Four ship scum list.

By Waffle Iron, in X-Wing Squad Lists

Syndicate Thug (18)
Autoblaster Turret (2)
Unhinged Astromech (1)

Syndicate Thug (18)
Ion Cannon Turret (5)
R4 Agromech (2)

Genesis Red (19)
Veteran Instincts (1)
Heavy Laser Cannon (7)
Pulsed Ray Shield (2)
"Heavy Scyk" Interceptor (Cannon) (2)

Jakku Gunrunner (15)
Cikatro Vizago (0)
Ion Bombs (2)
Hyperwave Comm Scanner (1)
Cloaking Device (2)
Spacetug Tractor Array (2)

Total: 99

View in Yet Another Squad Builder

So, the general idea is that the autoblaster Y and the Quadjumper move forward and engage towards the opponents deployment area, while the Scyk and the Ion Y hang back and engage at range 3.

To deal with the damage dealers in the back, you need to move past the blocking potential of the Quad and auto-Y.

Thoughts? Criticisms?

Anyone?

It's not a bad idea. I ran a 4 ship attanni list that used constable zuvio instead of the generic gunrunner. If you get the ion bombs to work, than you have the control you need to pull it off. I think you're issue is the quad goes first, so everyone can see where the bomb is.

I love genesis red. That ability is so cool. but I'm not sold on the 2 y-wings. I think you could probably get more out of Quinn Jast, the title, and a plasma torp, but you'd lose the control of the ion turret.

Syndicate Thug (18)
Ion Cannon Turret (5)
R4 Agromech (2)

Genesis Red (19)
Veteran Instincts (1)
Heavy Laser Cannon (7)
Pulsed Ray Shield (2)
"Heavy Scyk" Interceptor (Cannon) (2)

Jakku Gunrunner (15)
Cikatro Vizago (0)
Hyperwave Comm Scanner (1)
Cloaking Device (2)
Spacetug Tractor Array (2)

Quinn Jast (18)
Trick Shot (0)
Plasma Torpedoes (3)
Guidance Chips (0)
"Heavy Scyk" Interceptor (Torpedo) (2)

Total: 99

View in Yet Another Squad Builder

How about this, then? I drop the unlikely ion bombs, keep the ion-Y, and switch out the auto-Y for Quinn. I still get to block with the quad, but when I switch out the illicit, I'll take BMST instead of the crane implied by the ion bombs. Quinn's toros are most valuable in the early rounds, so if I need to send her in to block later, no big deal, but if she survives then she can reload and do some damage.

1 minute ago, Waffle Iron said:

Syndicate Thug (18)
Ion Cannon Turret (5)
R4 Agromech (2)

Genesis Red (19)
Veteran Instincts (1)
Heavy Laser Cannon (7)
Pulsed Ray Shield (2)
"Heavy Scyk" Interceptor (Cannon) (2)

Jakku Gunrunner (15)
Cikatro Vizago (0)
Hyperwave Comm Scanner (1)
Cloaking Device (2)
Spacetug Tractor Array (2)

Quinn Jast (18)
Trick Shot (0)
Plasma Torpedoes (3)
Guidance Chips (0)
"Heavy Scyk" Interceptor (Torpedo) (2)

Total: 99

View in Yet Another Squad Builder

How about this, then? I drop the unlikely ion bombs, keep the ion-Y, and switch out the auto-Y for Quinn. I still get to block with the quad, but when I switch out the illicit, I'll take BMST instead of the crane implied by the ion bombs. Quinn's toros are most valuable in the early rounds, so if I need to send her in to block later, no big deal, but if she survives then she can reload and do some damage.

That makes sense.

What if you did "A score to Settle" instead of trick shot. That would give you the ability to change a focus, and launch a torp the same turn you took the TL.

Not a bad idea, but isn't ASTS better on high shield value ships? Where the shields can mitigate the downside.