The Statts On Latts

By acidReign, in X-Wing

Sharing my recent play experience with what I feel is one of the strongest crew cards in the game, once wave 9 officially hits the meta, Latts Razzi crew:

When defending, you may remove 1 stress token from the attacker to add 1 evade result to your roll.

http://xwing-miniatures.wikia.com/wiki/Latts_Razzi_(Crew)

It is a 2 point scum crew card. With so many good scum crew cards, why is this one better? It's not entirely obvious, but the key is that it can be used every time when defending to add an evade, if your opponent has a stress to eat. To illustrate, lets take the example of a uboat with overclocked r4 firing a plasma torpedo at a ship with 2 agility (ex: assajj). Assajj tokens up and does a focus evade with PTL. The overclocked r4 leaves a stress on the uboat for Assajj to convert to an evade.

The probable results are:

0 damage - 23%

1 damage - 66%

2 damage - 10%

Pretty nice to eat a uboat torpedo and have a 90% of taking only one or two damage! 25% chance of nothing!

So, how does this card work over the course of a game? Well, ive played 12 games with latts on two different lists, one an Assajj + 2 TLT and the other Dengaroo with Latts on Manaroo. Here are the number of HPs saved by Latts in each of those games:

1 - 5

2 - 6

3 - 5-7?

4 - 4

5 - 2

6 - 6

7 - 0

8 - 7

9 - 11

10 - 7

11 - 5

12 - 0

59 HP saved in 12 games. An average of 5 HP saved per game. For a 2 point crew card. Also, I will toss out games 7 and 12. In game 7. I tabled my opponent so quickly there wasnt a chance for latts to play a part. Game 12 was last night against a very strong player in my local meta, who avoided shooting at latts, but lost 100 - 0 (mostly to very bad variance with his offensive dice). Taking these out I am up to 6 HP on average saved per game.

If you look at palp, he costs 8 points and lets say he saves an average of 3 HP on soontir in a game. That is worth about 45 points of HP saving for a cost of 8 squad points spent for palp. A 4.3x "return" on your 8 point palp investment.

Doing the same with Latts, she saves me 6 HP on my 45 point manaroo. Or, 6 HP on my 50 point Assajj. Each HP saved on manaroo/assajj is worth about 5 squad points (they have 9, 10 HP respectively), latts protecting me from about 35 squad points of damage over the course of a game. But, latts only costs 2 points to palp's 8, giving me a 17.5x "return" on my latts .

This bit of mathematical comparison, I am using palp just for his defensive ability to save HP on one ship. Palp is obviously not one third as good as latts, because he can be used for offense and also can use his power on other ships anywhere else on the board. Where, latts, only works on the ship she is on.

But, latts also has some other advantages. The options for playing against a list with latts are:

1. Ignore her and give your opponent 6 HP

2. Dont stress your ships. But, this effectively neuters many PTL ships to a single action. Not ideal. Some awesome ship builds downright suck if you cant stress them when shooting.

3 Attack the other parts of the latts squad first. Which, in my case is two TLTs or Dengar in dengaroo. Then the ship with latts is free to pound on you.

My point being here, that latts is a top tier card, probably the best in wave 9. It might be as good as palp or zuckuss in terms of the best crew cards in the game.

Agree? Disagree? What are your thoughts?

Interesting observations, now all she needs are good places to be put on. Shadowcasters seem like a good place to start, but I also am interested in what she brings to Agressor/YV-666 combos that look extremely attractive with IG-88 D crew.

Shhhhhhh, we don't want people to know how good Latts Razzi crew is. I don't want to fly against it. :)

It's the first good defensive crew card that Scum has, and it is quite good. Thanks for sharing your game data. My experience only comes from one game where my opponents Latts deflected 5 damage. The two pilots where I would like to try Latts crew are Bossk & Zuckuss. They both do large amounts of damage & Latts crew is the first realistic option that can keep them alive longer.

