Triple 8 A.K.A "No Fun Allowed"

By JoeyBriefcase, in X-Wing

Even the best laid plans of mice and men often go awry.

A lot of folks talk about control lists, usually employing their choice of stress, ion, or tractor beams and asteroids.

I have a list notorious among some of the local players that I initially called the Triple 8.

Carnor Jax- PTL, Hull, Autothrusters

Captain Kagi- Sensor Jammer

Inquisitor- Title, Prockets, PTL, Autothrusters

99 points

What we have here is multiple AOE's that deny actions and bait out boosts and barrel rolls. Captain Kagi is criminally underused considering how powerful his ability is. Omega Leader trying for your aces? Long range scanners got you down? Don't want an opponent to use M9-G8 to his general advantage? Kagi is there.

Usually, Kagi lasts 2-3 rounds, but in that time, Carnor gets free reign, and Inqy can use his prockets to punish. People also make the mistake of target locking Kagi, and then have their damage mitigated by sensor jammer, which changes a hit into a focus, and cannot be rerolled.

Carnor helps kill aces, or just scare them away. The reason I don't use stealth device is because of how fickle green dice are and I think I can get an extra round out of Carnor that way.

There's a lot going on with this list, but if you see any critical failings that I'm blind to, let me know. I love Carnor Jax and the Inquisitor, but I'm slighly worried with BMST around (Hopefully I can procket them into oblivion before Inqy gets wrecked) Thoughts?

Looks like you forgot VI Zetrik Strom. ;)

Looks like you forgot VI Zetrik Strom. ;)

Believe it or not, that version existed, but Inquisitor is nastier.

You made a list called No Fun Allowed and it doesn't include Omega Leader?

I am disappoint.

You made a list called No Fun Allowed and it doesn't include Omega Leader?

I am disappoint.

That version existed too ;)

I'd be inclined to drop the prockets for even more pain on Kagi: if you have the shuttle you have Rebel Captive. Fleet Officer's also usually handy: I'd wager we'd see a lot more of it if Palpatine stopped hogging all the seating space.

Looks very similar to a list I flew extensively in wave 7, and had a lot of success with (Something like five top 4 finishes at seven events)

Omega Leader (Juke, Comm Relay, Stealth Device)

Carnor Jax (VI, Title, Autothrusters, Hull Upgrade)

Kagi (Palpatine, Sensor Jammer)

VI Carnor is surprisingly effective, he ruins aces, and Phantoms especially won't like him. This version is also BMST-proof as there no stress-giving cards in the list. I was actually thinking about this list this morning, as I actually think it could still do quite well now there isn't a triple scout torpedo alpha to worry about.

Kagi isnt used because the shuttle just cant do a dang thing on its own. He's going to spend most of the game JUST soaking TLs because it takes forever to turn it around.

The ability is awesome. The ship is ass.

Lambda without electronic baffle is a slow, awkward ship. I imagine this list can be quite annoying, especially if well flown but getting out pilot skilled seems dangerous and getting black market sliced seems really bad. I'd be concerned fighting scum, especially since you have no palp to help protect against the anti green dice tech they have access to.

Looks like you forgot VI Zetrik Strom. ;)

Fortunately, with new crew options, he doesn't need it anymore! Because the problem for him is always been his damage output...

Looks very similar to a list I flew extensively in wave 7, and had a lot of success with (Something like five top 4 finishes at seven events)

Omega Leader (Juke, Comm Relay, Stealth Device)

Carnor Jax (VI, Title, Autothrusters, Hull Upgrade)

Kagi (Palpatine, Sensor Jammer)

VI Carnor is surprisingly effective, he ruins aces, and Phantoms especially won't like him. This version is also BMST-proof as there no stress-giving cards in the list. I was actually thinking about this list this morning, as I actually think it could still do quite well now there isn't a triple scout torpedo alpha to worry about.

The argument for VI is not particularly compelling to me. Jax does exactly the same thing with PTL. He doesn't need to move last to ruin an ace's day. And while I won't pretend that Slicers are not an issue (they certainly are, no question!), but with hull upgrade, Jax has a bit of breathing room against them. And PTL means he's better protected from return fire, which is considerably more of a problem for him then 'ruining an ace's day'.

I like this version the best:

Jax w/ PTL, title, thrusters & hull = 34

Strom w/ predator, title & ATC = 30

Kagi w/ Jammer, fleet officer & systems officer = 36

100

Now you could run prockets and VI on strom instead, but I don't think its really necessary. He bats cleanup here, so his Crit is going to count. And thanks to all their abilities, Strom and Jax have no fear rushing into range 1. In fact, they will all have focus and evade tokens, plus a TL for Strom thanks to Kagi's dynamic officer duo. And if you spread out a bit, there's no way an ace can dodge all their arcs, so unless they have palp they are in for some pain...

Edited by blade_mercurial

If you really want the stop having fun guys team, you can fit OL, Carnor, Zertik, and Dark Curse all in the same list...

If you really want the stop having fun guys team, you can fit OL, Carnor, Zertik, and Dark Curse all in the same list...

You're a bad man .

It's not just the move last part of having VI on Jax I found useful, with not relying on PTL you're also keeping the entire dial open and become less predictable as a result.

I'm not saying PTL isn't good on him; it quite clearly is. The ship flies a lot differently with VI, and it's probably more down to personal preference. I was able to make that work for me. I actually kept a record of my wins/losses for this list in the squadron builder app I use and I had 31 wins and 10 losses, I'd say that makes it fairly successful. I realise it's not to everyone's tastes though, and it also depends on what kinds of things you face more regularly.

I realise it's not to everyone's tastes though, and it also depends on what kinds of things you face more regularly.

I regularly face stuff that will blow up Jax in short order if he can't either a) barrel roll + boost out of danger or b) Focus + evade to hopefully survive the heavy fire he draws. Jax draws an incredible amount of aggro, and VI doesn't give him the protection he needs, imho.

And the open dial argument is not very compelling to me either. The entire Interceptor Dial plus one of either barrel roll OR boost does not result in any greater displacement than the green moves + barrel roll AND boost (in fact, its a bit smaller). Although I admit its harder to block in theory. However, VI only really matters against higher PS ships. And Jax is not afraid of them (except Han & Dengar). Against Soontir, for example, you just have to shove Jax right into his face and threaten the block. If he elludes it, no problem, Jax tails him for the rest of the game forcing him to use BR + boost or be denied tokens.

So to me, I just don't see any benefit to VI at all. But if you do, that's cool.

Edited by blade_mercurial

I think it's a play style thing that's all. It sounds as though you like to play him in more of a board denial role against high PS. I tend to use him as more of a predator, where he'll stay on the edge of the fight until diving in at an opportune moment, so it's very rare I find myself wishing I could boost and barrel roll on the same turn.

There have been a few times where I would have liked an extra token though, lol. ;)

Taking what you've all said, it sounds like i should cram fleet officer somewhere and shift points around. Sensor jammer is pretty mean when Kagi is target locked.