Least useful ship in the game and why?

By Bojanglez, in X-Wing

so, I have tried a few different lists using the quadjumper and still find it more than a bit underwhelming but I keep on trying with it anyway, hoping to find a convincing and effective combo. After another spanking last night, it made me realize that I have a habit of trying to make ships that I can't make work, work - yes, I'm looking at you, TIE Punisher - which in turn got me to wondering which ships the community found least useful from each faction, and what about it makes you feel that way.

Rebels - B-Wing. I have struggled to find a place or use for this thing and it feels outclassed by something else in almost every way.

Imperials - the TIE Punisher. As with all of these, it could just be the way that I fly it, but I have yet to have enough success (or defeats at it's hands) to think of it as anything other than a bloated Bomber.

Scum - Quadjumper. It's just too fragile and doesn't work well enough as a decoy nor as a support ship.

Curious what you guys can't get good mileage out of and why.

10 minutes ago, Bojanglez said:

Scum - Quadjumper. It's just too fragile and doesn't work well enough as a decoy nor as a support ship..

I haven't played with the Quadjumper much but I don't think it's in a bad place. Two agility and 5 hit points isn't bad. It has a reasonably good dial and is the cheapest way to get a Scum crew slot on the table.

I think the problem people fall into the Quadjumper is that they take a cheap ship and load it up with a bunch of toys. They end up with something that is coming in at closer to 30 points than it is to 20. At that point the durability of the Quadjumper starts to be an issue. Keep it lean, keep it cheap, and it does a decent job.

Zuvio is the pilot I think a lot of people were excited about but he just strikes me as a trap.

Edited by WWHSD

HWK. It's largely an internal bias due to my love of Dark Forces, but that thing enrages me whenever I consider playing it.

12 minutes ago, Bojanglez said:

so, I have tried a few different lists using the quadjumper and still find it more than a bit underwhelming but I keep on trying with it anyway, hoping to find a convincing and effective combo. After another spanking last night, it made me realize that I have a habit of trying to make ships that I can't make work, work - yes, I'm looking at you, TIE Punisher - which in turn got me to wondering which ships the community found least useful from each faction, and what about it makes you feel that way.

Rebels - B-Wing. I have struggled to find a place or use for this thing and it feels outclassed by something else in almost every way.

Imperials - the TIE Punisher. As with all of these, it could just be the way that I fly it, but I have yet to have enough success (or defeats at it's hands) to think of it as anything other than a bloated Bomber.

Scum - Quadjumper. It's just too fragile and doesn't work well enough as a decoy nor as a support ship.

Curious what you guys can't get good mileage out of and why.

The quadjumper is better than the kihraxz

Rebels: Any X wing not named Biggs.

Other factions: I don't care about them.

HWK290, Rebels.

I found the 17 points Gunrunners as the best Quadjumpers.

But yes, I will try a fully loaded Zuvio into a "Zunnaroo" soon.

1 hour ago, Cerve said:

I found the 17 points Gunrunners as the best Quadjumpers.

But yes, I will try a fully loaded Zuvio into a "Zunnaroo" soon.

I suspect that the Gunrunner and Sarco Plank will be the Quadjumpers that see the most use after things shake out. Sarco's ability initially seemed the weakest of the bunch but it is really growing on me. It doesn't take any extra points to get something out of and helps the Quadjumper stay alive a little longer. On top of that, Sarco is the cheapest Quadjumper with an EPT slot and I think his PS5 is great for a Quadjumper. Against low PS generics he can operate as a bit of an arc dodger while against higher PS ships he can aim for where they were last round to get a tractor token on them.

Edited by WWHSD
1 hour ago, LunarSol said:

HWK. It's largely an internal bias due to my love of Dark Forces, but that thing enrages me whenever I consider playing it.

An HWK list won the vegas regional Saturday.

48 minutes ago, Stefan said:

HWK290, Rebels.

See above quote about a rebel HWK winning the vegas regional.

