Pro-Tractor

By Keiththegamergeek, in X-Wing Squad Lists

Drawing inspiration from another thread where I saw a Scyk equipped with a tractor beam, I came up with this:

Pro-Tractor (100)

Cartel Spacer — M3-A Interceptor 14

Tractor Beam 1

"Heavy Scyk" Interceptor (Cannon) 2

Ship Total: 17

Cartel Spacer — M3-A Interceptor 14

Tractor Beam 1

"Heavy Scyk" Interceptor (Cannon) 2

Ship Total: 17

Contracted Scout — JumpMaster 5000 25

Deadeye 1

Extra Munitions 2

Plasma Torpedoes 3

Boba Fett 1

Guidance Chips 0

Ship Total: 32

Contracted Scout — JumpMaster 5000 25

Deadeye 1

Extra Munitions 2

Plasma Torpedoes 3

Dengar 3

Guidance Chips 0

Ship Total: 34

The Scyks reduce agility with their beams,and the Scouts hit it hard with their torps.

Edited by Keiththegamergeek

Cartel spacers has PS 2 so will be shooting after the jumpmasters

It's what happens when you create lists before you're fully awake, lol. I'll rethink this one a bit.

you could use Serissu you instead of 2 with the tractor beam and then she is giving rerolls on defence for the u boats till the fire

That's a good thought. For now, I swapped the spacers for Tansariis and pared back the scout upgrades except for torpedoes, extras, and chips.

I don't see the point. Scouts ALREADY do very good damage. The tractor beam is not better (or even as good as) just running a third ship that can also do a lot of damage...

it could be more for making a ship get to a certain range too.

a ship is just beyond range 3 could be forced to boost to range 3

a ship at range one could even be forced to barrel roll/boost into range 2.

also it can reduce the damage taken by your ships.

and I did miss read tractor beam I thought the attack chose the action then they chose the heading. but I see where I went wrong

TPVs with Tractor Beams might well have some legs in filling the 32 points in a double scout list.

But you probably have overbuilt your scouts. deadeye/r4 agromech/extra munitions/torp/chips is the standard build for a reason. R4 agromech for instance gives better rerolling capacity than dengar on your torps, for a point less spend.

But you probably have overbuilt your scouts. deadeye/r4 agromech/extra munitions/torp/chips is the standard build for a reason. R4 agromech for instance gives better rerolling capacity than dengar on your torps, for a point less spend.

He makes a good point. I like to put 4-Lom and Zuckuss each on one then use the G-1A Findsman with the title, crackshot, dengar and glitterstim.

Well, I'm fully awake (more or less), and have given this some more thought.

Serissu with title, tractor, predator, and stealth

2 standard build U-Boats with Tactician added (for lack of any better idea how to spend the remaining points)

Total: 99 points