Dace without ICT

By Raven19528, in X-Wing Squad Lists

I'm looking at a list with Dace without ICT. It's not done, or playtested at all, but before I go much further, I wanted to see if you guys thought it had any merit:

HWK-290: · Dace Bonearm (23)

Calculation (1)

Blaster Turret (4)

Stygium Particle Accelerator (2)

Tactician (2)

· Moldy Crow (3)

· Cloaking Device (2)

M3-A Interceptor: Cartel Spacer (14)

"Heavy Scyk" Interceptor (2)

Ion Cannon (3)

M3-A Interceptor: Cartel Spacer (14)

"Heavy Scyk" Interceptor (2)

Ion Cannon (3)

Z-95 Headhunter: · N'dru Suhlak (17)

· Lone Wolf (2)

Cluster Missiles (4)

Guidance Chips (0)

Glitterstim (2)

Idea is that Dace can fly in close, fast with the added maneuverability from the Cloaking Device. Then is able to blast a target with the Blaster Turret. He can grab a focus each time he cloaks and decloaks if need be from SPA, and store with MC. He can deal stress with Tactician as well, though this is the part of the list I'm having the most issue with (EPT and crew). Then later in the round, he can use his ability when the spacers unload on the nearby craft. N'dru can take on any loners and really is meant to sweep up late game.

It's really unorthodox, and like I said, I have no idea if this is even viable, but I wanted to use Dace and I wanted to use him without the typical ICT you see on him. I'm open to any feedback, even if it's "put ICT on Dace," because really I'm trying to run a HWK besides Palob at the moment.

Thanks

Aside from the obligatory "put ICT on Dace", I'm not a fan of Calculation. In general, but also not here. Again, aside from using that point for ICT, I'd take Adrenaline Rush or Determination before Calculation.

I think I went that route because it allows me to use the focus that I generate from the Cloaking and decloaking, although I suppose firing the Blaster will do that. I want more damage output from him than ICT allows for.

Okay, so I realized today that I had cool hand and SPA next to each other and dyslexia got the better of me and I thought SPA gave focus tokens. I feel dumb. So, scratch above, let's try this:

HWK-290: · Dace Bonearm (23)

Cool Hand (1)

Ion Cannon Turret (5)

Stygium Particle Accelerator (2)

· Dengar (3)

· Cloaking Device (2)

M3-A Interceptor: Cartel Spacer (14)

"Heavy Scyk" Interceptor (2)

Ion Cannon (3)

M3-A Interceptor: Cartel Spacer (14)

"Heavy Scyk" Interceptor (2)

Ion Cannon (3)

Z-95 Headhunter: · N'dru Suhlak (17)

· Lone Wolf (2)

Cluster Missiles (4)

Guidance Chips (0)

Glitterstim (2)

So yes, I put ICT on. It works, what can I say. A good part though is that Dace can be damaging on a turn he cloaks if he's in range and a Spacer gets a shot in. I gave Cool Hand for the initial joust, which likely will result in someone getting Ionized, therefore activating ability and Cool Hand can give an extra evade token to help keep Dace alive during that joust. Dengar makes it extremely accurate, helping deal the two damage a turn and knowing where they'll end up. Part of me wants to run a Flechette Cannon for more control, but not sure how that will work. Thoughts on that bit? So basically change to one Flechette Spacer and one Ion Spacer.

Dace Bonearm (23):

  • Veteran Instincts (1)
  • Ion Cannon Turret (5)
  • Engine Upgrade (4)
  • K4 Security Droid (3)

Total: 36 pts

Trandoshan Slaver (29):

  • Bossk (2)
  • Tactician (2)
  • Gunner (5)

Total: 38 pts

Syndicate Thug (18):

  • Ion Cannon Turret (5)
  • R4 Agromech (2)
  • BTL-A4 Y-Wing (0)

Total: 25 pts

That's how I would play a Dace squad.

Make Dace an ace (it rhymes!) by giving him PS9 and boost. Improved durability and better positioning for ion shots.

You'll be stressing yourself a lot, which will force you to pull off many green maneuvers in order to trigger Dace's effect continuously. Enter K4 for mods, while you boost into range and out of arc. It all fits in nicely.

Thug adds an ion option with some damage output. A BTL is always a risk, though. You have to be good at flying Y-Wings instead of the usual move-shoot routine they provide, but it pays off.

Slaver adds double-stress to the mix to make sure your intended target never gets away once it's in position. It also happens to be a pretty good gun with some resilience.

1-pt bid. Either helps Dace with initiative or you can add Inertial Dampeners to the Slaver for the extra trick.

Edited by K Genesis

1-pt bid. Either helps Dace with initiative or you can add Inertial Dampeners to the Slaver for the extra trick.

Awesome list, by the way. Very scummy.

I think the Inertial Dampeners adds a nice combo possibility. If you find yourself at range 2 with the YV-666, you'll want to stay there if possible courtesy of the Dampeners. Yeah, you've got the red-stop but you may be stressed from Bossk's ability.

I also put Unhinted Astromech on the Y-wing instead of the Agromech. Agromech works well with the double-attack; however, the Y-wing has a hard time ditching stress and unhinged give the BTL Y-wing some added maneuverability that it desperately needs to get targets in front-arc.

Edited by Randito