1 hour ago, Bojanglez said:

so, I have tried a few different lists using the quadjumper and still find it more than a bit underwhelming but I keep on trying with it anyway, hoping to find a convincing and effective combo. After another spanking last night, it made me realize that I have a habit of trying to make ships that I can't make work, work - yes, I'm looking at you, TIE Punisher - which in turn got me to wondering which ships the community found least useful from each faction, and what about it makes you feel that way.

Rebels - B-Wing. I have struggled to find a place or use for this thing and it feels outclassed by something else in almost every way.

Imperials - the TIE Punisher. As with all of these, it could just be the way that I fly it, but I have yet to have enough success (or defeats at it's hands) to think of it as anything other than a bloated Bomber.

Scum - Quadjumper. It's just too fragile and doesn't work well enough as a decoy nor as a support ship.

Curious what you guys can't get good mileage out of and why.

B-wing still have a place but the meta is not where the B-wings would like to be. B-wings love the old Wave 3 meta before the arrival of super arc dodgers with the pre-nerf whisper and all the maneuver power creep. Back then with the limited selection of maneuvers and the only reversal maneuver was the K-turn and list with high ship counts did better and destroyed large superfortress ships like Han, if was common for all the ships to crowd somewhere in the middle and not move (sort of like a 40K assault phase). B-wings love that because of their low-speed maneuver dials and high firepower and hit point count.

Imperials, yeah the TIE Punisher doesn't fit the point efficiency of a TIE tank not in the same way as the TIE Defender does. That 1 agility really hurts the TIE Punisher and it doesn't have the upgrade slots to make it a torpedo boat the same way contracted scouts were (before all the nerfs). TIE Punisher is also on my list.

Quadjumper isn't that bad of a ship but the problem is that it functions in such a way that is far different than other ships it is hard to get used to it. It is like which is better in a dogfight? A F-16 or an AH-64 Apache. Well that might be the big problem as AH-64 is a air to ground role and X-wing has no ground to speak of. SO trying to fly a helo in air to air combat is difficult. People are still trying to work out all the lateral maneuverability it has. Its a slow roller, but it doesn't have any guns to roll with. Needs a cannon or something.

So I agree with half your list. If I were to chose the worst ship in each faction I think I would start with the HWK-290 for rebels. The focus token passing and pilot skill buff isn't as good since there are many other ways of adjusting your pilot skill, and if swarms and contracted scout taught us one thing pilot skill doesn't always win. For some list it is vital but not all lists.

I agree with TIE Punishers for the Imperials. They need to make a system slot that helps torpedoes be able to select their target at the start of the combat phase. Would also help the B-wing too.

For Scum it is a toss up, I don't think the QJ has been around and I still think the Scyk is having too many issues even with the upcoming fix. But who knows the fix might work out for the little ship. So the Kihrax is my pick fo that list. It doesn't have any "Bigg" type pilots which will make it good in any meta. The TLT and torpedo heavy met really hurts Talonbane, but then again Cobra wasn't doing that well against Outrider HLC too.

The Hawk might not have a place for most of us in a 100pt game, but it can still be fun in a single-ship skirmish game. The Kihraxz, unfortunately, is still a poor choice for that format too.

Overall, Rebels: Hawk, despite my note above;

Imps: has to be the Punisher;

Scum: Kihraxz

Rebel: B-Wing, not sure there's any reason to spend more than 24pts on one, max.

Imperial: Punisher, I want to love it but it's just *too* poor. Bombers do it better for less

Scum: Kihraxz just seems the most vanilla of vanilla ships. Even in my deliberately junky Scum list the Kihraxz was neither good enough or interesting enough to use.

3 minutes ago, Stay On The Leader said:

Imperial: Punisher, I want to love it but it's just *too* poor. Bombers do it better for less.

I wonder if an inherent Extra Munitions and a second Modification slot would give Punishers the edge that they need to see some play.

