Opportunist Zuckuss

By Stubby, in X-Wing Squad Lists

Zuckuss, Mist Hunter Title, Tractor beam, Fire Control System, Ketsu Onyo, Opportunist

Old Teroch, Concord Dawn Protector Title

IG-88B, Tractor Beam, Adaptability, Collision Detector

All have PS7. The idea is to shoot with IG-88B and if I miss I shoot the Tractor Beam.

Zuckuss uses Opportunist to throw 5 dice out. Ketsu Onyo keeps Tactor Beam Tokens on for next turn. Old Teroch becomes target priority and strips focus and evade for Zuckuss Opportunist.

Any thoughts? Intent is to use Zuckuss with Opportunist. The rest is malleable.

My only issue with this is that Ketsu is on Zuckuss. I feel like you're dumping a lot of points into Zuckuss for him to be in more of a support roll than your go to offensive guy. I understand your thinking. Lock TB and carry it over so next turn with your TL from FCS. Then you get to throw six dice at your target, with a TL and a focus, while the defender has a reduced agility. This is like you making a set in volley ball for the spike next turn. I feel like a lot could happen in that turn...

Maybe try:

G-1A Starfighter: · Zuckuss (28)

Opportunist (4)

Sensor Jammer (4)

K4 Security Droid (3)

Protectorate Starfighter: · Old Teroch (26)

Fearlessness (1)

Concord Dawn Protector (1)

HWK-290: · Palob Godalhi (20)

Veteran Instincts (1)

Twin Laser Turret (6)

Vectored Thrusters (2)

* Dengar (3)

I think sensor jammers will go a long ways towards extending Zuckuss's life. If you have Palob and Old Teroch stripping tokens, there's a much higher chance that sensor jammers will be triggered and remain a focus.

K4 becomes a slightly more expensive FCS. For Zuckus to have actions, he's going to have to utilize one of the five green manuevers each turn, which triggers K4. TL, Opportunist, and a Focus each turn? Sure. Why not. 5 dice most turns, 6 dice at R1. Now you have Palob and Old Teroch performing the set, and Zuckuss spiking it home the same turn.

Edited by janusgeminus

And it's with mentioning, Palob and Old Teroch are no pillow fisted support ships, like say a Manaroo often is. Palob is going to produce 2 hits most every round. Old Teroch is rolling 3 dice most turns, 4 plus 1 hit at range one. From a target priority perspective, I'm not sure who's more important to get rid of first. Palob would be the easiest, but then Zuckuss and Oldie should be blowing up anyone chasing Palob. Chasing a 3 agi ship can be a pain. Not having AT may hurt Oldie, but he still had pretty good defense, especially when there is a lack of focus tokens on the otherside of the table. Zuckuss is still only a 1 agi ship, but sensor jammers should reduce what creeps through because there is a lack of focus tokens.

Thanks for your excellent feedback!

I thought about Palob originally. But his points really started getting up there to the point where an IG-88 was comparable. I do like your choices though and I really didn’t consider TLT on Palob. I like the vectored thrusters on Palob to reposition him to get off his ability but I am not convinced of having Dengar on Palob. Since you have a point left over what do you think about pulling Dengar off and putting a Engine Upgrade on Zuckuss for better repositioning & trying to get him into R1? K4 means he is going to have to fly green manuveurs to get the target lock so he isn’t that maneuverable to start with.

Also…..Is Veteran Instincts going to really provide much help on Palob? I like Fearlessness on Old Teroch but what about swapping that and VI on Palob for Atanni Mindlink on the both of them? A free focus for Teroch would work at any range.

Engine upgrade on Zuckuss may be a good use of points. Definitely would give you the ability to close in on R1.

I only put VI on Palob to maintain the PS7 you had going on. Attaini mindlink is the only ept I've used on Palob. Mindlink usually works best on three or more ships, but you could get it to work on these two. You can use VT to make sure Palob is range 1-2. Then pull a focus triggering mindlink for him and Oldie. It would certainly generate some action economy. Definitely with some playtime.

In the case of switching out Dengar, engine upgrade may be the better use of points. I love Dengar on a TLT Dengar because of the rerolls. You never have need for a target lock and it triggers on both shots. Between Dengar and focus, I usually wind up with 3 hits each shot. Short of someone rolling three evades, Dengar Palob connects every shot.

I pulled off Dengar but then just saw that gaping hole on Palob with his unused Passenger slot……So I think if I pull off Vectored Thrusters (I do like that a lot though) and use Outlaw Tech then if Palob pulls a red maneuver he will trigger mindlink on Teroch for a stress and focus. This will allow Teroch to do a green maneuver that turn to clear the stress right away and still take an action.

Here is what I will try to make work in some friendly games:

Zuckuss (28), Opportunist (4), K4 Security Droid (3), Sensor Jammer (4), Engine Upgrade (4)

Old Teroch (26), Concord Title (1), Attanni Mind Link (1)

Palob Godhali (20), Attanni Mind Link (1), TLT (6), Outlaw Tech (2)

I will see how it works out in my next game.