Star Viper list?

By RedBarron, in X-Wing Squad Lists

I just got the Star Viper. I really like the ship and want to fly it. Does anyone have a good build/list they like for the ship?

Xizor

*veteran instincts

*virago

*fire control system

*thrusters

[37]

Contracted Scout

*deadeye

*overclocked 4

*plasma torpedo

*Extra munitions

*4-lom

*guidance chips

[33]

Manaroo

*adaptability

*intelligence agent

*feedback array

alternatively, manaroo can be replaced with a contracted scout using Intimidation or a contracted scout with deadeye + r4 overclocked and a single plasma torpedo

trust me, I've bent over backwards trying to find the perfect mook for Xizor to use as human shields (re: his ability) and, next to the Jm5k, they're all horribly incompetent

these guys play great, look great; are great

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Edited by ficklegreendice

Ficklegreendice, I absolutely love you new paint job on the viper.

It seems like more of us are trying to put the viper to use now. Most tend to feel like the starviper is a bit expensive in terms of game points. I can't say I completely disagree with that. I think it should be about one to two points cheaper across the board. Regardless of all that, it has kept many a scummies from running them regularly.

The thing with the viper is it's a hybrid between the tie interceptor and the tie defender. I tend to fly mine more as a heavy interceptor, which I believe works best.

The xizor build above is fairly standard. I feel that xizor, with his manueverability, should be chasing aces and arc dodging. I'm addition to fire control system, I've used sensor jammer, which just makes xizor that much harder to pin down, and I'm going to give advanced sensors a try, which allows xizor to barrel roll or boost prior to revealing his dial. Creates some great unpredictability in Xizor's movement.

My opinion, though I may try the list above, is to ignore Xizor's pilot ability. It makes you want to fly him in formation, which is a mistake. My experience has been that, since Xizor will likely be there last ship placed, or penultimate ship placed, you set him out on the flank moving faster than the main force, and then being him hard into a "L" formation to shoot at the flanks at the same time the main force will be shooting torps.

I think Manaroo could be a good teammate for xizor because she can give him the action economy he really needs

Edited by janusgeminus

I'd advise against ignoring Xizor's ability until there are no friendlies around

Xizor is basically scum Poe, ie he's a jouster through and through. Don't let the high PS and boost/roll fool you, those are just options available to you NOT his SOP

With Xizor, you gotta roll up like some arrogant bastard and DARE the opponent to shoot you full in the face (because you'll take it better than any other ship in the squad due to splitting damage via ability and due to 3 agi + thrusters)

Which is why I had my Xizor painted a little bit like a bullseye :P

The boost/roll options are not things you want to forget about, obviously, but they're not there to turn you into soontir Fel. You use those to coordinate approaches with your broll jumps, to position into shots you otherwise wouldn't have and, only OCCASIONALLY arc dodge out of truly horrible scenarios

Edited by ficklegreendice

Totally off topic but, Ficklegreen, how does one do the ball modification. I've seen it everywhere but I have no Idea on how to make it. Links appreciated

Back on topic:

As much as I love Xizor, I gotta flaunt my gal Guri.

Guri (36)
StarViper (30), Veteran Instincts (1), Virago (1), Autothrusters (2), Fire-Control System (2)

Rest of list spice to flavor. I'm diggin the party bus right now but that doesnt leave you with a ton of options aside from maybe a couple z's for blocking. I have matched this up with a kitted to hell Dengar thats pretty funny, if not practical.

Edit: This is the full list. Like I said, not practical, but b-e-a-utiful when it pulls out a range one APT double-tap from Dengar.

Guri (36)
StarViper (30), Veteran Instincts (1), Virago (1), Autothrusters (2), Fire-Control System (2)

Dengar (64)
JumpMaster 5000 (33), Push the Limit (3), Extra Munitions (2), Advanced Proton Torpedoes (6), K4 Security Droid (3), Unhinged Astromech (1), Inertial Dampeners (1), Punishing One (12), Hull Upgrade (3)

Edited by Seraphimtoaster375

Totally off topic but, Ficklegreen, how does one do the ball modification. I've seen it everywhere but I have no Idea on how to make it. Links appreciated

sadly, no dang clue

I'm no modder nor painter, I basically just hand off my models to one local who does possess the necessary talent to do these things

don't think he frequents the forums though :(

Virago with cloaking device and autothrusters.

I'd advise against ignoring Xizor's ability until there are no friendlies around.

I use to focus on trying to focus fly Xizor with his wingmen, whomever they be. What I've found, at least for me and my flying style, is that flying Xizor in formation is like tethering a ball and chain to him.

