Tractor Beam Shenanigans

By Astech, in X-Wing Squad Lists

Tractor beams may just be the most powerful mechanic in the game of X-wing. Once the Quadjumper is released - with its Action:tractor somebody upgrade - it will be even more powerful. In the meantime, here's a list with an inordinate amount of damage-dealing potential:

PILOTS

Ketsu Onyo (49)
Lancer-class Pursuit Craft (38), Crack Shot (1), Dengar (3), Glitterstim (2), Shadow Caster (3), Gyroscopic Targeting (2)

Bossk (51)
YV-666 (35), Marksmanship (3), “Mangler” Cannon (4), Cluster Missiles (4), 4-LOM (1), Zuckuss (1), K4 Security Droid (3), Guidance Chips (0)

Totalling 100 points.

The idea is to joust with your opponent (regardless of who they are) and push for range 1 on the first round of combat with Ketsu, while Bossk remains at range 2 behind him. Ketsu dishes out one tractor token due to his ability (mobile arc set forwards), then attacks using Dengar, crack shot (and glitterstin if he doesn't have a focus token), to all but guarantee damage goes through. Shadowcaster Title deals a second tractor beam token to the same ship. Then Bossk attacks with cluster missiles, having tapped marksmanship as his action, and gaining a target lock with K4. Zuckuss and 4-LOM destroy the defenses of the target. Most ships in the game will be destroyed by this.

Even after that round, Bossk has his Mangler cannon and Ketsu is still out there, so its a dangerous list even after the alpha strike.

Edited by Astech

Nice idea in theory. Ketsu Onyo (I believe Ketsu's a 'she') pretty much has her mobile arc locked forwards and is a pretty good battering ram - playing like a sort of scum analogue to Captain Oicunn (albeit tractor tokens rather than damage).

Getting the range 1 shot isn't all that easy - it's not hard in practice to overshoot and collide - but that doesn't stop you tractoring someone and since bossk's lock is acquired even on an incomplete manoeuvre, that should be fine too.

The main problems I could see are:

  • Swarms - whoever you pick to whomp on is going home in bits, no questions. But even assuming you get two of them in the initial pass, you're probably going to be facing four or more ships on your tail in subsequent rounds. Ketsu can cope - stick the mobile arc backwards, focus, and get the hell out of dodge - but a stressed, especially stressed/ioned bossk is going to have trouble getting his nose around.
  • Agility 1/Agility 0 targets - Crack Shot, tractor tokens, and Zuckuss are all well and good, but a Double Decimator, Lothal Rebel or (once the upsilon comes out) Who's Afraid Of The Big Black Bat wasn't going to dodge the hit in the first place, and (the cluster missile burst aside) the actual damage potential of the squad isn't that high in the grand scheme of things.

Not saying it can't work - I'm sure it can - but those are the two squad archetypes it'll need a plan to deal with.

Good point. Ketsu is definitely a she - she's a friend of Sabine in Rebels.

Against swarms:

Imperial swarms are always Howlrunner and Co. Scum swarms aren't much of a problem until Light Scyk drops, and Rebel swarms rely on Biggs protection. Either way, once the key ship is gone, even if I've lost Ketsu or Bossk in the process (unlikely on combat turn 1), the remaining ship has a decent chance of finishing the match. There are certainly going to be unfavourable match ups (R4-D6 Biggs could wreck the whole plan), but dragging a swarm through the rocks will never end good for them.

Against AGI 0/1:

They are, with the exceptions of Fat Han and Chiraneau, far less maneuverable than Ketsu. Against arc-dodging aces, I'd use bossk (who is equally tanky yet worth significantly less points) and his wide arc to wear them down, while Ketsu takes away any agility they might have and deals additional damage.

