coYote pack: does it have teeth?

By Obsidian Leader, in X-Wing Squad Lists

Our local tourney meta has become somewhat backwards. We have this large-ish family that comes and brings all the best, latest and greatest lists that can be found here and elsewhere online. The rest of the guys bring a smattering of Reb and Scum lists, but funny enough,.. no u-boat lists.

I didn’t feel like running a pure U-boat list, so I tried something completely fail-laden and played one U-boat, and two Y-wings, each with torps, chips, unhinged, EM and TLT’s.

I thought this would work rather well actually,… thinking they have all the punch of the “wolfpack,” yet they have the versatility of TLT’s while maintaining a good deal of durability.

In the two playtests I ran against a rather good reb player, I beat him handily and felt that the list had merit. I thought that I would stand a fair chance in the tournament, having only played two test games, seeing as how this list was never before seen.

I was wrong. I was so very wrong. For some reason, even when flying the ships into the perfect arcs, they did next to nothing. It might have been a combination of bad luck/good-luck for dice, maneuvering and deployment (I know this was the case with my second game as I was systematically taken apart by an opponent whom didn’t miss while rolling reds), but out of 4 games I won only one, and it was at an 83 point loss, so a pyrrhic victory at best.

I can attribute some of this to my unfamiliarity with the JM5K’s dial, leading it to not be able to fire it’s ordinance most of the games, but it appeared that even when people didn’t really understand what the ships did, they still managed to get into their doughnut holes and keep them from using their ordinance or their TLT’s. I find that after the initial pass (with only one or two ordinance able to fire) the opponent stays inside my doughnut hole or outside my firing arc, and the second ordinance never gets a chance to fire.

In my second game of the 6 shots I had loaded I only fired once. This is why I went with the two TLT Y-wings to begin with.

I understand that the Y-Wings have worse dials, less shields and agility, but the turret and points difference to me helps to make up for some of that, especially when you take into account the slightly higher pilot skill when fighting similar lists.

I’ve also found the VCX to be the bane of my existence, as it took both first and second place in our tourney. 16hp, sharp 1 turns, a k turn and 4 attack dice? That ship is just nasty.

So here’s my next list. I am trying to refine the Y-Wing Scum list as an option. I like Twin Sprays, or Fire/YV’s, hell I even tried a Dengar/Bossk list (to no avail). I still think that the scum’s power is in their smaller ships, and I’d appreciate any feedback as to how to make this list more competitive, or tournament worthy.

32 - Y-Wing: Hired Gun (20) – TLT (6) – Proton Torps (4) – R4 Agro (2) – Chips (0)
32 - Y-Wing: Hired Gun (20) – TLT (6) – Proton Torps (4) – R4 Agro (2) – Chips (0)
36 - Y-Wing: Kavil (24) – Adaptability (0) – TLT (6) – Proton Torps (4) – R4 Agro (2) – Chips (0)

https://geordanr.github.io/xwing/?f=Scum%20and%20Villainy&d=v4!s!122:135,1,-1,121:-1:25:;122:135,1,-1,121:-1:25:;120:170,135,1,-1,121:-1:25:&sn=coYote%20pack

Anyone think this has teeth? Is there something glaringly missing here?

I think Kavil's ability is wasted on TLT. True it almost guarantees two hits, but I think a Blaster Turret, Overclocked R4, and Deadeye are a better way to deal more damage over time. Plus you have a chance for crit damage. Only limitation is range 3 out of arc, but I gladly give that up for 4 red dice in all other scenarios. Plus you save 2 points to go to something else, like Extra Munitions.

Lose the torps. It's the most urgent advice I can give regarding Y-Wings. Specially Kavil. You're just wasting his ability and overcosting your squad this way.

If you're going solely with Y-Wings, Thug Life is probably your best bet. Only issue is lower PS than U-Boats. In case you're not familiar, it's:

Syndicate Thug (18):

  • Twin Laser Turret (6)
  • Unihinged Astromech (1)

Total: 25 pts

This x4. Pluck away with TLT, go crazy with 3-maneuvers and that's pretty much it.

The reason torp-Ys don't work is because of low PS combined with TL need. U-Boats have Deadeye, which makes a world of difference, and a better dial to boot. Focus on the turret aspect and you should do a lot better.

If you want a bit of tech and still want TLTs on your squad, I'd try this instead:

Kavil (24):

  • Veteran Instincts (1)
  • Twin Laser Turret (6)
  • R4 Agromech (2)

Total: 33 pts

Palob Godalhi (20):

  • Wired (1)
  • Twin Laser Turret (6)
  • Zuckuss (1)

Total: 28 pts

Manaroo (27):

  • Deadeye (1)
  • Proton Torpedoes (4)
  • Extra Munitions (2)
  • Guidance Chips (0)
  • R4 Agromech (2)
  • Feedback Array (2)

Total: 38 pts

Kavil as the most solid TLT you can find, Palob to defang aces and U-Boats, Manaroo to shower torps before U-Boats and support after unloading. 1-pt bid for Kavil's PS9. 22 hp and lots of utility without many donut holes to exploit. As an alternative, you can even strip Manaroo a bit to fit Engine Upgrade on Kavil and make it easier to find his range.

Thank Geneis, I'll give your list a go, looks intriguing.