Scum 3 ships, is the protectorate réally awesome ?

By bayushi0, in X-Wing Squad Lists

In my country we do not have the 9th wave, but still it is interesting to be ready for it :)

I have used with a lot of good results this old list (and I was thinking ing replacing 4LOM by a Protectorate).

I think Fenn Rau seems very effective "statically", but in the sa me time I do not think his abilitie will serve à lot (hé will from too far the first Target).

So basically the idea is to have 3 targets hard to decide to focus on for my opponent:

That's why I choose the Old Teroch (and hé could be far away more dangerous even for Dengaroo, Sountir and ordonance ships...

Kavil (30) - Y-Wing

Veteran Instincts (1), Blaster Turret (4), Unhinged Astromech (1)

Tel Trevura (38) - JumpMaster 5000

Deadeye (1), Extra Munitions (2), Plasma Torpedoes (3), Boba Fett (1), Overclocked R4 (1), Guidance Chips (0)

Old Teroch (30) - Protectorate Starfighter

Veteran Instincts (1), Concord Dawn Protector (1), Autothrusters (2)

What's your opinion?

Having used the fang fighter on VASSAL a few times now, I can safely say that it is EXACTLY the same as a TIE interceptor. Don't let the title fool you into thinking that it is a ship that actually WANTS to be in Range 1 of enemy fighters all the time.

Having said that, its OKAY to get into range 1 of a single enemy (maybe more if you have higher PS than the opponent and a good chance of destroying something before it shoots). But generally, even with the title, a range 1 shot from enemy will likely sneak some damage passed your defenses, and the fang fighter is quite susceptible to crits (higher chances of those at Range 1).

Anyway, I think your list is not bad, but due to the fact that the fang fighter flies and succeeds much like a TIE interceptor, you really want to get Push the Limit on it. My suggestion is to either drop Tel for a cheaper Pilot (such as Manaroo or even Contracted Scout) in order to afford Push the Limit on Old Teroch (or even upgrade him to Fenn Rau).

Regardless of whether you take this advice, I STRONGLY recommend you do NOT use Veteran Instincts + Blaster turret on Kavil. In order to use blaster turret, Kavil needs at least one of: predator, push the limit and/or R4 agromech (can also go with Overclocked Agromech IF you do not take push the limit). The reason for this is because you will have no way to modify his shots with VI, and therefore, his damage will be pitiful for his points. Alternatively, you could take a dorsal turret on him----its a point cheaper and although rolls one less die at Range 2, if you can trigger Kavil's ability, its not terrible...

Thanks Blade-Mercurial,

The advice were good.

In order to faire before the normal scouts I préfèr to keep Manaroo.

So for Kavil I to ok the option of the R4 AGromech.

The advantage of Manaroo is That she Will be able to give him the focus some Time.

So hère with some modifications.

Los Tres C (100)

Kavil (30) - Y-Wing

Adaptability (0), Blaster Turret (4), R4 Agromech (2)

Fenn Rau (34) - Protectorate Starfighter

Push The Limit (3), Concord Dawn Protector (1), Autothrusters (2)

Manaroo (36) - JumpMaster 5000

Deadeye (1), Extra Munitions (2), Proton Torpedoes (4), Boba Fett (1), Overclocked R4 (1)

Alternatively, you could take a dorsal turret on him----its a point cheaper and although rolls one less die at Range 2, if you can trigger Kavil's ability, its not terrible...

One less die at Range 2, but (!) you can have a Focus or Target Lock to modify your dice instead of spending it just to fire the darn thing.

IMO protectorate title is not worth buying it, because it is really har to trigger it on. Usually better take smth else, maybe ion turret on kavil to have better chances landing it and shooting your opponent. Or take other astromech and pick tlt (kavil's ability helps with t-70 autothruster- when u hit 3 dice, it cant dodge even with at).

Kavil (30) - Y-Wing

Adaptability (0), Blaster Turret (4), R4 Agromech (2)

I dont think the blaster turret aggromech combo works anymore following the last FAQ. It was caught up as part of (what we assume to be) the agromech nerf for scouts.

Target locks acquired using R4 Agromech’s ability may be used during that attack.

If a ship equipped with R4 Agromech is attacking with a secondary weapon that requires the ship to spend a focus token (such as a Blaster Turret or any weapon used with Deadeye), that ship cannot acquire a target lock on the defender because the enemy ship becomes the defender after the cost for the attack is paid. See "Timing Chart for Performing an Attack" on page 6.

I am currently testing kavil with agromech and TLT to get 2 modified 4 dice TLT shots but obviously this requires you to find 2 points somewhere else in the list. Alternatively you could swap down to a dorsal turret and save a point to spend somewhere else.