Shipping and receiving

By Izikial, in X-Wing Squad Lists

I have been working on a list using quads. That gave me the idea of a shipping dock theme hence the yv-666 as its a moded cargo carrier and the bandit to fill points/act as a security guard

This is a fun list but would like some help finalizing especialy as my first build is 101 pts atm

Bossk 49

Cluster missile, fearless, guidence chips, zuckss, dengar, k3, scavenger Crain.

Jakku gunrunner 20

Pattern anylizer, inteligenc agent, space tug

Jakku gunrunner 20

Pattern anylizer, inteligenc agent, space tug

Binayre pirate 12

101

Thats the list and its 1pt over, pirate is there to rear guard bossk and abuse low agi ships. Bossk has a hard as nails alpha strike supported by the gunrunners tractorbeams. And the gunrunners are there to nuke the agi of high agi ships and put them out of position or offer some fire support to low to zero agi ships. I am tempted to swap salvage crain with rigged cargo for theme on bossk.

One possible change i like (but feel it makes the list weaker) is taking out 1 gunrunner and a pirate and putting in zuvio

Zuvio 30

Cluster mines, space tug, outlaw tech salvage crain, primed thruster/pattern analyzer

This means on the reverse i get a focused zuvio who can either tractor beam or barrel role to arc dodge and drop cluster mines hopefuly all that ends with a ship blowing up and replenishing my clusters.

Please help

I like what you're doing here, thematically and tactically. If you are looking to shave that one point, drop Fearlessness and put A Score To Settle on Bossk. Gives you the point and interacts well with Bossk's pilot ability.

Although, as always, I have reservations about using any YV, ha ha. But a pair of Quads might be just what they need. Please try this out and let us know how you fare!

This does seem like a fun list to fly. Although I am also hesitant on using the YV because of the dial but there obviously has to be something to even out the massive arc

Im hoping the gunrunners can fall back and cover its back using tractorbeams to pull people around and slow them down and punish people for trying to tail the yv

I love the idea, I've been looking for a list to try out my new quadjumpers. Last time didn't go very well (he oneshotted my cloaked quad at range 3 with zeta leader!!!). As for changes I agree with the above. Only problem is that bossk and his low agility will be taking those crits too. Also, hounds tooth does hard 3s all day, I don't know what you are worried about with the dial :P

I'd just cut 1 of the intel agents

I went for one less intel agent. I do get the reservations for the yv i find it verry hit or miss my self either it gets a kill and can spend time turning or it dosnt and gets swarmed. I would consider swaping to a shadow caster as it still has a smuggling style ship but its not quait as in theme to me

Please do let us know how it works for you!

I played a similar list today:

Bossk

- a score to settle, cluster missiles, guidance chimps, scavenger crane, zuckuss, dengar, Ketsu

Jakku gunrunner

- pattern analyser, space tug tractor array, Intel agent, inertial dampeners

Jakku gunrunner

- pattern analyser, space tug tractor array, Inertial dampeners

Binayre Pirate

- black market slicer tools

I have to say, bossk wrecks face. I played against a han Horton list and the cluster missiles did 9 damage in one turn killing han and scavenger craning it back. Twas amazing. I fortressedin one corner with all the obstacles clustered in that corner and basically waited for him to come to me. When he did, he got shot by 3 ships r1 plus cluster bossk Taking off han. Then I tractored Horton and got another 2 r1 shots and won. It was glorious and I loved the idea of the quads protecting bossk's flank.

1 hour ago, JD0GE said:

I played a similar list today:

Bossk

- a score to settle, cluster missiles, guidance chimps, scavenger crane, zuckuss, dengar, Ketsu

Jakku gunrunner

- pattern analyser, space tug tractor array, Intel agent, inertial dampeners

Jakku gunrunner

- pattern analyser, space tug tractor array, Inertial dampeners

Binayre Pirate

- black market slicer tools

I have to say, bossk wrecks face. I played against a han Horton list and the cluster missiles did 9 damage in one turn killing han and scavenger craning it back. Twas amazing. I fortressedin one corner with all the obstacles clustered in that corner and basically waited for him to come to me. When he did, he got shot by 3 ships r1 plus cluster bossk Taking off han. Then I tractored Horton and got another 2 r1 shots and won. It was glorious and I loved the idea of the quads protecting bossk's flank.

Cool glad to hear. Did the inertial dampeners help on the quads?

Ketsu is nice for the list but my thinking was spmething will either be infront of me and dead or miles behind me alive so i wont get to keep tractor beams to often.

With zuckuss and no k3 did you find the potential lack of target locks and hence no missiles after the first volly and issue?

