The lowest of the low. 12 pts ships

By Hexdot, in X-Wing

With the C ROC every faction can deploy 12 pts ships.

Tie Academy. PS 1. Agi 3. Good dial

Z 95. PS 2. Hull 2 + Shield 2. Missile Slot. Mediocre dial

Light Scyk. PS 2. 1 shield but face up damage card and no upgrades.

Your favourite? Mine still the old and agile Tie

Of the three, Z-95. My Z's are always the heroes of the list.

But now we need some 10-point Uglies, things with 2 hull or bad dials as nice Scum cannon fodder.

Uglies...

Star-Wars-D6-Starships-Stats-RE-Netbook_img_44.jpg

Ties/Scyks are better at blocking, Zs can stack TL + focus. They don't play the same way, but it gives them an edge in many scenarios after the first engagement.

I don't fly Imperial enough to have an opinion on flying TIEs but prefer Z95's to Scyks.

1 hour ago, DreadStar said:

Ties/Scyks are better at blocking, Zs can stack TL + focus. They don't play the same way, but it gives them an edge in many scenarios after the first engagement.

^ If they survive.

2 hours ago, Hexdot said:

With the C ROC every faction can deploy 12 pts ships.

Tie Academy. PS 1. Agi 3. Good dial

Z 95. PS 2. Hull 2 + Shield 2. Missile Slot. Mediocre dial

Light Scyk. PS 2. 1 shield but face up damage card and no upgrades.

Your favourite? Mine still the old and agile Tie

Scum already had PS 1 Z-95s with illicits, super blockers with feedback.

TIEs are still my go to filler tho. Great dial, only lacks a few greens. Then the /fo did it better for only 3 pts more.

34 minutes ago, Stoneface said:

^ If they survive.

Well, if you are playing a swarm, we are talking about 7-8 ships, so yeah, plenty of them will survive. Not to speak that Zs are more durable than ties despite the AGI 2.

Edited by DreadStar

2 Zs, 6 Light Scyk. 4 points to spend on your dreams. (eg. XX-23 Thread tracers, Chimps, upgrade to ps3, Glitterstim)

I think the TIE is probably the best just for its blocking ability, but I personally prefer flying the Z (cus one straights are nice).

4 hours ago, Hexdot said:

With the C ROC every faction can deploy 12 pts ships.

Tie Academy. PS 1. Agi 3. Good dial

Z 95. PS 2. Hull 2 + Shield 2. Missile Slot. Mediocre dial

Light Scyk. PS 2. 1 shield but face up damage card and no upgrades.

Your favourite? Mine still the old and agile Tie

Don't forget Sunny Bounder. She's 12 points with Light Scyk and is PS1 and an ability can let her come away with 3 hits results when she throws 2 dice.

The Light Scyk also has arguably a better dial than the TIE fighter. The TIE Fighter has turns at all speeds and a 5 straight. The Light Syck gives up the 3 speed turns and 5 straight to get banks at all speeds, twice the number of green manuevers, and a more useful pair of K-Turns.

It has the barrel roll and evade action like a TIE Figter and also has a Target Lock like the Z-95. It's probably the squishiest ship of the bunch with what will probably end up working like something close to 2.5 health (finding ways to simulate half steps seems to be something FFG is doing recently). It also gives up a modification slot that almost never sees use on 12 point ships.

Yep. Scum can field PS 1 Zs since the faction was born. But even with Illicit Slot not really a Scum ship.

Curious to see there is no clear favourite.

If the limit is 12 pts I choose the TIE/ln fighter.

If I am allowed some upgrades, I choose the Scum & Villainy Z95.

Due to sheer versatility

Do you think we will see some day 10 pts 2 hull ships? I think not but... Who knows

18 minutes ago, Hexdot said:

Do you think we will see some day 10 pts 2 hull ships? I think not but... Who knows

Sounds like vulture droid starfighters

1 hour ago, Hexdot said:

Do you think we will see some day 10 pts 2 hull ships? I think not but... Who knows

Uglies have real potential here. Maybe a scum double pack with a Y-wing/TIE fighter and a TIE with X-wing S-foils. The former has low maneuverability and low hull, while the latter is an actually a dangerous ship with very high speed but low damage.

In terms of hard canon, I'd say a generic, PS1 Delta-7 would do the trick - AGI3, Hull2, ATT 2, SHLD 0. Good dial on the side.

12 hours ago, Hexdot said:

Uglies...

Star-Wars-D6-Starships-Stats-RE-Netbook_img_44.jpg

*gags*

5 minutes ago, GrimmyV said:

*gags*

Yep, that's the point. Y-TIEs, Die-Wings, and the like are supposed to be cheap pirate cannon fodder.

I say mix up some ugly models with weak stat lines (2/3/2/0, 2/2/3/0, 3/1/2/1 etc), marginal dials, and about 10 points each with only an illicit slot at PS 1. Let hilarity ensue.

I think the Tie fighter is the best, as they stay alive a lot longer and have amazing friends. I wanted so much for the Z-95 to be that killer ship from X-wing Vs Tie Fighter, the problems is the 2 AGI just ends up hurting vs the tie with the 3. I think the Scyk will be in the middle

29 minutes ago, Hawkstrike said:

Yep, that's the point. Y-TIEs, Die-Wings, and the like are supposed to be cheap pirate cannon fodder.

