Building a list and I want to include Kavil

By Schmarbs523, in X-Wing Squad Lists

So far I have:

Kavil

- Predator

- Dorsal Turret

- Unhinged Astromech

Talonbane Cobra

- PtL

- Glitterstim

- Engine Upgrade

I'm not sure what else I want to include. I've played with the idea of a named HWK, 4LOM, or a couple of generic Scyks. Any ideas?

Wow... that's a lot of points into two ships that will explode pretty fast. If you are happy with how those play, I would throw in a YV-666 with a Trandoshan Slaver and your choice of 1 point crew (all 3 for no bid or your choice depending on how many points you want to reserve). Hopefully one of these two will live to the end game, but it will be chancy.

Talonbane Cobra (28):

  • Crackshot (1)
  • Engine Upgrade (4)
  • Glitterstim (2)

Total: 35 pts

Kavil (24):

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

Total: 33 pts

Zuckuss (28):

  • Veteran Instincts (1)
  • Dengar (3)

Total: 32 pts

All PS9, although no bid.

Whenever Talon isn't in a Mindlink squad, he should be built kamikaze. Get in, pop stim, roll 5-dice, crack one evade away, explode.

Kavil with a consistent 2 dmg per turn even against Autothrusters aces.

Zuckuss lean and mean, with Dengar crew to re-roll lots of dice.

Point them towards something, hopefully burn it in one fell swoop.

As an alternative, you can drop EU from Talon and give Zuckuss his title + Adv.Sensors. Zuckuss is bound to live longer, he'll appreciate the extra mobility and blocking immunity.

Edited by K Genesis

I've got 2 Kavil lists but both of them fly very differently!

1st one uses a bumpmaster to allow the Slaver to max out his damage output. Kavil zips around on the edges being a nuisance with his constant 2 damage per turn:

Kavil w/ predator, TLT & engine = 37

Slaver w/ dengar, zuckuss, 4-LOM & inertial dampeners = 35

Scout w/ intimidation + intel agent = 28

100

That is one MEAN slaver build right there. Anything that gets in his arc is in for some hurt, and even more so if you manage to block his target with the scout. Kavil hits pretty much everything, even ships with autothrusters thanks to 4 dice with re-rolls all day. Aces are not a problem, swarms are manageable but triple scouts are not easy if you don't get initiative...

Oh yeah, if you really like Talonbane, you can drop the slaver for him, but that would weaken the list since the slaver hits just as hard and is far more durable than the ol' khiraxz ace...

2nd list is a Mindlink squad. Only problem with that is you need 3 copies of the card to make it work (so 2 jumpmasters unless you can borrow the 3rd copy):

Kavil w/ mindlink, dorsal turret, unhinged & engine = 33

Palob w/ mindlink, blaster turret, moldy crow, dengar & engine = 35

Manaroo w/ mindlink, R4 agromech & anti-pursuit lasers = 32

100

This list is technically easy to fly since its all turrets, but Mindlink takes some practice to use effectively. Because they are all turrets, you don't need to use red moves very often (if at all) which is really nice. Manaroo doesn't do much damage herself, but she is a force multiplier: she takes focus while the rest of your guys boost (if needed). And she can save the TL she gets from the Agromech to pass off to Kavil later on. You should ALWAYS be using her ability every turn though: due to the Mindlink, its essentially a free focus that can be given to the moldy crow bank if nothing else.

Two ways to fight: fly away from the enemy and let them approach you (then use Manaroo for a surprise block when they get close by doing 1 hard turn + barrel roll) or you can fly towards enemies at the start and then break away and try to get behind them instead of jousting. Always use Manaroo as bait/blocking since she is just a support ship in this list (although agromech lets her hit fairly hard at Range 1).

You could also try 4-LOM crew and Tactical Jammer on her instead of the anti-pursuit lasers.