Countering my Ketsu List

By j_man_04, in X-Wing Squad Lists

(98)

Ketsu Onyo (49) - Lancer-class Pursuit Craft
Veteran Instincts (1), K4 Security Droid (3), Rigged Cargo Chute (1), Black Market Slicer Tools (1), Shadow Caster (3), Gyroscopic Targeting (2)

Old Teroch (30) - Protectorate Starfighter
Veteran Instincts (1), Concord Dawn Protector (1), Autothrusters (2)

N'Dru Suhlak (19) - Z-95 Headhunter
Veteran Instincts (1), Black Market Slicer Tools (1)

I'm going to be using this list as much as possible, so I was hoping to get some insight on what lists I will have trouble with, and how I can best fly this list against its counters.

Thanks!

Strong jousting lists can actually give it problems by destroying Teroch before he gets into range 1 (in theory).

Good positioning ships can also outfly this list (in theory), but that would of course be dependent entirely on relative player skill (not so much on list matchup).

"super guns" would also likely be a problem. For example, Swarm Leader Rey or Norra plus rebel focus/TL shenanigans plus an 'evade' caddy to allow 6, 7 or 8 attack dice on a single shot (easily one-shotting Teroch). We haven't seen a lot of these yet, because I don't think many players have figured out how to abuse these cards yet (but they can, and they will, eventually).

Regardless, I do not understand the point of N'dru in this list. He appears to offer no meaningful benefit...

20 minutes ago, blade_mercurial said:

Strong jousting lists can actually give it problems by destroying Teroch before he gets into range 1 (in theory).

Good positioning ships can also outfly this list (in theory), but that would of course be dependent entirely on relative player skill (not so much on list matchup).

"super guns" would also likely be a problem. For example, Swarm Leader Rey or Norra plus rebel focus/TL shenanigans plus an 'evade' caddy to allow 6, 7 or 8 attack dice on a single shot (easily one-shotting Teroch). We haven't seen a lot of these yet, because I don't think many players have figured out how to abuse these cards yet (but they can, and they will, eventually).

Regardless, I do not understand the point of N'dru in this list. He appears to offer no meaningful benefit...

Thanks for the insight. Much appreciated. I was looking at Worlds results, and saw that the star fighter and Shadow Caster were the #2 and #3 most used Scum ships this past weekend. Not sure if any list with both made it to the top 16, but it certainly seems to be gaining popularity.

N'dru is really a point filler. This list initially had double Glitterstim on Ketsu, and Kaa'to piloting the Z-95 instead. But I found that hoping for focus results didn't outweigh the stress that came with it. I figure this way I at least have all 9's and can choose the order of moving and shooting, which can come in handy.

I'd like input on how those points could be better used. A Jakku Gunrunner with ion bombs, pattern analyzer, and Spacerug Tracor Array comes in at the same point total (19). Hoping to keep this list at 98 for a good initiative bid. EDIT: that actually comes to 21, so I'd have to drop Pa or tractor array.

Edited by jwilliamson12

Think you can do alot better with 21-23pts than "point filler Dru". Make that ship scary as hell to draw aggro and allow Terry and Ketsu to get range 1, or support Terry and Ketsu while they get range 1.

N'Dru Suhlak (17)
Crack Shot (1)
Concussion Missiles (4)
Guidance Chips (0)

Flanker extraordinaire. 5 dice missile attack cannot be ignored.

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Concord Dawn Veteran (22)
Crack Shot (1)

A slick in your face ship that can serve as a blocker and heavy hitter at range 1 after Ketsu T-beams.

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Serissu (20)
Adaptability (0)
Tractor Beam (1)
"Heavy Scyk" Interceptor (Cannon) (2)

Provides rerolls for you squad as they make their way into range 1. She is PS9 with a tractor beam, so she can fire first and strip tokens, making Ketsu and Terry hit easier.

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Syndicate Thug (18)
Ion Cannon Turret (5)
BTL-A4 Y-Wing (0)

Will draw heavy aggro and if you ion a small ship, Ketsu and Terry will know exactly where to be for their abilities next round. An ion'd ship is a dead ship vs Ketsu and Terry.

