Tug Lyfe

By Achowat, in X-Wing Squad Lists

Ran this, to some good effect, yesterday. What are your thoughts on the list? The 3 Y's do regular Thug Lyfe things, while the Tugboat reduces agility and throws aces into rocks (mitigating Thug Lyfe's biggest weaknesses). What are the big issues you see with the list? Do you see any hard counters?

Tug Lyfe - 100

Kavil - 24
Trick Shot - 0
Twin Laser Turret - 6
Unhinged Astromech - 1
Ship Total - 31

Syndicate Thug - 18
Twin Laser Turret - 6
Unhinged Astromech - 1
Ship Total - 25

Syndicate Thug - 18
Twin Laser Turret - 6
Unhinged Astromech - 1
Ship Total - 25

Jakku Gunrunner - 15
Spacetug Tractor Array - 2
Pattern Analyzer - 2
Ship Total - 19

I'm a rather big fan of this!

Kavil and Dorsal Turret are kind of best friends in my mind, same with Expertise, but that's just an idea.

The Gunrunner will probably die quickly, because he is, in some ways, the biggest direct threat. You'll want to take advantage of what he does as much as possible, sooner rather than later. I get the feeling this is not a late-game list, you want things to go quickly.

I have a friend using this as his tourney list after we brainstormed it with the release of the quad. His variation replaces kavil with another thug and gives them all vectored thrusters. We were discussing what made the quad useful and how it couldn't ever be expected to keep up with an aggressive out-fly them list. We settled on thug lyfe being the right place for him and barrel rolls after green 3s allow you the ability to space your Y wings to your benefit.

Your version trades manueverability for a little more reliability in damage but I dont think its worth it as the Ys become much easier to pick apart if they target the quad first and Kavil becomes a point-value target as well. Any list aiming for the donut holes is likely to aim for Kavil's before the others - if they succeed, the investment in Kavil was moot. I think youd find vectored thrusters extremely useful.

As a list, it is very strong. He's only lost once with it against a Miranda list as he misunderstood slam (thinking she couldn't slam into a ship, like how boost works). Imo it is absolutely tournament viable.

4 minutes ago, Greebwahn said:

I'm a rather big fan of this!

Kavil and Dorsal Turret are kind of best friends in my mind, same with Expertise, but that's just an idea.

The Gunrunner will probably die quickly, because he is, in some ways, the biggest direct threat. You'll want to take advantage of what he does as much as possible, sooner rather than later. I get the feeling this is not a late-game list, you want things to go quickly.

Late-game or early-game doesnt matter. He wants to play defensively. He wants to fly to asteroids and let his enemy come to him trying to get range 1 on the Y-wings as the quad protects the donut hole.

I think I'd rather use the free points from replacing one Thug at least a bit differently - R4 Agromech TLTs are no joke. So thats what I'd do with the Thugs. Then the amazing Quadjumper from your post, it is just too fun. The 4th ship then is in a weird spot pointwise, 29. I am not really a fan of Kavil and furthermore don't think he can be build well at this level (Dorsal Turret + VTs mean no good Elite or Astromech). So I would turn to HWKs. Both Torkil and Palob can work at this level. TLT and VTs are pretty much mandatory for them, meaning Palob has 1 and Torkil 2 points floating. I prefer Palob as he tends to draw more hate, perfect for making the Quad live through at least one turn so our investment in Pattern Analyzer can pay off.

Syndicate Thug (18)
Twin Laser Turret (6)
R4 Agromech (2)

Syndicate Thug (18)
Twin Laser Turret (6)
R4 Agromech (2)

Jakku Gunrunner (15)
Pattern Analyzer (2)
Spacetug Tractor Array (2)

Palob Godalhi (20)
Trick Shot (0)
Twin Laser Turret (6)
Vectored Thrusters (2)

Total: 99

View in Yet Another Squad Builder

So what would you do with the one point left? Kettsu crew for the Quad? Maybe Intertial Dampeners (does that work with PA)? Or do you not put that point onthe Quad and on the HWK instead, with any one point Elite upgrade or crew?

Torkil gives you amazing potential to kill stuff before your guys have a shot so I like that option more than kavil.

Totally agree on the Kavil points. I ran it in a few games over the weekend with R4 (thank you, Admiral) and loved it. I'm a little afraid to put a HWK on the board, too many Ghosts and Decimators in my meta. At least until Pulsed Ray Shield is released.

The extra points I funneled into making the Tug Boat a little better. Ketsu crew is a great addition for 1 point. Not even for his ability, I was lucky if he proc'd once a game, but because it made my opponents' maneuvers more predictable. There's always a turn where I know that I'll be able to get the Spacetug off, my opponent knows it, and we both know that we both know that we both know that the Spacetug is going to to get the tractor off. With Ketsu on the field, I know that my opponent is likely to try get out of Range 2 with that maneuver.

Illicit Cloaking Device might seem like a strange addition. But I had two points. I never used the Cloak defensively. The only times I used it was to get the free 2-forward to get into Range 1 to get Spacetug Tractor Array to work. So, I don't really care if I lose the first time I use it. Two points for a one-time use +3 to maneuver speed is totally worth it when you have to be at Range 1.

Tug Lyfe - 100

Syndicate Thug - 18
Twin Laser Turret - 6
R4 Aggromech - 2
Ship Total - 26

Syndicate Thug - 18
Twin Laser Turret - 6
R4 Aggromech - 2
Ship Total - 26

Syndicate Thug - 18
Twin Laser Turret - 6
R4 Aggromech - 2
Ship Total - 26

Jakku Gunrunner - 15
Spacetug Tractor Array - 2
Ketsu Onyo - 1
Cloaking Device - 2
Pattern Analyzer - 2
Ship Total - 22