I was thinking with fearless my front loaded damage could be 5 a volly letting me take out ships like k wings and jump masters in one go around. Does score to settle end up doing a good enoufh job?

I percive the main two bug bears for the list being multi large base ship list (as i cant move them around) witch is why i wanted the range to kill some of the weaker large base ships in a single volly. And swarms, Swarms are so infrequent i cant realy plan against them to much and i just hoping to alpher who ever there leader is and hold back with the rest so after they brake upon the yv the litte guys are healthy enough to help sweep.

Edited by Izikial
10 hours ago, Izikial said:

Cool glad to hear. Did the inertial dampeners help on the quads?

Ketsu is nice for the list but my thinking was spmething will either be infront of me and dead or miles behind me alive so i wont get to keep tractor beams to often.

With zuckuss and no k3 did you find the potential lack of target locks and hence no missiles after the first volly and issue?

I was thinking with fearless my front loaded damage could be 5 a volly letting me take out ships like k wings and jump masters in one go around. Does score to settle end up doing a good enoufh job?

I never used the inertial dampeners and i dont think theyre really worth it (ill drop them and ketsu for k4 sec droid, that way i can use zuckuss more frequently)

Ok, so i never used ketsu as the game was over in 4 rounds of shooting :P

Zuckuss never got used because i slaughtered han (1 evade dice rolled nothing each time). It might be an issue and i was thinking of droppibg the bmst for inspiring recruit on the second quad to help bossk further (can do 2 evade dice rerolls in the attack and still shoot them again turn after).

Score to settle was amazing as i used it in both cluster shots however, i think fearlessness might be a little better as you get the crit from guidance chimps anyway. Ill have to test but i like that it works in the 180 arc.

Edit: i also completely forgot intel agent and it meant the y wing got behind bossk (oops lol)

Edited by JD0GE
Adding stuff

Ok Great. Glad to hear some feed back. Im getting a few games in with the list on wednesday to see how it goes. I have only been x winging for 3 months so i expect to mess it up

Edited by Izikial

For the original list maybe drop fearlessness for trick shot .. my new fav 0 point ept

One verry probable match up for me wednesday will be assaj dengar. What do we think about taking the crain of bossk and putting an emp device on a gun runner? It will by me a turn to get dengar turned around a bit more. It will help me mess with swarms. And may end up letting me fly a k wing or some other such ship of the bord by 1 forward with the tractor beam and another 1 forward from ion tokens?

So a peratani list for my game. As you may expect form a tourny level list i lost but got about 50 pts of him. I did notice an issue with big ships and im tempted to make room for some emp.

I also got verry little use out of fearless although that could have been my bad playing. So i may swap that out.

I am very bad at blocking its always been a bad area for me. Part of why i built the list was to get better. But i did find the range one of space tug on a ship that moves first slightly hard

Changes i may make

Put an emp device and ion bombs on 1 quad jumper to emp a single Large ship for two turns.

I found the z to be meh so would remove and maybe exchange for the hounds tooth title and some more points on the quads (such as mentioned emp kit).

Im going to play it as is for now but ill keep things in mind

Was really intrigued by this list idea, I even went out and got a second tug for it. I made a few tweaks. Thoughts?

Shipping and Receiving (100)

Bossk (48) - YV-666
Calculation (1), Cluster Missiles (4), 4-LOM (1), Dengar (3), Outlaw Tech (2), Scavenger Crane (2), Guidance Chips (0)

Jakku Gunrunner (19) - Quadjumper
Pattern Analyzer (2), Spacetug Tractor Array (2)

Jakku Gunrunner (19) - Quadjumper
Pattern Analyzer (2), Spacetug Tractor Array (2)

Binayre Pirate (14) - Z-95 Headhunter
XX-23 S-Thread Tracers (1), Black Market Slicer Tools (1)

First off, I love BMST Zs. I thought I'd try the calculation/Bossk thing again with the Outlaw to fuel it. No Zuckuss so I can try and do it more than once. And still have the crane to get those missiles back.

the calc outlaw combo is realy nice acting as a sort of second guidence chips and letting you stall to counter a 5 k turn or similer move. And using the z's missle insted of a k4 is inventive.

My one concern is how your going to clear that stress. When you get stuck on that 3 turn circle you dont have much room for greens so even without zukkus your still not going to be able to re-lock (i supose withought greens you wont be k4ing anyway), do any more red manovers for outlaw, or get focus for calculation.

It dose i supose let you get two vollys if done right.

Target lock at range 3

Move to range 1-2 focus and unload and hopefuly kill

Stall free focus and lock from the z unload and hopefuly kill again.