Sharing my recent play experience with what I feel is one of the strongest crew cards in the game, once wave 9 officially hits the meta, Latts Razzi crew:

When defending, you may remove 1 stress token from the attacker to add 1 evade result to your roll.

http://xwing-miniatures.wikia.com/wiki/Latts_Razzi_(Crew)

It is a 2 point scum crew card. With so many good scum crew cards, why is this one better? It's not entirely obvious, but the key is that it can be used every time when defending to add an evade, if your opponent has a stress to eat. To illustrate, lets take the example of a uboat with overclocked r4 firing a plasma torpedo at a ship with 2 agility (ex: assajj). Assajj tokens up and does a focus evade with PTL. The overclocked r4 leaves a stress on the uboat for Assajj to convert to an evade.

The probable results are:

0 damage - 23%

1 damage - 66%

2 damage - 10%

Pretty nice to eat a uboat torpedo and have a 90% of taking only one or two damage! 25% chance of nothing!

You can only use 1 evade token per effect.

FAQ pg5:

Focus, evade, and target lock tokens cannot be spent for their normal effect more than once during the "Modify Attack Dice" and "Modify Defense Dice" steps. For example, a ship cannot spend 2 evade tokens to add 2 evade results. However, a ship can spend more than 1 of each token on different effects, such as spending 1 focus token as the cost for Calculation and another focus token focus token for its inherent effect

But I do agree that Latts is a really powerful crew card. I think she will find her way on ships like Mist Hunter. Zuckuss taking an evade, plus adding evade from a stressed ship, could end up with multiple evades and actually not get totally wrecked by focus fire from multiple ships. Latts is also direct counter to Dengaroo and Party Bus since they have 10+ stress on them anyways. Weird that Scum get the cards to counter scum meta.

EDIT: My mistake, thought Latts added an evade result, even after I have read the **** thing 20 times, haha.

Edited by wurms

Sharing my recent play experience with what I feel is one of the strongest crew cards in the game, once wave 9 officially hits the meta, Latts Razzi crew:

When defending, you may remove 1 [/size] stress token from the attacker to add 1 [/size] evade result to your roll.[/size]

http://xwing-miniatures.wikia.com/wiki/Latts_Razzi_(Crew)

It is a 2 point scum crew card. With so many good scum crew cards, why is this one better? It's not entirely obvious, but the key is that it can be used every time when defending to add an evade, if your opponent has a stress to eat. To illustrate, lets take the example of a uboat with overclocked r4 firing a plasma torpedo at a ship with 2 agility (ex: assajj). Assajj tokens up and does a focus evade with PTL. The overclocked r4 leaves a stress on the uboat for Assajj to convert to an evade.

The probable results are:

0 damage - 23%

1 damage - 66%

2 damage - 10%

Pretty nice to eat a uboat torpedo and have a 90% of taking only one or two damage! 25% chance of nothing!

You can only use 1 evade token per effect.

FAQ pg5:

Focus, evade, and target lock tokens cannot be spent for their normal effect more than once during the "Modify Attack Dice" and "Modify Defense Dice" steps. For example, a ship cannot spend 2 evade tokens to add 2 evade results. However, a ship can spend more than 1 of each token on different effects, such as spending 1 focus token as the cost for Calculation and another focus token focus token for its inherent effect

But I do agree that Latts is a really powerful crew card. I think she will find her way on ships like Mist Hunter. Zuckuss taking an evade, plus adding evade from a stressed ship, could end up with multiple evades and actually not get totally wrecked by focus fire from multiple ships. Latts is also direct counter to Dengaroo and Party Bus since they have 10+ stress on them anyways. Weird that Scum get the cards to counter scum meta.

Edited by AEIllingworth

If scum ever get a 2 crew fighter like the shadowcaster... look out world. Scum is cursed with too many cool crew cards.

