Zuckuss, Scout, and YV list in need of some feeback

By Bulgakov, in X-Wing Squad Lists

Hey All,

I've been playing with the following list and have been having a lot of success with it so far (5-1).

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Zuckuss (28)

Veteran Instincts (1)

FIre-Control System (2)

Outlaw Tech (2)

Mist Hunter (0)

Tractor Beam (1)

Contracted Scout (25)

Deadeye (1)

R4 Agromech (2)

Extra Munitions (2)

Proton Torpedoes (4)

Guidance Chips (0)

Trandoshan Slaver (29)

4-LOM (1)

Greedo (1)

Boba Fett (1)

100 points

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It has done pretty well against VCX and As, Imperial Aces, Bossk and 2 Ys, and Han/Miranda.

Bringing it into a tournament, I'm most worried about how it will fair against Palp Aces, Triple U-boats, and Dash/VCX. Thoughts on how I can fly to counter these?

Thanks in advance!

Note: it lost pretty handily to triple ks with homing missles, sabine, and seismic charges

Your two best chances to push damage on aces are with Zuckuss' 5 dice, or the Slaver's 180 degree arc. I don't think you can count on two shots at the same target with Zuckuss, so FCS will be less helpful against PalpAces. Your best shot is probably airlocking the emperor as fast as possible, and then throw shots at the aces until something sticks.

Dash/VCX is probably going to be tougher, though VI Zuckuss does get to move after Dash. With 16 health, the VCX is going to be a slog. You only have a max of 13 attack dice in a round, so you can't alpha it without pulling lucky crits.

U boats might be okay. I would run the slaver in front, 2 speed then four should get you range 1. Tuck the JM behind it and you should get munitions off, and with Zuckuss flanking you could either try to finish one first round or blow shields off two to get your choice of who to Boba Fett the R4 Agromech away. I think that is the right choice, unless they haven't spent a torpedo yet. if someone has no shields and two torpedoes, Boba the Deadeye.

Thanks for the input. I was also thinking that rushing Palp would be the way to go. And yea Dash/VCX seems like it might be the toughest overall matchup.

VS Palp aces take it as it comes, do not blindly try and rush him. You will take a beating to get to him. Target of opportunity? sure, unleash if you can but he shouldn't be your focus unless they are bringing him into the fight early which in that case you don't have to rush.

I find using the scout as the forward/bait to be a little more successful simply because the 2/3 dice greens are a lot easier than 1/2 Slaver.

Every time I lead with the slaver he was downed in 1-2 turns.

Problem with your build, which is very similar to one of mine is longevity. After round 5 or so it loses a lot of it's legs, you will have lost at LEAST 1 ship by now and unless you managed to cut some of his down it's a losing prospect.

For Dash/VCX you have to try and just go straight for Dash if at all possible. try and ignore the VCX unless he is right in your way and you gotta get through him to get to dash (tactical Jams for example)