So I've recently being on a one shot killing spree with a list I cooked up. I've found that my second favourite ship (the B-wing) just isn't a good late game ship. So without further ado, here's an evolution of my big-hitting list that I think you'll find entertaining:
Phase 1:
Keyan Farlander (29)
-Heavy Laser Cannon (7)
-Opportunist (4)
Corran Horn (35)
-R2D2 (4)
-Advanced Sensors (3)
-Push The Limit (3)
Prototype Pilot (17)
-Chaardan Refit (-2)
Total: 100 Pts.
One day it just clicked with me that Keyan Farlander with opportunist is awesome; receive a stress to roll another die, then immediately spend the stress. It's good stuff. What I haven't seen anywhere is the costly addition of HLC, giving Keyan range 1-3 presence, rather than primarily range 1. This version of Keyan has killed Guri in 1 shot, as its benchmark. Corran is there for a double tap alpha strike and end game survival once Keyan goes down. The prototype was purely, only for blocking. Most games it didn't even do damage. What I learned from this list was that - after the first round, where I normally kill a ship (once an IG 2000, including corran's shot) - Keyan dies immediately, and corran becomes hard pressed to carry the day on his own. This list had a good track record of about 6-2, with the losses going to a Whisper and Soontir build each. I also had some problems with triggering Keyan's ability, as a first round action is generally focus, evade or a combination of both.
Phase 2:
Keyan Farlander (29)
-Heavy Laser Cannon (7)
-Opportunist (4)
Biggs Darklighter (25)
-R2 Astromech (1)
-Flechette Torpedoes (2)
-Intergrated Astromech (0)
Horton Salm (25)
-Twin Laser turret (2)
Tota: 99 points
Total:
Biggs meands Keyan survives at least until the mid-game, and the flechettes were added to help against PTL aces. Horton shoots before Keyan and almost always rolls three hits with his ability and TLT, so he strips the tokens, then Keyan goes in for the kill. This list won me a 3 round casual store tournament (only six players), with a margin of victory of over 500, as biggs died in 2 rounds and Keyan in one. Every single round was over at least 30 minutes early. Keyan's still the obvious target here, and is vulnerable to most of the popular ace lists, as well as triple JM5Ks, considering the alpha strike alone will end Biggs.
Phase 3:
Keyan Farlander (29)
-Heavy Laser Cannon (7)
-Opportunist (4)
-Fire Control System (2)
Ten Numb (31)
-Mangler Cannon (1)
-Fire Control System (2)
-Veteran Instincts (1)
-B-Wing/E2 (1)
-Intelligence Agent (1)
Bandit Squadron Pilot (12)
-Assault Missile (5)
-Guidance Chips (0)
Total: 99
This is the current version of the list. The assault missile Z-95 swarm is for softening up any swarm formations and discouraging squadrons from flying close together against the B-wings. It is also a useful blocker against JM5Ks after it releases its missiles.
Ten Numb will kill any ace in the game; one crit tht cannot be cancelled per turn is brutal against high agility aces. PS 10 is very handy against Soontir, Poe, Whisper and any other <10 PS ace. Intelligence agent is a cheap fix against PS 11 aces like vader. Mangler cannon guarantees damage, and FCS gives some action economy for use against jousting squads.
Keyan has been upgraded with FCS to help carry damage through against targets with focus/evade.
Some statistics: against an agility 3 ship without tokens, Keyan will do (assuming he has the enemy target locked) 57/16 damage, which is about 3.55 damage. In other words, a TIE is almost certain to die, and anything else suffers serious damage, only to face an unstressed ship the very next turn.
I'll most likely be taking this to my next store tournament, with a few modifications. Does anybody have suggestions for improvements or why I should switch to something else to support Keyan?
Edited by Astech