Sharing my recent play experience with what I feel is one of the strongest crew cards in the game, once wave 9 officially hits the meta, Latts Razzi crew:

When defending, you may remove 1 [/size] stress token from the attacker to add 1 [/size] evade result to your roll.[/size]

http://xwing-miniatures.wikia.com/wiki/Latts_Razzi_(Crew)

It is a 2 point scum crew card. With so many good scum crew cards, why is this one better? It's not entirely obvious, but the key is that it can be used every time when defending to add an evade, if your opponent has a stress to eat. To illustrate, lets take the example of a uboat with overclocked r4 firing a plasma torpedo at a ship with 2 agility (ex: assajj). Assajj tokens up and does a focus evade with PTL. The overclocked r4 leaves a stress on the uboat for Assajj to convert to an evade.

The probable results are:

0 damage - 23%

1 damage - 66%

2 damage - 10%

Pretty nice to eat a uboat torpedo and have a 90% of taking only one or two damage! 25% chance of nothing!

You can only use 1 evade token per effect.

FAQ pg5:

Focus, evade, and target lock tokens cannot be spent for their normal effect more than once during the "Modify Attack Dice" and "Modify Defense Dice" steps. For example, a ship cannot spend 2 evade tokens to add 2 evade results. However, a ship can spend more than 1 of each token on different effects, such as spending 1 focus token as the cost for Calculation and another focus token focus token for its inherent effect

But I do agree that Latts is a really powerful crew card. I think she will find her way on ships like Mist Hunter. Zuckuss taking an evade, plus adding evade from a stressed ship, could end up with multiple evades and actually not get totally wrecked by focus fire from multiple ships. Latts is also direct counter to Dengaroo and Party Bus since they have 10+ stress on them anyways. Weird that Scum get the cards to counter scum meta.

Thus has nothing to do with latts, why post this, all it does us confuse everyone.

Latts literally has nothing to do with evade tokens.

The only problem with latts crew is that I can't take her with latts pilot ;)

It's another good deterrent to ptl ships. But also means it's harder to use bmst which I feel is more useful. Taking less damage from aces doesn't mean much if you can't damage them back.

I always run asajj with latts crew, and I must say it's REALLY good. Consistently saves me 6-10 damage a game, and once it saved me 3 damage in just one round.

It's another good deterrent to ptl ships. But also means it's harder to use bmst which I feel is more useful. Taking less damage from aces doesn't mean much if you can't damage them back.

You always bmst before you latts, because latts occurs in the combat phase. I've never passed up a good bmst opportunity because I had latts.

Sharing my recent play experience with what I feel is one of the strongest crew cards in the game, once wave 9 officially hits the meta, Latts Razzi crew:

When defending, you may remove 1 [/size] stress token from the attacker to add 1 [/size] evade result to your roll.[/size]

http://xwing-miniatures.wikia.com/wiki/Latts_Razzi_(Crew)

It is a 2 point scum crew card. With so many good scum crew cards, why is this one better? It's not entirely obvious, but the key is that it can be used every time when defending to add an evade, if your opponent has a stress to eat. To illustrate, lets take the example of a uboat with overclocked r4 firing a plasma torpedo at a ship with 2 agility (ex: assajj). Assajj tokens up and does a focus evade with PTL. The overclocked r4 leaves a stress on the uboat for Assajj to convert to an evade.

The probable results are:

0 damage - 23%

1 damage - 66%

2 damage - 10%

Pretty nice to eat a uboat torpedo and have a 90% of taking only one or two damage! 25% chance of nothing!

So, how does this card work over the course of a game? Well, ive played 12 games with latts on two different lists, one an Assajj + 2 TLT and the other Dengaroo with Latts on Manaroo. Here are the number of HPs saved by Latts in each of those games:

1 - 5

2 - 6

3 - 5-7?

4 - 4

5 - 2

6 - 6

7 - 0

8 - 7

9 - 11

10 - 7

11 - 5

12 - 0

59 HP saved in 12 games. An average of 5 HP saved per game. For a 2 point crew card. Also, I will toss out games 7 and 12. In game 7. I tabled my opponent so quickly there wasnt a chance for latts to play a part. Game 12 was last night against a very strong player in my local meta, who avoided shooting at latts, but lost 100 - 0 (mostly to very bad variance with his offensive dice). Taking these out I am up to 6 HP on average saved per game.

