Shadow Caster for a Casual Scum Player?

By j_man_04, in X-Wing Squad Lists

I'm thinking of picking up a Shadow Caster. If I do, it'll pretty much be the center of my Scum builds because I only have a few scum expansions. I mostly play Rebels. So far, I have these scum expansions: Most Wanted (HWK + Firespray expansions to go with it), M3-A Intercetpor, and Kihraxz Fighter x 2.

I was thinking I could run a tricked out Ketsu with two Y-wing bombers. Or Maybe with Torkil Mux and use Ketsu's ability to throw enemy ships out-of-arc.

I don't plan to get many more scum ships because usually when I find time to play, it's with Rebels. It looks like a lot of fun, though.

The Lancer really is unlike any other ship, let alone large base. My first spat against it was outright terrifying. A large base with green hard 3's? You're not outrunning that. Where the Jumpmaster is more maneuverable at lower speeds, the Lancer sprints across the field.

The other nice thing about the Lancer is that the mobile arc is a firing arc for anything that doesn't specify which arc. And it's mobile, from anywhere to anywhere. If you decide to avoid freeing your Lancers action economy, get the Gyro. Keeping that arc on target is very important.

On 4/26/2017 at 7:47 AM, jwilliamson12 said:

I'm thinking of picking up a Shadow Caster. If I do, it'll pretty much be the center of my Scum builds because I only have a few scum expansions. I mostly play Rebels. So far, I have these scum expansions: Most Wanted (HWK + Firespray expansions to go with it), M3-A Intercetpor, and Kihraxz Fighter x 2.

I was thinking I could run a tricked out Ketsu with two Y-wing bombers. Or Maybe with Torkil Mux and use Ketsu's ability to throw enemy ships out-of-arc.

I don't plan to get many more scum ships because usually when I find time to play, it's with Rebels. It looks like a lot of fun, though.

Do it, Im in the same boat as you, not many Scum ships maybe 1 of each for the cards, still no Most Wanted. Lancer is the best large ship in the game, not just from efficiency standpoint, but from actually taking skill to fly it thanks to the mobile arc, fast speeds, and pilot abilities requiring that mobile arc in a certain position. Ketsu's ability takes a lot of work but is brutal on certain ships. She is my favorite ship/pilot in the game. She combos insanely well with Old Teroch if you ever get a protectorate, able to tractor beam people into his arc, then his ability kicks in and drops their tokens.

26 minutes ago, wurms said:

Do it, Im in the same boat as you, not many Scum ships maybe 1 of each for the cards, still no Most Wanted. Lancer is the best large ship in the game, not just from efficiency standpoint, but from actually taking skill to fly it thanks to the mobile arc, fast speeds, and pilot abilities requiring that mobile arc in a certain position. Ketsu's ability takes a lot of work but is brutal on certain ships. She is my favorite ship/pilot in the game. She combos insanely well with Old Teroch if you ever get a protectorate, able to tractor beam people into his arc, then his ability kicks in and drops their tokens.

Thanks for the recommendation. From Ketsu's ability, to the mobile arc, to the dial, this ship looks like too much fun. I may have to fit the protectorate in the budget (lol x-wing and a budget) to fly them together.

In the meantime, I may fly Ketsu with Torkil Mux to ensure she's the top ace during the Combat Phase.

Does this make good use of upgrades/symmetry? Gave the pirate an EMP to set up the initial attack. Glitterstem frees me up to use my action to rotate the firing arc. 97 is also a strong initive bid. I could see autothrusters on Old Teroch, but I'm going with what I have available right now.

(97)

Ketsu Onyo (51) - Lancer-class Pursuit Craft
Veteran Instincts (1), K4 Security Droid (3), Glitterstim (2), Glitterstim (2), Shadow Caster (3), Gyroscopic Targeting (2)

Old Teroch (32) - Protectorate Starfighter
Veteran Instincts (1), Concord Dawn Protector (1), Shield Upgrade (4)

Binayre Pirate (14) - Z-95 Headhunter
EMP Device (2)

Edited by jwilliamson12

I agree to every one else... to an extent.

I purchased the shadow caster about three months ago and don't get me wrong it a great ship. But after I got the Punishing one and the Hounds Tooth it's been sidelined! but there are some great scum upgrades that are essential. Like Latts Razzi and IG-88d which is awesome if you have the Aggressor! So basically if you have the money go ahead! but if there's a JumpMaster available go for that.

jwilliamson12,

That is definitely a formidable list. Just one thing though.maybe you should probably invest the 4 squad points for the shield upgrade (protectorate) for something more... meaningful.

cheers.

9 hours ago, RIP Yoda said:

jwilliamson12,

That is definitely a formidable list. Just one thing though.maybe you should probably invest the 4 squad points for the shield upgrade (protectorate) for something more... meaningful.

cheers.

Thanks for the input. I can upgrade my Z-95 pilot to beat out 1's and 2's, then add thread chasers to help my other two ships with their attack since 2 dice doesn't do much.

