Latts and 2 ywings.

By frozenrock, in X-Wing Squad Lists

This list is just for fun. I want to focus around Latts lowering agility with target locks than having the Ys do most the damage. Any suggestions?

YV-666: · Latts Razzi (33)

· Experimental Interface (3)

· 4-LOM (1)

· "Gonk" (2)

Weapons Engineer (3)

Y-Wing: Syndicate Thug (18)

Plasma Torpedoes (3)

Extra Munitions (2)

Twin Laser Turret (6)

Guidance Chips (0)

Y-Wing: Syndicate Thug (18)

Plasma Torpedoes (3)

Extra Munitions (2)

Twin Laser Turret (6)

Guidance Chips (0)

Latts is 42pts and not doing much offense in your list. His TLs are lowering agility for 1 ship in ur list unless you split fire. Which means he is just shooting naked dice. Thugs TLing and getting plasmas off will be difficult in most matches.

Y-Wing: Syndicate Thug (18)

Twin Laser Turret (6)

R4 Agromech (2)

Y-Wing: · Kavil (24)

Twin Laser Turret (6)

R4 Agromech (2)

YV-666: · Latts Razzi (33)

Gunner (5)

· Bossk (2)

Tactician (2)

Latts for 1pt more. Moves and TL. Kavil fires first for 4 attack die. Latts uses ability. Good chance to damage aces. Latts then attacks rolling naked die. Gunner kicks in (or Latts does damage, win win for you) and then Bossk gives him a focus and another TL. He gets to attack with a focus and can use the TL for him, or save it for the Thug who fires next. As a bonus, at range 2 he just double stressed your opponent making TLTs even deadly. Now Latts ability is used twice per round, and he is stressing opponents, plus getting modded attacks himself.

You can drop r4 on the thug for overclocked, that will give you a point to change tactician to K4 so Latts is guaranteed a TL, even if blocked. Latts could essential just keep bumping into Kavil, getting a TL and protecting his range 1.

Thanks for the input!

Latts is 42pts and not doing much offense in your list. His TLs are lowering agility for 1 ship in ur list unless you split fire. Which means he is just shooting naked dice. Thugs TLing and getting plasmas off will be difficult in most matches.

Y-Wing: Syndicate Thug (18)

Twin Laser Turret (6)

R4 Agromech (2)

Y-Wing: · Kavil (24)

Twin Laser Turret (6)

R4 Agromech (2)

YV-666: · Latts Razzi (33)

Gunner (5)

· Bossk (2)

Tactician (2)

Latts for 1pt more. Moves and TL. Kavil fires first for 4 attack die. Latts uses ability. Good chance to damage aces. Latts then attacks rolling naked die. Gunner kicks in (or Latts does damage, win win for you) and then Bossk gives him a focus and another TL. He gets to attack with a focus and can use the TL for him, or save it for the Thug who fires next. As a bonus, at range 2 he just double stressed your opponent making TLTs even deadly. Now Latts ability is used twice per round, and he is stressing opponents, plus getting modded attacks himself.

You can drop r4 on the thug for overclocked, that will give you a point to change tactician to K4 so Latts is guaranteed a TL, even if blocked. Latts could essential just keep bumping into Kavil, getting a TL and protecting his range 1.

This is such an eye opener! I just learned something! Ty!

You are relying on missing with your naked 3 dice attack to trigger all that goodness. I would go with the K4 to keep the TL's coming, but the stress is useful for aces.

You are relying on missing with your naked 3 dice attack to trigger all that goodness. I would go with the K4 to keep the TL's coming, but the stress is useful for aces.

Yeah, been flying Latts many many times in the last couple weeks and prefer him with K4 cuz he can bump and get his TL, and it slows his movement. But with TLTs, I would go with tactician because a stressed ship will have a hard time getting into their range 1 and TLT are more reliable to hit. Most good ace flyers wont ever get caught in range 2 anyhow, but just having tactician will make them think about it and make them waste actions getting out of arc and/or range 2 benefitting the TLTs attack. Tactician creates another danger zone. Without it, range 2 is somewhat of a safety zone for your opponent. Only negative is no range bonus. With tactician, only range 3 is safe. Range 1 is 4 dice, win. Range 2, damage is always good, so your opponent can take 1 stress and some damage, or risk 2 stress and trying to evade a second attack. Win win, I say. Range 3, more likely to trigger gunner bossk, more attempts to strip tokens, good for your other ships.

Weapons engineer gets double the latts, double the fun! Also can help the naked dice issue when needed.

Edited by thebrettski

I like latts with weapon engineer, k4 and dengar if I can afford it, at 41 points it is a bit expensive though, but hits hard and gets the 2 target locks on a green.

Just waiting for the fang fighters for some cheap damage dealers to go with her