If you look at palp, he costs 8 points and lets say he saves an average of 3 HP on soontir in a game. That is worth about 45 points of HP saving for a cost of 8 squad points spent for palp. A 4.3x "return" on your 8 point palp investment.

Doing the same with Latts, she saves me 6 HP on my 45 point manaroo. Or, 6 HP on my 50 point Assajj. Each HP saved on manaroo/assajj is worth about 5 squad points (they have 9, 10 HP respectively), latts protecting me from about 35 squad points of damage over the course of a game. But, latts only costs 2 points to palp's 8, giving me a 17.5x "return" on my latts .

This bit of mathematical comparison, I am using palp just for his defensive ability to save HP on one ship. Palp is obviously not one third as good as latts, because he can be used for offense and also can use his power on other ships anywhere else on the board. Where, latts, only works on the ship she is on.

But, latts also has some other advantages. The options for playing against a list with latts are:

1. Ignore her and give your opponent 6 HP

2. Dont stress your ships. But, this effectively neuters many PTL ships to a single action. Not ideal. Some awesome ship builds downright suck if you cant stress them when shooting.

3 Attack the other parts of the latts squad first. Which, in my case is two TLTs or Dengar in dengaroo. Then the ship with latts is free to pound on you.

My point being here, that latts is a top tier card, probably the best in wave 9. It might be as good as palp or zuckuss in terms of the best crew cards in the game.

Agree? Disagree? What are your thoughts?

What happened in that 12th game? Looks like he was able to prevent you from using Latts.

I knew this was going to be an OP card. lol.

These numbers are impressive, but they don't give us the full picture. This analysis ignores the effect of removing the stress token from the attacker. Without stress, it is easier for him to get a shot next turn, and allows him to take focus/TL to make his attack more effective.

Nevertheless, Latts is apparently a pretty good crew card.

I also wonder how it compares to sensor jammer. Both have a similar effect, if done very differently. Sensor jammer costs twice as much though.

I'd assume most games you'd get more mileage out of jammer than latts. No one really considers jammer to be OP though so at worst latts is 1 point undercosted.

I've been playing Latts/BMST in the Vassal League, download some of my logs if you want to see how games of it go. My last game vs Phildo, it was the difference between a 2 hull Asajj w/ crits on her that I would have had without Latts, and the 7 hull Asajj that I did have. It lets you fly a lot more aggressively.

What happened in that 12th game? Looks like he was able to prevent you from using Latts.

Yeah my opponent cursed himself by using my dice made from ewok blood. ;) 5 shots with 4 and 5 dice modified attacks against a Y wing, and the Y wing took 2 shields. Not a normal game.

Had this game proceeded with normal dice variation in the opening rounds, it probably would have been more than the +6 HP average for latts. The lothal rebel with 5+ stress on it and PTL dash should have been pounding on asajj in the end.

Makes me think, as people start avoiding latts by shooting at other parts of your list first, maybe you bring something that is equally annoying to shoot at? Like Dengar with r5p8?

These numbers are impressive, but they don't give us the full picture. This analysis ignores the effect of removing the stress token from the attacker. Without stress, it is easier for him to get a shot next turn, and allows him to take focus/TL to make his attack more effective.

Nevertheless, Latts is apparently a pretty good crew card.

Right, I was just looking at defensive HP you get for the amount of points spent on the card. You are correct, it opens up their dial the next round for sure. So in some cases its probably better to leave the attacker stressed than remove it for the evade.

I've been playing Latts/BMST in the Vassal League, download some of my logs if you want to see how games of it go. My last game vs Phildo, it was the difference between a 2 hull Asajj w/ crits on her that I would have had without Latts, and the 7 hull Asajj that I did have. It lets you fly a lot more aggressively.

Ill check them out, I saw the game vs phildo. Do you think latts has staying power on the order of zuckuss or palp?

I think it will be the "default" crew on manaroo in dengaroo builds. Seems better than gonk in terms of HP saved, and you dont need to use your action.