1 hour ago, WWHSD said:

I suspect that the Gunnerrunner and Sarco Plank will be the Quadjumpers that see the most use after things shake out. Sarco's ability initially seemed the weakest of the bunch but it is really growing on me. It doesn't take any extra points to get something out of and helps the Quadjumper stay alive a little longer. On top of that, Sarco is the cheapest Quadjumper with an EPT slot and I think his PS5 is great for a Quadjumper. Against low PS generics he can operate as a bit of an arc dodger while against higher PS ships he can aim for where they were last round to get a tractor token on them.

Quandjumpers have a lot of things to says. I suspect there's a lot beside this little pumpkin bug.

Kihraxz is my useless ship. And I love kihraxzes...sadly, there's no ship that is useless as it right now (almost in rebel and scum side).

Really, there's literally NOTHING that will do. B-Wing still usefull, almost the pilot who can shots torpedoes at 360.

Don't know what is this hate to the HWK. Both Scum and Rebel HWKs are great! Jan Ors is doing pretty well over the world, Palob was an amazing fit into a mindlink list.

loving the replies, and as I mentioned in the OP, I have struggled with the QJ so appreciate the feedback.

Surprised/not surprised about the Kihraxz. I personally enjoy flying those and get reasonable use out of them in the same way I do with T-65's, but totally acknowledge their flaws. I think I have too much of a soft spot for them due to the SWG legacy and how much cockpit time I put in.

7 minutes ago, Cerve said:

Don't know what is this hate to the HWK. Both Scum and Rebel HWKs are great! Jan Ors is doing pretty well over the world, Palob was an amazing fit into a mindlink list.

Also a big HWK fan, although more for Scum than Rebels and agree 100% about Palob.

Quadjumper definitely is not a useless ship. That thing can really piss off small agile ships. Its not an attack ship, if you try to use it as such you will be disappointed.

Z95 is the least useful. You dont even see people bring a 12pt schmuk to block, the name pilots are either horribly bad or extremely specific, dies to a stiff breeze, and has 2 die attacks with no shenanigans.

2 hours ago, Vineheart01 said:

Quadjumper definitely is not a useless ship. That thing can really piss off small agile ships. Its not an attack ship, if you try to use it as such you will be disappointed.

Z95 is the least useful. You dont even see people bring a 12pt schmuk to block, the name pilots are either horribly bad or extremely specific, dies to a stiff breeze, and has 2 die attacks with no shenanigans.

Uhm...I read a rebel list with the PS8 one+VI that works pretty well. Kinda 2 days ago.

plus both Kaato and N'Dru still working in these days. Nah, Kihraxz is in a way worse spot

From what I've seen, I'd say the Tie Punisher gets this dubious honor.

Since people are winning regionals with Zs and HWKs, I cant see the justification in calling them as the most useless.

What isn't winning or even being played are Bwings,Khirax, and Punishers. Those are the most useless ships at the moment.

Z95's are good missile carriers under right conditions. (Tracers especially)

Punisher is an easy choice.

Rebels are tough. Most of their ships are similarly mediocre.

Scum, I'd say the starviper. Kihraxz and starviper are both pretty much buried by the protectorate though.

The T-65 X-Wing, cause even when players throw Biggs onto the field, they are not doing it because the ship is a x-wing, its cause biggs is a upgrade card.

Rebels : HWK290 (It may just be me but I can never find a place in my squad for a Rebel HWK290, even as a crew carrier...)

Imperials : TIE Punisher (supposedly a superior ordinance delivery ship, I have yet to use it successfully, looks cool on the shelf tho...)

Scum : Kihraxz (Limited mobility options hold this ship back. I still use Cobra sometimes but for the most part they are collecting dust on my shelf until a "fix" comes that makes them more competitive.)

Edited by Phoenix5454

Rebels: An argument can be made for the X-wing, B-wing, HWK, E-wings except Corran and Y-wings. However the ship nobody's really thought of is the U-wing. It's such a weak platform in comparison to the lambda for what it does.

Imperials. Punisher for sure. I never even flew mine...

Scum. The kihraxz is a poor ship, but it is cheap. the starviper is a good deal worse for what it does - low PS and high cost make it useless.