I have been running a fat Dengar and Xizor list. The goal was to force people choose, did they want to shoot Dengar and get r5-p8 and/or Dengars return fire, or shoot at Xizor, who will minimize the hits and then decide who should take it.

Over the course of several games, I found that Xizor's utilization changed once Dengar was gone. While Dengar was on the board, I'd do my best to fly them in a range 1 formation. This kept me from really opening up with Xizor, which made him less effective. Once Dengar was out the picture, Xizor was an absolute terror on the board with good manueverability. I learned from that and decided I need to ignore his ability, as far as set up and how I fly him. More often than not, when it came time for xizor to roll green dice, he was within 1 of Dengar and could dump to him if needed.

Virago with cloaking device and autothrusters.

I absolutely love the cloaking device on Xizor. Yes, it can be fickle, but I've done well keeping it available for multiple turns. The 2 barrel roll or 2 boost is an amazing game changer for positioning. I had people actually commenting about how much more manueverable that made him. Decloak, barrel roll. Everyone else moves, I'm in the way to bump. Then reveal my manuever and barrel roll into a point blank shot with no return fire.

Totally off topic but, Ficklegreen, how does one do the ball modification. I've seen it everywhere but I have no Idea on how to make it. Links appreciated

here

Most ships are quite easy to do. The challenge with the jumpmaster is that its balance point is basically in he empty gap on he model.

if you find Xizor's range 1 ability to be restrictive, it's just a simple question of practice

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and remembering to not care if no one is going to shoot at you anyway

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Edited by ficklegreendice

I've had fantastic experiences with Guri. I know her pilot skill holds her back against some aces but the ship is fantastic. The star viper has some great stats and that focus at range 1 actually open up a lot of options. I usually throw VI, Autothrusters and Sensor Jammers on her. Makes her **** tough to hit while she usually gets some shots in. With the viper move dial flying circles around many of the ships is not hard. Really if Guri had a pilot skill of 7 or higher you'd probably see her a lot more in competition.

As OP may have noted, forget the generics.

They're pretty much like generic T-70's: expensive jousters outclassed by their unique comrades.

Guri's standard setup is:

  • Lone Wolf / Predator
  • Autothrusters
  • Virago
  • Sensor Jammer

Choice of EPT is usually related to the squad she gets into. Illicit is optional but Cloaking Device is your best bet. Either prey on generics or block aces.

Xizor's usually:

  • Veteran Instincts
  • Autothrusters
  • Virago
  • Fire-Control System

PS9 puts him on a good spot against Imperials. Otherwise, like mentioned, play him as you would Poe. Best chumps for effect are JM5Ks (if not available, TLT Ys are a good way to start). Illicit is a toss-up between Cloaking Device and Glitterstim, mostly preference. If you run him on a duo like you would run Guri, Lone Wolf instead of VI is amazing (but then go with Adv. Sensors).

Here is a Starviper list that is fun:

Xizor; (37)

VI, Virago, FCS, AT

Z-95 - Binary (18) x2

Guidance Chips, Concussion Missiles and Dead Man's Switch

Kirhraxz- Black Sun Ace (26)

Body Guard, Tracer Misslies, Guidance Chips

Fly Xizor and Black Sun Ace in formation, usually Ace in lead with Xizor in trail.

Fly the Z's straight at the opponents main weapon. You get one round of Misslies followed by a few of rounds of watching them run scared and afraid of shooting at the Z's. Lol

Ace is there to set up he alpha strike for the Z's and then to give green dice to Xizor and take his damage. Hopefully, leaving a fresh Starviper during the end game, and usually on someone's 6.

Couple of lists from me:

CHICKEN DENGURI

JumpMaster 5000: · Dengar (33)

Push The Limit (3)

Engine Upgrade (4)

K4 Security Droid (3)

· Punishing One (12)

Glitterstim (2)

Unhinged Astromech (1)

StarViper: · Guri (30)

· Lone Wolf (2)

Autothrusters (2)

· Virago (1)

Sensor Jammer (4)

Glitterstim (2)

SHENANNI MINDLINK

StarViper: · Guri (30)

Attanni Mindlink (1)

Autothrusters (2)

JumpMaster 5000: · Manaroo (27)

Attanni Mindlink (1)

K4 Security Droid (3)

Unhinged Astromech (1)

HWK-290: · Palob Godalhi (20)

Attanni Mindlink (1)

Twin Laser Turret (6)

· Dengar (3)

In the first one you can play around with Illicit upgrades. Cloaking is really good on Guri.

Second lost has 5 points to spare. You can put Accuracy corrector on Guri, Moldy Crow on Palob or ATL or Ion projector on Manaroo. As well as usual cloaking or glitterstim on anyone

Edited by Schyzo Kitty