Shadowcaster, how are you building it and what are you flying it with

By Evil Doctor T, in X-Wing

Noooo, you absolutely want Ketsu to shoot before Rau. So VI over fearlessness in that build. The only quibble I have with that build, which I think looks very good, is that the 1 point initiative bid would be better spent pushing the PS1 Z95 up to the PS3 version. Or if staying at PS1 put feedback array and vector thrusters on it to become a blocker instead of the concussion missile.

Here is my build I've been flying with - the Z-95 often lives longer than I expected because everyone is always gunning after Fenn and Asajj. It's currently 4-0 in my local meta, and 2-1 in the first tourney I took it to. Asajj is basically an AC-130, the Z-95 is a blocker or allows me to funnel enemies into her mobile arc, and Fenn is a hardhitting flanker. So far it's taken down Oicunn-Whisper (BMST'd Whisper to death), Ghost/Fat Han, Partybus/Kavil/Y-Wings, Jake/Biggs/Kyle, and Nera+2AdvSens Bwings. Lost to Imperial A-Holes, but was able to fire off Advanced Protons in all but the Imperial aces game.

Asajj — Lancer-class Pursuit Craft 39

PTL 3

Dengar 3

BMST 1

Ship Total: 46

Fenn Rau — Protectorate Starfighter 28

Push the Limit 3

Autothrusters 2

Concord Dawn Protector 1

Advanced Proton Torpedoes 6

Ship Total: 40

Binayre Pirate — Z-95 Headhunter 12

Feedback Array 2

Ship Total: 14

100

Edited by JohnnyRicoPotatoes

N'Dru with VI, Cluster, Glit, GC

Ketsu with VI, Burnout Slam, Shadow Caster, Gyro Targeting

Then the last one is a toss up; I have 31 point to spend on a decent Zuckuss, Fenn Rau, or Old Terok. So the final guy would be 9 or 7 PS. I am leaning towards Old Terok just to pull tokens off the ships, but I am not sure how easy that would be to make happen. But the possibility of double Tractor beam on any given turn with N'Dru's sick Cluster missiles just makes me giddy.

Bossk (53)
YV-666 (35), Daredevil (3), “Mangler” Cannon (4), Latts Razzi (2), 4-LOM (1), K4 Security Droid (3), Black Market Slicer Tools (1), Engine Upgrade (4)

Asajj Ventress (47)

Lancer-class Pursuit Craft (37), Adaptability (0), Dengar (3), Black Market Slicer Tools (1), Rigged Cargo Chute (1), Shadow Caster (3), Gyroscopic Targeting (2)

Simple ventress, moves, focus, dengar for offense. Then stress the **** out of everything. Adaptability brings Asajj to Bossk PS, so he can benefit from tractor beam.

Bossk, the Shark, is boostin, daredevil'n "Serpentine! Son!" and just destroying everything in his path. Latts make him a bit more tanky too thanks to Asajj.

Seems fun :D

Edited by wurms

I was sad but not surprised to see that I was the only one who thought Tactician might be rad on Assajj. I was a big fan of Panic Attack and the Boba/Bossk Tactician stuff around Wave 7, two (or three) stress tokens is infinitely more valuable than one, after all. Maybe with a Boba or Bossk sporting Tactician in support?

Or maybe we're just at the point where Scum crew are so powerful that the once mighty Tactician doesn't even matter.

I was sad but not surprised to see that I was the only one who thought Tactician might be rad on Assajj. I was a big fan of Panic Attack and the Boba/Bossk Tactician stuff around Wave 7, two (or three) stress tokens is infinitely more valuable than one, after all. Maybe with a Boba or Bossk sporting Tactician in support?

Or maybe we're just at the point where Scum crew are so powerful that the once mighty Tactician doesn't even matter.

I've added Tactician to Ventress a couple of times, but never flown it. So many good options for that crew slot.

I was sad but not surprised to see that I was the only one who thought Tactician might be rad on Assajj. I was a big fan of Panic Attack and the Boba/Bossk Tactician stuff around Wave 7, two (or three) stress tokens is infinitely more valuable than one, after all. Maybe with a Boba or Bossk sporting Tactician in support?

Or maybe we're just at the point where Scum crew are so powerful that the once mighty Tactician doesn't even matter.

I hear you. I think Tactician is like, the second best option available, and would be stapled to the ship if it had two crew slots. The Dengar or K4 option just feels compulsory though, since a point intensive Ventress is indicative of a two ship list, and when we use that few ships, we are now trained to make sure our red dice perform as well as we can force them to.

Can't be rollin' blanks in a two ship list.

Gyroscope have actually one interesting point that Engine doesn't have:

Gyroscope can poke enemies.

Spin your arc before the incoming turn, can be a call for the enemy about your next move........or a bait.

I like it. And actually, she doesn't needs Engine, it is just an habit. If a PartyBus doesn't need an Engine Upgrade,then Asajj neither. To me.

partybus and assajj aren't even remotely the same class of ship

partybus is a cheapish (34 points; less than Asajj without upgrades) gun on wheels that just dices through defenses

Asajj deals in stress, which limits enemy manueverability, but costs a boatload of points. You give her engine to more easily outmanuever the enemy, i.e to not die, while you're leveraging her stress to run circles around them and eventually dice through their defenses

My point is that if you can keep in sight anyone with a Bus, you don't have any problem with a Shadowcaster.

And I don't think that you can really escape from any agile ship.

Escaping from agile ships is easy

Just bump em

If theyre ptl aces they cant even kturn to engage

If theyre stressed, escape is very easy since theyre more predictable

I'm considering partnering Ketsu Onyo with Kath Scarlet (99). Just a fun list to try and see what it can do.

Kath : PTL, Ion Cannon, Engine, Tail Gunner

Ketsu: VI, Engine, Dengar, Shadow Caster

Combo two tractor tokens and tail gunner and that's -3 agility. Only shoot Ion out the front arc with Kath to control for a killing blow next turn.