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Syndicate Thug (18)
Autoblaster Turret (2)
Bomb Loadout (0)
Proximity Mines (3)

Another range 1 threat. And can dish out damage in the traffic jam clusters.

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Jakku Gunrunner (15)
Unkar Plutt (1)
Pattern Analyzer (2)
Black Market Slicer Tools (1)
Spacetug Tractor Array (2)

Heavy aggro draw. Drops agility instantly for Ketsu to go to work. 3 agility ships can possibly become zero.

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Palob Godalhi (20)
Adaptability (0)
Dorsal Turret (3)

Steals tokens from range 2 when Terry cannot drop them range 1.

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Inaldra (15)
Draw Their Fire (1)
Flechette Cannon (2)
Pulsed Ray Shield (2)
"Heavy Scyk" Interceptor (Cannon) (2)

She can save crits into Terry and regen via Pulse Shield.

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26 minutes ago, wurms said:

Jakku Gunrunner (15)
Unkar Plutt (1)
Pattern Analyzer (2)
Black Market Slicer Tools (1)
Spacetug Tractor Array (2)

Heavy aggro draw. Drops agility instantly for Ketsu to go to work. 3 agility ships can possibly become zero.

26 minutes ago, wurms said:

Syndicate Thug (18)
Ion Cannon Turret (5)
BTL-A4 Y-Wing (0)

Will draw heavy aggro and if you ion a small ship, Ketsu and Terry will know exactly where to be for their abilities next round. An ion'd ship is a dead ship vs Ketsu and Terry.

27 minutes ago, wurms said:

N'Dru Suhlak (17)
Crack Shot (1)
Concussion Missiles (4)
Guidance Chips (0)

Flanker extraordinaire. 5 dice missile attack cannot be ignored.

Thanks for all these ideas. Definitely shows there is a better use of those points. The three above seem to fit what I'm like looking for the most. Fitting the ion turret will be the most challenging point-wise, but I can see how much Ketsu can benefit from an ioned ship.

In this list N'Dru Suhlak is a really dangerous ship. Two 4-dice attack is tough. I would prefere Mindlink to VI and all your ships still fly at at the same PS 7:

Ketsu Onyo (48) - Lancer-class Pursuit Craft
Mindlink (1), K4 Security Droid (3), Black Market Slicer Tools (1), Shadow Caster (3), Gyroscopic Targeting (2)

Old Teroch (30) - Protectorate Starfighter
Mindlink (1), Concord Dawn Protector (1), Autothrusters (2)

N'Dru Suhlak (19) - Z-95 Headhunter
Mindlink (1), Cluster Missiles (4), Guidance chips (0)

26 minutes ago, Everyday Ace said:

In this list N'Dru Suhlak is a really dangerous ship. Two 4-dice attack is tough. I would prefere Mindlink to VI and all your ships still fly at at the same PS 7:

Ketsu Onyo (48) - Lancer-class Pursuit Craft
Mindlink (1), K4 Security Droid (3), Black Market Slicer Tools (1), Shadow Caster (3), Gyroscopic Targeting (2)

Old Teroch (30) - Protectorate Starfighter
Mindlink (1), Concord Dawn Protector (1), Autothrusters (2)

N'Dru Suhlak (19) - Z-95 Headhunter
Mindlink (1), Cluster Missiles (4), Guidance chips (0)

Mindlinked Ketsu and Terry is my favorite list. Has served me well.

Kattanni

OP might be trying something besides mindlink though. But yeah, I can vouch that it works, and works good.

1 hour ago, wurms said:

Mindlinked Ketsu and Terry is my favorite list. Has served me well.

Kattanni

OP might be trying something besides mindlink though. But yeah, I can vouch that it works, and works good.

Yeah, based on Worlds, looks like mindlink is definitely effective.

I would like to try something a little different, and VI with a strong initiative fits my overall strategy. I'm glad I can at least make improvements on the third ship. This thread has given me a lot of ideas.

Edited by jwilliamson12