Palob's Dogs

By WargamingDad, in X-Wing Squad Lists

So I'm more of a casual player (and terrible at puns apparently) but I am thinking of playing in my first small local tournament. I've been playing around with Palob and love the guy and the Jumpmasters are fun. I ran a Guri / Palob / JM list last week with some surprising success but was thinking of the following list. What match ups will this list struggle with?

JM5K Contracted Scout x 2

Deadeye

Plasma Torps

Extra Munitions

Recon Specialist

R4 Agromech

Guidance Chips

Palob

Expert Handling

Autoblaster Turret

Intelligence Agent

Cloaking Device

99 points

I believe the intelegence agent procs before the decloak (could be wrong on this) but it seems really interesting to see an opponent's manuever, decide whether or not to decloak and where, and have barrel roll as an option to maximize blocking. With a stress for the barrel roll he's left flapping in the wind but against aces that seems nifty and he'll likely steal a token for defense. Probably will struggle against triple jump masters or swarms but who knows. I've been flying against a lot of ace lists lately...

Any ideas on the extra point or changes in general? The recon specialists and agromechs were fun in prior games as it made the JM's slightly more tank-y and/or very accurate with the torps. It would be nice to have Boba crew and proton torps so maybe that's a change? Anyway, I'm rambling now...

Cheers!

- Wargaming Dad

auto-blaster on a self stressing ship with THAT dial is just asking for trouble

at the very VERY least, you'd want the relative safety of range 1-2 coverage via dorsal

I'd suggest opportunist on Palob if you're running blaster turret. He pulls any focus off his target, then can roll four attack dice. Also, I love Dengar on Palob. You have two Rerolls against aces and focus enough to turn eyes into hits.

Carnor Jax can completely shut down Palob with blaster turret. With all the tricks interceptors can do, it's not hard for Jax to plop in range 1 of Palob. Then Palob has a 1 attack die weapon.

Edited by janusgeminus

Promote one JM5K to a ProtonBoba carrier.

Either lose Cloaking Device on Palob or downgrade the other JM5K crew to 4-LOM.

Replace Expert Handling and Intelligence Agent with Wired and Zuckuss.

Replace Autoblaster Turret with Twin Laser Turret.

100 pts.

I believe the intelegence agent procs before the decloak (could be wrong on this) but it seems really interesting to see an opponent's manuever, decide whether or not to decloak and where, and have barrel roll as an option to maximize blocking. With a stress for the barrel roll he's left flapping in the wind but against aces that seems nifty and he'll likely steal a token for defense. Probably will struggle against triple jump masters or swarms but who knows. I've been flying against a lot of ace lists lately...

To answer your question, yes, intel agent occurs first, then the choice to decloak.

While expert handling is pretty good on Palob (especially in conjunction with a decloak), I'm not sure autoblaster turret is doing much for you. Its good against aces, so that might help out if they get behind your jump masters, but even then, 2 dice ain't exactly gonna kill an ace.

Regardless, Palob is actually quite good against Jumpmasters. Just decloak forward and rush out of arc of two jump masters. The closest one you are less worried about since you'll steal his focus so he won't be shooting ordnance...

Thanks guys. Ended up going with the following and did pretty well.

Contracted Scout

- Dead Eye

- Proton Torps

- Extra Munitions

- guidance Chips

- Boba Fett

- R4 Agromech

Contracted Scout

- Dead Eye

- Plasma Torps

- Extra Munitions

- guidance Chips

- R4 Agromech

Palob

- opportunist

- Dengar

- cloaking device

- dorsal turret

Palob survived in the end in a couple of matches and was a beast (surprisingly). Took out a crack swarm list and a double JM 2 Z feedback array list.

Thanks for the feedback!

Palob is probably one of our most potent aces right now.