4 Ship Scum

By asters89, in X-Wing Squad Lists

I've been toying around with a list idea for scum but may actually also work similarly for Rebels, basically its:

Z-95 - Binayre Pirate

Dead man switch

[14]

Y-Wing - Kavil

TLT

Crackshot

[31]

Y-Wing - Syndicate thug x 2

Autoblaster

Proton torpedoes

Extra munitions

Guidance chips

[26]

The idea is that Kavil will fly between the 2 thugs, who will fire off the proton torps in the first few turns with the z-95 trying to block. Then if they anything tries to close within range 1 of Kavil to get within the TLT range, they will also be within 1 of the autoblasters on the y-wings. I'm hoping that with a 4 shot TLT when out of arc, Kavil will be pretty consistent at doing damage. Do you think this will work?

The list also only comes out at 97 points so what would you spend the 3 extra on? I was thinking potentially of unhinged astromechs for the y-wings, but then there is also the option to do something different with Kavils EPT.

Any thoughts appreciated. Cheers

Kavil with crack shot is an interesting idea, it makes his arc nearly as scary as his out of arc. But you can't use it for his out of arc shots. It is mitigating his weakness (people in front of him). I'd usually go for a double down on his strength, trying to make his out of shots even better. Weirdly, I might go for Marksmanship. Ys almost never use focus on defense, so Marksmanship is kinda like focusing for both TLT shots. You still have one spare point to play with.

That's a good point about the crack shot, I completely missed that. I quite like the idea of marksmanship, but having played game against imperial aces last night (and becoming the victim of a perpetual arc dodge), how would you feel about dropping crackshot in favour of veteran instincts on Kavil to take him to PS9 and going for an initiative bid?

It would mean I would have to either leave at least some of the astomechs at home or drop the dead man switch from the binayre pirate. I'm thinking that an unhinged astromech would be useful on Kavil as I would have some quite good dial options (for a y-wing anyway) and it might be a good way stop aces getting within range 1 of him as they will find it harder to know where he is going to end up if I move second. Alternatively, I have the option of getting to shoot before Whisper re-cloaks if I take the initative myself. Would something like this work?

Z-95 - Binayre Pirate

Dead man switch

[14]

Y-Wing - Kavil

TLT

Veteran instincts

Unhinged astromech

[32]

Y-Wing - Syndicate thug x 2

Autoblaster

Proton torpedoes

Extra munitions

Guidance chips

[26]

[98]

Edited by asters89

Yeah, VI isn't a bad choice, particularly with a two point bid. I really like unhinged astromech too, if you are moving second at PS9, it is going to be way harder to guess where the doughnut is going to be.

If imperial aces is what is giving you trouble, I might suggest switching Dead Man's Switch on the Pirate for Feedback Array. I think both of them are decent choices, but the Switch is going to better against swarms and the Array will probably be better against aces.

I think this squad is doomed to burn against Imp Aces, tbh.

Kavil's TLT, while accurate, isn't nearly enough to stop them. And, unless you have a 3-pt bid, PS9 won't do you much to avoid arc dodging.

The thugs will neither shoot those torps nor fire ABT against competent pilots. You have this huge bubble where the thugs will simply be out of combat and, as above, Kavil won't stop the freight train by himself.

The Z, well...it does its thing.

Against U-Boats, you probably won't last long enough. PS is lower (which makes TLing hard) and they'll drop one Y per turn.

If you wish to keep this squad idea, your best bet with an EPT would be Predator. Modifies both TLT shots without taking your action (or fearing blocks, for that matter). But I'd switch things up, making Kavil your torpboat. With Deadeye (which he can equip, contrary to the thugs), even Aces can't escape his shots. But I imagine that the squad itself would have to change in order to support this.

I think the list is worth trying. I would recommend not going for the alpha strike, keep the torpedoes until the scrum. Y-wings will live through everything but a munitions alpha strike, so if you line up against jumpmasters you have to play the range game very well. Don't be afraid of the red 4 straight. if you want to try to joust, start with three straights (total of four bases) and jm5ks can only get 4 straight (6 bases). That is no fire, guaranteed. If they instead took the one straight, they can torpedo you second turn, but any other maneuver and you can dash to range one. If you think they know that, try to avoid the joust or spread out enough that they will have trouble moving on to a second target.

Against aces, you have to go for the block. That is why a Z is in the list, and it is the biggest weakness for action dependent aces. If you miss a block with a y wing, you have an autoblaster (except on Kavil).

Edited by AEIllingworth