Shadow Caster Lists. Two to Try Out

By RStan, in X-Wing Squad Lists

I'm planning on trying out these two lists below in the next few sets of game nights and see how they do. They will both principally stay the same, but I'll tweak as I try them.

LIST #1: 99 pts

Ketsu Onyo - 49 pts

-VI

-Engine

-Dengar

-Shadow Caster

Kath Scarlet - 50 pts

-PTL

-Ion Cannon

-Engine

-Tail Gunner

Overall, I like the tractor stacking matched with Kath's rear arc. I believe having Ion Cannon for the front arc will be very nice to help setup ships for the follow turn beatdown. It will help not only setup Kath herself for her rear arc, but it can also help know where that ship will be for Ketsu lining up for tractor tokens. The main consideration I'm having is that I could swap VI & Engine on Ketsu for PTL & Gyro for better action economy, but I won't have any repositioning for Ketsu and other ships could dodge around her.

LIST #2: 98 pts

Asajj Ventress - 50 pts

-PTL

-Engine

-Latts Razzi

-Shadow Caster

-BMST

Trandoshan Slaver - 35 pts

-Zuckuss

-4-LOM

-Dengar

-Inertial Dampeners

Binayre Pirate - 13 pts

-BMST

Since seeing Ventress's ability and BMST, I knew I'd want at least one Binayre to accompany her that's a dedicated slicer. I've tried making lists with two, but found I couldn't add in enough firepower. So far I've found the Party Bus to provide me the best firepower within that point amount. The two extra points I have left over I'm not yet sure what to do with. I've thought of filling the mod slot of the Party Bus with either Anti Pursuit Lasers or Ion Projectors. I've thought of the last Illicit slot for Ventress as either Glitterstim or Inertial Dampeners or maybe Rigged Cargo Chute. Even considered Flechette Cannon for the Slaver at range 3 to apply more stress around the board as options for BMST and for Latts Razzi.

I'm pretty excited to try both of them. Thoughts and suggestions would be appreciated. I will update as I play games with what I've learned.

Edited by RStan

Be interested to hear how you get on with PTL/Ion on Kath.

I ran the following this evening:

Ketsu Onyo - 51 pts

-VI

-Engine

-Dengar

-Shadow Caster

-Glitterstim

Kath Scarlet - 49 pts

-Predator

-Engine

-Tail Gunner

-Glitterstim

Really enjoyed the list! Those agility debuff stacks are fun.

Yesterday I played this:

Asajj Ventress - 47 pts.

- Vi

- Black Market

- Shadow Caster

- Latts Razzi

- Rigged Cargo Chute

- Gyroscopic Targeting

Fenn Rau - 34 pts.

- PTL

- Concord Dawn

- Autothrusters

Binayre - 18 pts.

- Cluster Missiles

- Glitterstim

- Guidance Chips

I enjoyed a lot. Asajj habilities combined with Latts is so funny and the tractor beam on the title is very efective. I shot a viper successfully so then I assign a Tractor Beam token. With consequent barrrell roll I put the Viper on a stone and then I shot missiles with the Z95. The Viper dies.

Wath do you thing about the list?

I'd definitely try it out, but by looking at the list, you may have trouble with action economy on Ventress. With adding BMST and Rigged Cargo Chute, both of which use actions and you don't have PTL, you may have trouble getting those illicits in your actions during the game. You've kinda overloaded your actions available. Gyro helps with the mobile arc and Latts with a kinda evade token, but I don't think VI is the best choice for Asajj because that only bumps her to 8, which is a high contested area already where you pretty much have to get initiative to make VI worth it.

Thanks for the comments. About the actions overload, I don't think so. Rigged Cargo Chute is a one use illicit and BMST can only be used at range 1 and on a stressed ship so I don't see problems with the actions because RCC will be deployed on a determined moment and then will not be available and BMST will be used if the conditions succeed. I think these illicits are useful as deterrent

About VI, the idea is to use the title ability as best as possible, Tractor Beam will be more effective as much as ability it has. Wich Elite would you use instead of VI?

Thanks for the comments. About the actions overload, I don't think so. Rigged Cargo Chute is a one use illicit and BMST can only be used at range 1 and on a stressed ship so I don't see problems with the actions because RCC will be deployed on a determined moment and then will not be available and BMST will be used if the conditions succeed. I think these illicits are useful as deterrent

About VI, the idea is to use the title ability as best as possible, Tractor Beam will be more effective as much as ability it has. Wich Elite would you use instead of VI?

I've been mainly considering PTL for Asajj and have heard it's worked out well. Also to clarify, BMST is range 1-2.

Yesterday I played this:

Asajj Ventress - 47 pts.

- Vi

- Black Market

- Shadow Caster

- Latts Razzi

- Rigged Cargo Chute

- Gyroscopic Targeting

Fenn Rau - 34 pts.

- PTL

- Concord Dawn

- Autothrusters

Binayre - 18 pts.

- Cluster Missiles

- Glitterstim

- Guidance Chips

I enjoyed a lot. Asajj habilities combined with Latts is so funny and the tractor beam on the title is very efective. I shot a viper successfully so then I assign a Tractor Beam token. With consequent barrrell roll I put the Viper on a stone and then I shot missiles with the Z95. The Viper dies.

Wath do you thing about the list?