I think the worst matchup for the list is against 2 Lothal Rebels and an Autoblaster Y-wing. It's very unlikely that they'd kill Ketsu or Bossk in a single turn, but after 2 turns one of them will be dead. 2 turns of fire from Bossk + Ketsu is probably enough to take down a Ghost (7 from cluster missiles + 3 from Ketsu, then 4 from Bossk and 3 from Ketsu). At the end of turn 2 I'd likely have 1 healthy and one dead ship against one remaining Lothal and a Y-wing. It's long odds of winning from there but if Ketsu happens to be the ship still alive, then arc-dodging might win the game.

I've become quite fond of TB craziness with Ketsu. I can see what you try to do with Bossk there, as he's certainly a beast and able to take a beating before going down.

Have been having some fun with this:

Ketsu Onyo - Veteran Instincts, Dengar, Shadowcaster Title and Engine Upgrade

Fenn Rau - Push the Limit, Concord Dawn Protector and Autothrusters

Binayre Pirate - Concussion Missiles and Guidance Chips

The idea, essentially, is for Ketsu to set up some great shots for Fenn to take advantage. And, of course, if she can occasionally make ships land on rocks or help with some handy repositioning so much the better.

I've also had a go with Gyroscoping Targeting, but I really missed that boost action. I really try to keep the mobile arc facing forward as a rule, although you're bound to have to shuffle it around for some pot shots.

The Pirate is a great blocker with a one off heavy punch for those that tend to forget him...

This gave me the best result in a tournament recently and I also enjoy flying it a lot (which helps).

2 turns of fire from Bossk + Ketsu is probably enough to take down a Ghost (7 from cluster missiles + 3 from Ketsu, then 4 from Bossk and 3 from Ketsu).

The basic principle is sound; pick one and whomp it. Saying that Ketsu is more maneuverable may be setting yourself up for disappointment, though - Firstly, she only generates spontaneous tractor tokens with arcs double-locked forwards, but also a tractor token only takes away agility, not bonus defence dice granted for any other reason (range, finn, obstructions)

Just noticed that you'd packed marksmanship - a very good call on Bossk, given his ability, but in that case, the Mangler cannon may not be all that big a deal (getting rid of range 3 dice is nice, but not all that vital). Not sure what I'd suggest spending the points on instead, though. Maybe a feedback array to protect his arse and a second illicit on Ketsu (Burnout SLAM can be kind of nice, especially since she doesn't actually have to be able to shoot to use her ability).

Imperial swarms are always Howlrunner and Co.

Not a bad assumption - although I'll be interested to see if a swarm of Strikers takes off at all, or Swarm Leader swarms.

I must admit I'm a bit weird - I use Youngster & Academy Pilots, almost precisely for this reason; Youngster can hand out bonuses from a safe(ish) range 3 of the fight, and the bonus is 'locked in' for the turn once used, even if youngster himself gets splashed.

Dragging a swarm through the rocks won't end well, but the problem will be if the enemy declines to chase after you and heads for your exit point. The Shadow Caster and (especially) the Hound's Tooth don't exactly do tight corners, so it's not like you can dodge and weave in amongst the rocks yourself.

I'd probably consider reversing your formation order with a swarm; Bossk is good, but lacking agility, repositioning ability, a K-turn, and rear weapons, he's a bad draw to face a handful of TIE fighters (or quadjumpers, or TIE/fos, or whatever) in an end-game fight. Ketsu, on the other hand, should be pretty good; a fast-moving, agility 2 target with the ability to evade every turn if needs be. So it's a case of figuring out how to trade Bossk for as much damage to the swarm as possible, possibly even at the expense of keeping Ketsu on the fringes of it at first.

How about replacing bossk with a hlc, tail gunner kath? The rear firing can fit well as round one you hlc something (preferably having been tractored) then next turn blast forwards and destroy something using the rear arc, that way both ships can run and still shoot whereas you opponent has to turn around, be it k turns or sloops etc, which kills the actions

Depends what you're after. Kath can generate 4 hits as easily as - possibly better than - Bossk, but doesn't have the crew capacity - Tailgunner is nice, but if the aim of the list was to punch through many green dice, losing Zuckus, 4-LOM and a K4 is a big blow to get it.