I like were you went with it and think there is something in it. I dont get enough play time to hard core test it

2 hours ago, Izikial said:

I like were you went with it and think there is something in it. I dont get enough play time to hard core test it

Same here. I am going to try and bring it to my Friday night group. I'll let you know how it goes.

I realy need to get on vassle to test. Some amendments i have made to test things

Bossk

Remove k4, i found i didnt get enough greens in to make him worth it

Remove salvage crain, i strugled to get target locks later on so another missle volly didnt help

Add boba fett, i find some single upgrades can be devistating, palp, latts on assaj, torps form an extra munitions jump master. And removing them early on can make everything alot easyer

Add Burnout slam. We all know about the eternal hard 3 of the yv. With a burnout slam being able to 180 so you can re-engage seems strong i will have to test

Jakku runners

Remove intel agents, i found the intel agent had very little effect on my decisions and my ability to bump

Add an emp device to one. Big ships can be a real nightmear for the list as they dont mind losing 1 ag dice and cant be moved. The emp device lets me effectifly remove a large ship for a turn maybe more

Add ion bomb to the same one, the intended combo being emp device then next turn drop the ion bomb for two turns withought a big ship in play. Hopefuly leting it drop of the edge of the bord

Thats it so far. Im borderline on removing fearlessnes. I just need a suitable replacement. And i realy like the tracer thread on the z idea. But worry the enemy will avoid the attack and then i cant alpha with bossk. Although i supose with lower agi i should be able to hit

The more i think about rolotamasi's list the more it is growing on me

Edited by Izikial

Im looking for some more imput on the list. A few questions and possible solutions

Do we like the z95. Its a nice cheep rear guard, A blocker and 2 dice attacks arnt bad against 0 agi ships. Or do we trade it in to get better quads, split the diferance and go for the hounds tooth title Or do something make a better quad to baby sit bossk and make an ndru who can contribute to the alpha or fly solo to harry manaroo style ships?

What do you think i can do to help take down big ships? My alpha cant realy kill an asajj. So how do you think i should deal with it. Do the emp device ion bomb idea to give me time to get a second run at it? Or is there another idea?

So guys im back with an update. Im realy enjoying the list. I have flown various diferant versions in the last few months such as one with a plasma torp u boat and a thug y wing for a more consistant damage output.

But for theme and my own sadism i have ended up back with the yv

My curant build is

Bossk

Cluster missle, determination (played against kylo a bit and he shut me down hard), 4-lom, dengar, boba fett (may change for greedo), guidence chips and glitter stim.

I did love slavage crain as a concept but tended to only get 1 good volly of and having stim for that is better than the hope of a second one.

2* quad jumper

Intel agent, patern anylizer and space tug

Z-95

Nothing

A few hints i have learned from flying. The list

Tugs are suprisingly slow. They are much better cought in a brawl than chasing. Always try and get the oponant to make the first lunge. You want a round of rg 3 shooting then getting in with your tractors

Use intel agent on your possible tug targets. If they would end on a rock or with you out of arc from the tug then try and barrle roll out insted. Its not worth taking a rang 1 hit for 1 less agi on some one.

A rg 1 z hurts, a rg 3 z is hard to hurt. Try and be at one of these ranges at all times

12 pts isnt alot to lose. Try and block enemys or slow your own ships. The z maters least

Dont wast the z. Follow what i said befor but never give it away withought getting some thing

The yv is slow. Use that. Grind and self bump as much as you can to drag out more shots.

With the yv always bail same turn as your foe. This is tricky but if you can judge when the enemy is going to brake to line up new shots. Brake the same turn. If you both spend a turn the wrong way your yv has a chance to re-align unmolested

List obstacles

Big ships

If there expensive then get them to 0 ag and then use your cheep ships to get 9 dice on them. with the yv use basic shots idealy, only go full cluster if it is a key ship such as a kylo decimator. If there cheep they will probably be inefective and likely a blocker deal with them at your lessure but there normaly bait to stop you killing a key ship

Swarms

I find geting lined up for the first round and then stalling the yv and backing the quads lets the swarm get into rg 3 meaning you will take minimal hits. Then next turn displace a few into astoroids. Block a few and try to let the yv get as menay turns as possible. I find this a very luck based matchup in terms of dice

Bombers

Main foe hear is mirander and xxxx just stick her on rocks at all times. She is normaly expensive enough to be worth your two quads so tag team her onto asteroids at all times. Means no actions. And no tlt you can hose her if done well. Use your cluster missles and the z to handle the partner ship.

Loving the list and hope some others have had success with it

Edited by Izikial