(98)

Ketsu Onyo (51) - Lancer-class Pursuit Craft
Veteran Instincts (1), K4 Security Droid (3), Glitterstim (2), Glitterstim (2), Shadow Caster (3), Gyroscopic Targeting (2)

Old Teroch (31) - Protectorate Starfighter
Veteran Instincts (1), Concord Dawn Protector (1), Stealth Device (3)

Black Sun Soldier (16) - Z-95 Headhunter
XX-23 S-Thread Tracers (1), EMP Device (2)

JWilliamson, if you have the autothrusters card I'd stick it on the protectorate, they die at range 2-3 to concentrated fire. With autothrusters it gives you some range 3 guarantee which leaves you to rip through range 2 into range 1 where you can lay the hurt on.

3 hours ago, Frostweasel said:

JWilliamson, if you have the autothrusters card I'd stick it on the protectorate, they die at range 2-3 to concentrated fire. With autothrusters it gives you some range 3 guarantee which leaves you to rip through range 2 into range 1 where you can lay the hurt on.

I haven't been able to get a hold of autothrusters yet. I guess the StarViper could be fun, but I'm not into buying expansions just for the cards. If I'm playing casual, my opponents will definitely let me proxy it.

But that frees up a point to upgrade my Z-95:

(99)

Ketsu Onyo (51) - Lancer-class Pursuit Craft
Veteran Instincts (1), K4 Security Droid (3), Glitterstim (2), Glitterstim (2), Shadow Caster (3), Gyroscopic Targeting (2)

Old Teroch (31) - Protectorate Starfighter
Veteran Instincts (1), Concord Dawn Protector (1), Autothrusters (2)

Kaa'to Leeachos (18)
Veteran Instincts (1), EMP Device (2)

Two 9's and 7 is pretty good for the point cost. I could drop EMP Device for a stronger initiative bid. Or switch to Black Market Slicer Tools for a 98 point bid.

BMST is really nice on hard to hit opponents or opponents with only 1 hull left so you don't need to waste shooting on them or risk them getting shots at you. Sometimes leaving them stressed is more beneficial but at least they won't know the outcome of the slice when they set their dial. BMST is also great for rebel regen as it deals through the shields straight to hull, I've killed PtL R2D2 Corran without even shooting at him with slicers several times.

To follow-up on this, I gave in and bought both expansions. You win again, FFG!

Really looking forward to flying this pair.

Thanks for all the input, everyone.

On 4/29/2017 at 7:54 AM, jwilliamson12 said:

(99)

Ketsu Onyo (51) - Lancer-class Pursuit Craft
Veteran Instincts (1), K4 Security Droid (3), Glitterstim (2), Glitterstim (2), Shadow Caster (3), Gyroscopic Targeting (2)

Old Teroch (31) - Protectorate Starfighter
Veteran Instincts (1), Concord Dawn Protector (1), Autothrusters (2)

Kaa'to Leeachos (18)
Veteran Instincts (1), EMP Device (2)

Two 9's and 7 is pretty good for the point cost. I could drop EMP Device for a stronger initiative bid. Or switch to Black Market Slicer Tools for a 98 point bid.

4

I ran this list today against a Rebel build. I did decide to switch to BMST for the stronger initiative. Super fun. I'm very happy with my decision to purchase. That tractor token creates all sorts of problems.

On 4/29/2017 at 10:54 PM, jwilliamson12 said:

I haven't been able to get a hold of autothrusters yet. I guess the StarViper could be fun, but I'm not into buying expansions just for the cards. If I'm playing casual, my opponents will definitely let me proxy it.

But that frees up a point to upgrade my Z-95:

(99)

Ketsu Onyo (51) - Lancer-class Pursuit Craft
Veteran Instincts (1), K4 Security Droid (3), Glitterstim (2), Glitterstim (2), Shadow Caster (3), Gyroscopic Targeting (2)

Old Teroch (31) - Protectorate Starfighter
Veteran Instincts (1), Concord Dawn Protector (1), Autothrusters (2)

Kaa'to Leeachos (18)
Veteran Instincts (1), EMP Device (2)

Two 9's and 7 is pretty good for the point cost. I could drop EMP Device for a stronger initiative bid. Or switch to Black Market Slicer Tools for a 98 point bid.

i know getting ones hands on autothrusters is great but the dial and ship itself is really bad!

I'm going to throw in my personal favourite Shadow Caster build - it's definitely not top of the line (not running Latts on Asajj is kind of suboptimal by definition), but is more than good enough for casual:

Asajj Ventress + Push the Limit + Ketsu Onyo + Shadow Caster + Gyroscopic Targeting

I swear by Ketsu crew ever since I played a game against triple defenders and whittled Vessery down to 0 agility over the course of three rounds. I ran this Asajj with two generic PS5 Protectorates, but you have plenty of options. (And if you go with something cheaper, you can throw some illicits on Asajj or move up to an Engine Upgrade.)