Theorycraft: Kamakaze Scum

By AEIllingworth, in X-Wing Squad Lists

I am attempting to take advantage of the new FINAL SALVO rules, and in giving up on trying for MoV in favor of wins or "ties" I've decided to try to make Dead Man's Switch work.

Today I ran:

Kavil

Veteran Instincts

Autoblaster Turret

Bomb Loadout

"Genius"

Proton Bomb

Kaa'to Leeachos

Crack Shot

Xx-23 s-thread tracers

Guidance Chips

Dead Man's Switch

Binayre Pirate

Cluster Missiles

Guidance Chips

Dead Man's Switch

Binayre Pirate

Ion Pulse Missiles

Guidance Chips

Dead Man's Switch

Binayre Pirate

Dead Man's Switch

It did well against whisper/decimator, did not push enough damage for U-boats + party bus, and had a good match against 4x TIE advanced with title, targeting computer, and thread tracers each.

Is there anything I could do to tweak it a bit, or do I need to wait for Quadjumpers?

I'm playing with munitions, a bid, the named Z, and maybe an extra munitions on Kavil? Where should I try to prioritize points?

I've tried to make kamikaze lists with Z-Wing work before with no luck. Maybe I didn't try hard enough.

It is going to work so much better with Quadjumpers, it looks like they will have bomb and illicit to go with the cheap cost! In the meantime, VI Kavil with a Proton Bomb and Genius should move last or close to it, and if the face up card on one of your Zs is direct hit, the dead man switch immediately goes. In theory, you could do four damage AND a face up card to everyone in a zone, but I've never had a perfect set up. Crit +2 is plenty good enough to drop the bomb.

It is fun, but really different to fly. Focus the big ships down to about four or five health, and ignore the fragile ones unless you get a prime autoblaster opportunity. It's all about the blocks, Zs aren't going to hit interceptors anyway but you need to mob them so anytime one of your ships might die they need to worry about hurting themselves.

Edited by AEIllingworth