to rethink that.

About Palob and TLT: already covered but I should add a simple reasoning.

With TLT: at R1, he steals. At R2, he steals and shoots. At R3, he shootts.

With Blaster (assuming you have a focus token): at R1, he steals and shoots. At R2, he steals and shoots. At R3, he's a sitting duck.

Cover every ground.

About Zuckuss: sucks that you don't have Juke. It's very effective on him.

So is 4-LOM, but I can see why one would think twice about him. It does take good planning and timing to offset the ion token.

In that case, I think 4-LOM as pilot may be the best choice. Adaptability, FCS and Zuckuss crew keeps him cheap and deadly at your desired PS7. Little else is required of him anyway. And Zuckuss' extra die is a gambit, it won't necessarily guarantee the damage output you seek.

Ok, after a bunch of thought and consideration of all the advice, I've gone and scrapped Zuckuss and pulled in abother underused pilot of mine. Have also decided to try the cloaking device on palob and follow advice re: the TLT.

Thoughts on this list?

Palob (20)

Adaptability (0)

TLT (6)

Stygium (2)

Intelligence Agent (1)

Cloaking Device (2)

Kavil (24)

Adaptability (0)

TLT (6)

Unhinged Astromech (1)

Guri (30)

Veteran Instincts (1)

Autothrusters (2)

Virago (1)

Sensor Jammer (4)

Total 100

Now I can sit close with Palob and pray the cloaking device holds up, but know where to boost/roll when it comes time to decloaking and get that evade when I do either. Keep kavil at distance but have a whole lot more maneuverability when things get hairy. Use Guri to get in close and take some heavy shots while still have some survivability.

It's a fragile list to be sure, but should be a pain to hit 2 out of the three on the board!

Alright, that works too.

My only suggestion would be to lose VI on Guri. While Adaptability works as a "I have room for nothing else" option, with 1 pt and low PS, there are better choices than VI on her. Even Calculation will do the job.

But, for this squad, my choice would be:

- Stygium Particle Accelerator (Palob)

- Veteran Instincts (Guri)

+ Predator (Guri)

SPA works if you have the spare points, because it's a conditional upgrade. This is not the case, as Predator is essential to Guri. Other than that, you're fine.

Alright, that works too.

My only suggestion would be to lose VI on Guri. While Adaptability works as a "I have room for nothing else" option, with 1 pt and low PS, there are better choices than VI on her. Even Calculation will do the job.

But, for this squad, my choice would be:

- Stygium Particle Accelerator (Palob)

- Veteran Instincts (Guri)

+ Predator (Guri)

SPA works if you have the spare points, because it's a conditional upgrade. This is not the case, as Predator is essential to Guri. Other than that, you're fine.

Makes sense. And when the Cloaking Device craps out, I've lost the 2 points for the SPA at the same time. 4 points to a bad eyeball is a bit too much...

So I finally settled on the following list:

Palob (20)

Determination (1)
TLT (6)
Intelligence Agent (1)
Cloaking Device (2)

Kavil (24)
Adaptability (0)
TLT (6)
Unhinged Astromech (1)

Guri (30)
Lone Wolf (2)
Autothrusters (2)
Virago (1)
Sensor Jammer (4)

Total 100

Played it last night and had great success! Mind you, we took the axiom of "Fly Casually" a little bit too much to heart and the inclusion of a couple (few?) cold ones meant for more than one nudged ship...

Flew against an Imperial Fett/Vessery build - My buddy just threw something together quickly - and he made some errors in judgement while flying, but I was really happy with how the team worked together.

Lost the Cloaking Device on the third turn (employed it on the second. Dammned eyeballs...) but having Palob in there, stealing tokens and dishing intel was great! Once the cloak crapped out, he ran and hid, plinking away with the TLT.

I never realized how resilient Guri could be with this setup. He took a TL'd 4 dice attack in the face and only lost one shield, then dumped 2 hits and 2 crits back onto Boba to finish him off...

Thanks for the help guys!

Great to hear it. Mission accomplished!

A couple of final notes, if you decide to invest on this squad:

Guri is a "she" (a female android). Just thought I should tell you that.

Palob appreciates Wired/Zuckuss (crew). A LOT.

If you can find room, Kavil would love a better EPT. Even VI to bump him to 9 is appreciated.