Asajj winning list

By muribundi, in X-Wing Squad Lists

I decided to share my Asajj - Jumpmaster list.

I'm currently 11-1 with this list. I lost the first one and then won 11 in a row, 4 practice and 7 in small tournament . tournament have been 3-1 and 4-0.

For the 3-1 tournament I used this:

Contracted Scout (25)
Push the Limit (3)
Extra Munitions (2)
Plasma Torpedoes (3)
Dengar (3)
Unhinged Astromech (1)
Guidance Chips (0)
Punishing One (12)
Asajj Ventress (37)
Push the Limit (3)
K4 Security Droid (3)
Black Market Slicer Tools (1)
Engine Upgrade (4)
Shadow Caster (3)
Total: 100

I did not like the title at all, it do nothing in a two ship build. You have to attack in your mobile arc, hit and your second ship have to be in able to attack this ship. This force you to wrongfully choose target. But this tournament shown me that having virtually 3 actions each ship is huge, and the Shadow Caster is really insane at getting rid of stress.

So I toyed with the list and changed to that for the second tournament:

Contracted Scout (25)
Push the Limit (3)
Extra Munitions (2)
Proton Torpedoes (4)
Dengar (3)
Unhinged Astromech (1)
Black Market Slicer Tools (1)
Guidance Chips (0)
Punishing One (12)
Asajj Ventress (37)
Push the Limit (3)
K4 Security Droid (3)
Burnout SLAM (1)
Black Market Slicer Tools (1)
Engine Upgrade (4)
Total: 100

By removing the title, I could free point to change to the Proton Torpedo, making Ordnance Attack with a Focus better and adding the second Black Market Slicer Tools to guarantee a ship would be in range to use it when needed.

I've won against different build with the list. 3 aces empire, Stress Bot rebel, other scum build. Rey Falcon. Did not try against Dangaroo or 2 aces Palp, but I'm confidant the build as what it need to win against.

The build can be played agressively against higher pilot or control arc dodge against low pilot. Yes some of your move will be predictable, but the ship do really huge movement, and with Barrel Roll and Boost, the opponent is never certain where you will land.

The goal is to circle around, starting with the Jumpmaster always on the right and the Shadow Caster on the left or right, because it can circle as he wish. Dengar crew is the MVP with everyone running named pilot.

Because of push the limit, moving the mobile arc is not a problem, but it does not need to be always done. This ask for a bit of improvisation and to know potential of other list to plan where the higher pilot will normaly land.

When playing, to keep your next turn option open, you have to remember that Push the Limit is not a must do. With the K4 or Dengar you already have an action, so sometime you just decide to do one action. Focus + Dengar or Focus + Target Lock is more then enough. Even for the Proton Rocket, through Guidance Chip and Dengar and the Eye in Crit Proton Effect, you nearly always do 2 Hit 2 Crit with them with only the Target Lock to launch them.

I played 3 times against stress bot, and they are not doing what they thought... first you can remove stress really fast and through K4 and Dengar you still have an action, you also still apply your own Asajj stress.

Sure the list would probably have a harder time against swarm and BBBBZ list, but I don't see them anymore in my meta.

If anyone try the list, suggestion are welcome, I could not list all the subtlety of playing this list that reward knowing what the ship of the opponent will do.

I don't see how this would perform will against most Palp Aces -- even with the stress mechanics, I'm not sure you're throwing enough dice to burn through aces. And, if one is going to suggest "superior flying," the same could be considered when up against a veteran Palp Ace player.

Also, I think a Dash/VCX list, which are popular, would give this an extremely hard time.

I don't hate it, mind, but that's a lot of points on a Contracted Scout.

I've beaten Dash/Vcx one time. It is only one time, so who knows what it means, but there is nothing special in Dash that make me fear it. The Shadow Caster can hold it's own with the evade, and if Dash ever use Push the Limit he better not end up in mobile arc. For the VCX, without a Phantom, he is easy to arc dodge. It is a good list, but nothing in it make it auto win. For the PalpAce I already said I have no idea how it would behave. But an Inquisitor can die really fast of not careful against double BMST.

And yes fly better is an argument... The skill level of opponent is really important in this game. And some list reward fly skill more then other.

Edited by muribundi