Kath and Ketsu - Worth a shot at Regionals?

By LegionThree, in X-Wing Squad Lists

Ok, heres the quick and dirty. Kath takes a TL round one on the biggest threat. Ketsu gets thrown straight into the mix hopefully lowering someones agility with his ability and possibly gets a block on a hard to catch target. Kath gets the TL + focus missile shot off and turns out, if you have a decent rear arc shot token up if not slam out and grab another TL. Repeat as necessary.

Kath Scarlet (Scum) — Firespray-31 38

Veteran Instincts 1

4-LOM 1

Homing Missiles 5

Burnout SLAM 1

Extra Munitions 2

Long-Range Scanners 0

Slave I 0

Ship Total: 48

Ketsu Onyo — Lancer-class Pursuit Craft 38

Fearlessness 1

K4 Security Droid 3

Black Market Slicer Tools 1

Glitterstim 2

Countermeasures 3

Shadow Caster 3

Ship Total: 51

The biggest issues I have are mobile PS 9's and the fact that Kaths ability wont trigger often unless someones chasing her. Also fearlessness on Ketsu could be traded for VI to possibly double up on tractor tokens before Kath shoots.

Kath may get traded for Boba Fett to leverage the RR's he provides, I'm unsure if the PS bump negates the ability to get 5 dice out the back after the missile pass.

Edited by LegionThree

I've had success with Kath and Ketsu combo. I have primarily the same build idea with LRS and homing missile, although I don't take extra munitions. Few things I've learned from the upgrades I have different from yours.

Tail Gunner is extremely helpful on Kath. At worst at range 3, you negate the extra range dice and you're still rolling 4 dice against them. I can see the help 4LOM gives you on both arcs and for one less point.

Engine upgrade and VI on Ketsu has saved her SO MANY TIMES. I can't say enough how much of an advantage I have with engine and VI. Both offensive, defensive and support with her ability.

Overall, I think it can work well. I haven't had the chance to try it against many top tier lists, but anything that relies on defense dice and/or evade tokens should be a win. Large ships can be hard to chew through, but I've done it. Hardest matchups will be 2 VCXs + Ywing, Dengaroo (hard to fight overall) and 4 Ywing TLT. Just try variations of upgrades and see what works for you and practice flying that Shadowcaster. Takes a bit to get used to.

Edited by RStan

I agree with the above sentiment, that VI on Ketsu makes a lot of sense. I don't see the point of VI on Kath though. With no repositional ability on Kath, a savvy player with a high PS arc-dodger will avoid her arc regardless of who moves first/last. Besides, high PS arc-dodgers are less common now, so PS 7 Kath is in a decent spot.

Once hot-shot co-pilot comes out, there will probably be another PS race with Han and RAC becoming terrors on the board again, but VI on Kath is unlikely to help in that matchup neither. Personally, I would go with crackshot on her instead.

Edited by blade_mercurial

Once hot-shot co-pilot comes out ...

It's out. It just wasn't legal for Worlds. I believe that it is legal for the regional tournaments that start this weekend.

VI on Katy is really only there to help you choose when to use your burnout slam. Maybe your in a bad spot and need to bug out ram into someone to avoid the shots. 9 let's you do that after Inquisitor/defenders/corran/Miranda types. Post that it really doesn't much for you as you noted.

I'm not sure if I want to keep counter measures or go back to engine. I think that either way I'll stay at 7 just to try and use Ketsu as a blocker to get in grab actions and get bumped on the above listed pilots.

I'm hoping to get a few vassal games in before the weekend, I ran boba/dengar Ketsu for a while do I feel fairly comfortable with both ships just not with the interactions.

I agree with the above sentiment, that VI on Ketsu makes a lot of sense. I don't see the point of VI on Kath though. With no repositional ability on Kath, a savvy player with a high PS arc-dodger will avoid her arc regardless of who moves first/last. Besides, high PS arc-dodgers are less common now, so PS 7 Kath is in a decent spot.

Once hot-shot co-pilot comes out, there will probably be another PS race with Han and RAC becoming terrors on the board again, but VI on Kath is unlikely to help in that matchup neither. Personally, I would go with crackshot on her instead.

I personally use VI on Kath because I have her Illicit slot as Inertial Dampeners which is definitely a higher PS advantage. With that being the only reposition ability though and only once per game, I could see Fearlessness as another great option. It has been a help in the activation phase though to allow me to choose which one I want to activate first since the Shadowcaster is a tricky ship to fly already and forcing Kath to move first could cause issues. It's probably more of a beginner thing to the list and I could try Kath at 7 when I'm more used to the Shadowcaster.

Edited by RStan