I say mix up some ugly models with weak stat lines (2/3/2/0, 2/2/3/0, 3/1/2/1 etc), marginal dials, and about 10 points each with only an illicit slot at PS 1. Let hilarity ensue.

All except the Death Seeds are pathetic ships. The Twi'lek Resistance (against the empire, in this case) used the TIE engines and cockpit, mounted on a gyroscopic mount (similar to the B-wing) for propulsion and the pilot, and it used the energy generated from an X-wing's Engines to power the cannons and shields. It was represented in the X-wing books as a lethal, well designed starfighter.

It's a wonder that more Uglies don't resemble Z-95s, Cloakshapes and other ships supposedly around for decades prior to the Great Rebellion. I mean I get how common TIEs are, and Y-wings have been around for ages, but just slapping parts together because the audience recognizes those ships is just lazy. Make a new, unique design!

Well there is now low point (12-14) alternatives open to other factions.

Imperials arguably have the best of the 12-14 point option with their TIE Fighter with the Academy pilot and Black Squadron pilot one of the most efficient jousters through out the game. Therefore they are the ones without any other options but it isn't like they need any other options.

Rebels got their 12 point ship with the Z-95. However that ship had upgrade slots which can put on it which can make it slightly more expensive but again they seem to serve a different purpose than the TIE Fighter. While the TIE Fighter was the quality of quantity, the Z-95 was more to fill a 12-24 point slot in a list to either put more hit points on the table and block aces and what not. Now they do have access to the tie fighter but with all pilots unique only 2 pilots are at 14 point or less so at most for a Z-95 swarm you could get 2 TIE fighters with 6 Z-95 for a combo swarm list.

Scum had two ships that act more like the swarm. You had the scum Bynaree pilot with a lower pilot skill (which some could argue be better) and an illicit slot for more adaptability in list building. Along with the Scum-Z95 was the Scyk which was designed as more of a build your own ship list. However the weak profile and a dial that doesn't match other ships of it type makes the 14 point ship rather lackluster, and the 16 point didn't have that many good builds compared to other builds of similar roles and point values. Now the swarm option was over costed because in swarms every point counts so 4 cartel spacer and 4 Scum-Zies would not compare to 4 Academy and 4 Black with Crackshot. So with the C-ROC there is now a second 12 point option although the cost is no modification which really was the only upgrade slot the Scyk had. So the light scyk focuses more on the swarm build, how will it compare is a good question. Swarms are not doing that good, but a mixed swarm list is the one thing Scum has and it is better than the mixed Swarm of the Rebels.

How is it possible that while the X-Wing is a stolen-by-the-rebels design the Twi´leks get their hands on the engine and on the cockpits of TIE-fighters to combine them? What happened they couldn´t combine parts to get complete X-wings or TIE´s?

How is it that groups of pirates apparently have Y-wing engines and TIE cockpits and the other group the other way round?

I mean, I do get the concept of uglies for a single person. But whole fleets of them is what I don´t get. Complete ships must be available somehow. Even if made from salvaged parts.

2 hours ago, Cununculus said:

How is it possible that while the X-Wing is a stolen-by-the-rebels design the Twi´leks get their hands on the engine and on the cockpits of TIE-fighters to combine them? What happened they couldn´t combine parts to get complete X-wings or TIE´s?

How is it that groups of pirates apparently have Y-wing engines and TIE cockpits and the other group the other way round?

I mean, I do get the concept of uglies for a single person. But whole fleets of them is what I don´t get. Complete ships must be available somehow. Even if made from salvaged parts.

The Death Seed was intentionally mixed, and while it was slightly slower than the TIE fighter, it had better maneuverability and a massive firepower increase. The practical side of things was that the Twi'lek resistance could build deadly fighters while giving the impression that they were jut buying spare parts. It's an effective tactic.

The same goes for scum ships, as cannon fodder for them is even cheaper than for the Imperials:
"Hey kid, can you fly a TIE-wing?"
"Yup."
You're hired!"

Complete ships aren't always desirable. the Y-wing nacelles andd TIE cockpit is a tad nonsensical, but every other combination increased at least on characteristic that was desirable.

3 hours ago, Marinealver said:

Swarms are not doing that good, but a mixed swarm list is the one thing Scum has and it is better than the mixed Swarm of the Rebels.

I hardly find it true. Rebel mixed swarms are much better than Scum mixed swarms.

All rebel generics are PS2 and have similar dial (fwd1, bank1) which makes them easier to fly in formation no matter which ships you choose (Z95, B-wing, Y-wing, X-wing, HWK, T-70, U-wing). The same PS makes them also easier to use XX tracres.

Scum generics have mixed PS (PS1/3 for Z95, Protectorates, Quads and HWK; only PS3 for G1A, PS2/4 for Khirax, Y-wing, Scyks and YV-666) and uncompatible dials (no fwd1 for Protectorate, Khirax, Scyk, no bank1 for Protectorate and Quads).

It's very hard to put mixed Scum swarm together not having problems with shooting/moving order and with keeping tide formation.

Edited by Oldpara