One thing I ran into last night: don't use Latts ability if you are going to die either way. No reason to strip a stress token for them. I was kind enough to inform my opponent but most people won't be so nice. :)

Also thought of this variation of Kath & Ketsu today

Kath Scarlet: 48 pts

-PTL

-Homing Missiles

-LRS

-Tail Gunner

-Slave 1

Ketsu Onyo: 51 pts

-VI

-Engine

-Dengar

-Shadow Caster

-Glitterstim

Recent topics and conversations came up about Ketsu not caring about racing forward and bumping into ships as long as they're in both primary and mobile arc. With that and so many x7 defenders on the tables recently, I figured helping that first turn damage push for Ketsu with Glitterstim making her even less action dependent and getting Kath more firepower on the first pass of shooting out of the front arc instead of the controlling Ion Cannon. Another advantage for the Homing Missiles besides not allowing evade tokens is that it doesn't cost a target lock, so hopefully I can keep it for the next turn, but I'll spend it when I think it's worth it. The big thing I miss out on is Engine on Kath. I'll be trying both variants more.

Edited by RStan

I havn't tried this yet. I am going to soon though

Asajj Ventress: 44

-Mindlink

-Ketsu Onyo

-BMST

-RCC

-Title

Manaroo: 33

-Mindlink

-K4

-Unhinged

-BMST

N'Dru: 23

-VI

-Homing

-GC

Total 100

Looks solid. I am itching to try Ketsu/IG88B.

Finally got in a game a piece with each of these types of lists. Nothing competitive, just casual games before our league starts back up.

First game, my Ketsu/Kath "alpha-ish" strike with kath having Homing Missiles/LRS went up against an Omega squad including Leader, Ace, Specialist, and Pilot. I started off focusing completely on taking out Omega Leader to not allow it late game. In the first engagement, Omega had its evade token, but my opponent didn't decide to target lock, instead barrel roll to get out of Kath's arc at range 3, which made sense until I planned on rushing up with Ketsu and bumped OL in my front arc which was also my mobile arc proccing her ability for that o-so-nice tractor beam token for that -1 agility and barrel rolling OL back into Kath's arc. Ketsu shot range 1 got damage through for another tractor token from shadow caster title and the Homing missile cleaned up OL from Kath. Very happy with those results. After that, I ended up prioritizing Omega Ace as Ketsu was out of shields quick and 2-3 crits was no fun. I got Kath with back arc after a single hit from Ketsu on Omega Ace which a crit got me a direct hit and killed Omega Ace before it could range 1 & 3 crit Ketsu 1-2 turns later. After that, it was a lot of flying around, with Omega Specialist (TIE/sf) actually did some work. My opponent eventually finished of Ketsu, but Kath was full health and took out Specialist for the win. Overall, Ketsu felt great and Kath with the alpha strike supports that initial run up by Ketsu for bump/tractor shenanigans instead of waiting for the back arc to come into effect to support Ketsu. I think I may have been able to move my mobile arc...once, maybe? It was primarily in the front since I had bumped often enough and went for defensive actions/engine run aways.

Second game, my Asajj/Slaver/SlicerZ build was going up against a NASTY Fenn Rau (PTL/AT/Title), Old Terry (Opportunist/AT), and Palob (Pred/IonTurret/ReconSp/MoldyCrow). I had a hard time thinking of who to attack first so I decided to setup the Z and Slaver in the right corner and super slow play it while Asajj started in the opposite corner pointing towards my right corner and zoomed over to join them. Was hoping that one of his ship would over extend and I could setup a kill box in my corner of the board to give the slaver plenty of room to move forward. First engagement, I had missed my opportunity with Asajj's ability, still learning. My opponent had Fenn Rau in range 1 of Asajj after a strong 3 bank in with a boost>push>focus. Luckily he rolled 2 hit, focus, and 2 blank to which I rolled 1 evade and used Latts to take his stress for only one damage. Latts doing work already. Old Terry was out of arc of Asajj and out of range of the Slaver and Palob only in range 3 of Asajj which that single dice didn't go through for Palob. The Slaver returned fire at Fenn Rau at range 2 and one shot him with a direct hit crit after he already used his focus on offense. A turn later after Old Terry put some shots into the Slaver via Opportunist. The Z sliced up that stress for a damage in the following turn, but was consequently one shotted by Old Terry as he was not amused by this. During that time, Asajj took a damage from Palob's Ion turret. I decided I was having none of that and immediately started to circle around and run away to get back with the Slaver while staying out of range 2 of Palob. Damage was exchanged a bit as the Slaver got a weapons failure crit and rushed past Old Terry after a full stop as Asajj got around to regroup and put a stress & shoot at Old Terry after another Opportunist which force him out of the fight for a bit in a corner. Palob at the same time put an Ion on the Slaver now and again, having none of that, it was time to kill Palob. Next turn I moved the slaver further forward close to Palob to make sure if I was going off the board, Palob was dying. I had also positioned Asajj to turn into Palob and got all the damage through I needed to take him before he could shoot at the slaver. Old Terry made it hard on me as it came down to the wire after he killed the slaver and Asajj was also low on health. Eventually Asajj finished off Old Terry. Latts definitely was a huge help in keeping Asajj alive from the PTL/Opportunist and Asajj ability dealing stress. I probably would've lost if it wasn't for extending Asajj's life with Latts' crew card. My opponent's list could probably do some tweaking, but man, Fenn Rau/Old Terry/Palob is scary.

I will hopefully have more results later as our local league gets started. Considered putting glitterstim and countermeasures on Ketsu instead of engine/inertial damps as I was bumping quite a lot and adding cards that supporting Ketsu being not action dependent would help. Although engine upgrade was VERY good for the shadow caster. I pulled an amazing get away on Asajj away from palob with a 3 turn between 3 asteroids/debris and a 1 bank boost around another. It's hard, but extremely satisfying to fly the shadow caster effectively.