Double Lancers

By wurms, in X-Wing Squad Lists

Ketsu Onyo (38) w/ Expertise (4) , Dengar (3) , Glitterstim (2) , Countermeasures (3) , Shadow Caster (3)

Asajj Ventress (37) w/ Push the Limit (3) , Latts Razzi (2) , Scavenger Crane (2) , Countermeasures (3)

Total: 100

Both have countermeasures to drop alpha strikes like Dengar Tel, or any Ndru, Miranda's etc. Glitterstim for any swarms, miniswarms, and even Dengar/Tel so I can pop Countermeasure and Glitter on opening joust plus take an evade action to tank whatever they can dish, Asajj stresses Expertise Dengar. Asajj skirts the outside stressing like she does, and will likely be the endgame ship. With scavenger crane and countermeasures she can pop countermeasures mid game, and have it again for endgame.

This is a long game list rather than uber alpha strike like Bossk/Ketsu.

Anybody with double lancer experience either flying with it or against? I fly Ketsu with just mindlink and dengar in my paratanni variant and she wrecks ships. Asajj is obviously awesome. Figure both should be a terror if built right. This list has been on my mind for awhile.

This is pretty close to how I run them. I go for Engine Upgrade on Ketsu, though, and Gyroscopic + Glitterstim on Asajj - I tried Countermeasures for a while, but it never really seemed to do that much for me. (To be fair, I haven't flown against very many ordnance lists.) I like Engine on Ketsu because it makes her terrifying on the initial joust - she's almost always in R1 for her ability (there's a half-a-template band where she isn't in range 1 but can't boost because she's too close - that hasn't happened to me yet. :p) People underestimate how much damage you can do with just two ships + the two tractor beam tokens.

That said, it's not essential. I think the number one piece of advice I'd give is actually don't try to get Ketsu's ability off too often. It's fairly easy in the initial rounds, but after that I'd shift the arc asap. What's worked for me is to fly both of them around the rim for as long as possible. To that end I set up with Asajj on the inside, so she can turn around without getting in Ketsu's way. Another good strategy I've found is to use Glitterstim or Countermeasures to mess with their target priority. First round of combat I'll pop Glitterstim on Ketsu, who is usually range 1, and now they have to choose between shooting her with infinite focus and quite likely an evade, or shooting Asajj who is way tankier. Then next time Asajj can pop Glitterstim, etc. (And if your opponent goes for Ketsu, use the opportunity to get target locks with Asajj. If they decide to shoot Asajj without her evade, great, they're splitting their fire.) In general one of the biggest mistakes I make with this list is to be too defensive with Asajj.

Edited by fhdz

I'm old-fashioned, perhaps, but I think at top levels of play, you really need engine upgrade on both of them. The smartest players know to go for Ketsu first, and you can't protect her well enough with just counter-measures alone. Also, without engine, Ventress is so easy to outmanoeuvre with positional aces (imho).

Dropping both counter-measures and scavenger crane gets the needed boost for both. Now I haven't flown with double lancers before, but I have flown against, and I find it MUCH easier to beat when there's no boosting to worry about. Target priority is already a cinch in this list (considering how dangerous Ketsu is with Expertise, dengar crew and title----its a grievous error to ignore that), but with boost, there's at least the possibility that the opponent cannot get all guns on Ketsu all the time.

For double lancers I quite like: PTL, Engine Upgrade and 2xSlam on both.

Not the most effective, but insanely fast when needed :-).

i fly against this doble lancer, K4, expertise gives them full modified dice rolls, and they only do the evade accion,
whit HSB the have no blind spots...

Ketsu Onyo — Lancer-class Pursuit Craft 38
Expertise 4
K4 Security Droid 3
"Hot Shot" Blaster 3
Gyroscopic Targeting 2
Ship Total: 50
Asajj Ventress — Lancer-class Pursuit Craft 37
Expertise 4
K4 Security Droid 3
"Hot Shot" Blaster 3
Black Market Slicer Tools 1
Gyroscopic Targeting 2
Ship Total: 50

How do you all feel about this??

I will probably play this list after the new FAQ hits. With the assumption mindlink and jumps are nerfed, I'm not going to obsess over teching to beat these two.

Nascar Edition (100)

Asajj Ventress (51) - Lancer-class Pursuit Craft
Push The Limit (3), Cad Bane (2), Scavenger Crane (2), Engine Upgrade (4), Proximity Mines (3)

Ketsu Onyo (49) - Lancer-class Pursuit Craft
Expertise (4), Dengar (3), Engine Upgrade (4)

I'd like to consider a counter measures version. I think removing Latts is the thing I'll get the most grief over.

Ketsu might worth with Cad if she takes gyro instead. I find ketsu doesn't want to fly like Asajj so PTL isn't a natural fit. Asajj loves PTL which makes action bombs more obvious. Also Asajj's lower PS is an advantage with action bombs.

7 hours ago, Dave Grant said:

For double lancers I quite like: PTL, Engine Upgrade and 2xSlam on both.

Not the most effective, but insanely fast when needed :-).

If you use on Burnout SLAM, its flips all the Burnout SLAMs on the ship. Only pay for one each.

I love playing the Bash Sisters. Right now I'm flying:

BASH SISTERS

Ketsu Onyo (51)
Lancer-class Pursuit Craft (38), Fearlessness (1), K4 Security Droid (3), Glitterstim (2), Glitterstim (2), Shadow Caster (3), Gyroscopic Targeting (2)

Asajj Ventress (48)
Lancer-class Pursuit Craft (37), Push the Limit (3), Latts Razzi (2), Rigged Cargo Chute (1), Rigged Cargo Chute (1), Engine Upgrade (4)

99 Puntos

Though it seems the tides have shifted from K4 MuscleDroid to Dengar. Frankly, the combination of Expertise and Dengar on Ketsu may be a better way to do what I'm trying to do with this list, which is to have Ketsu rarely have to actually take an action while headbutting, Tractor-Beaming, and storting Glitterstims. I've flip flopped on who should have the Gyros and who should have EU, and I like this better so far.

20 hours ago, E Chu Ta said:

If you use on Burnout SLAM, its flips all the Burnout SLAMs on the ship. Only pay for one each.

I love playing the Bash Sisters. Right now I'm flying:

BASH SISTERS

Ketsu Onyo (51)
Lancer-class Pursuit Craft (38), Fearlessness (1), K4 Security Droid (3), Glitterstim (2), Glitterstim (2), Shadow Caster (3), Gyroscopic Targeting (2)

Asajj Ventress (48)
Lancer-class Pursuit Craft (37), Push the Limit (3), Latts Razzi (2), Rigged Cargo Chute (1), Rigged Cargo Chute (1), Engine Upgrade (4)

99 Puntos

Though it seems the tides have shifted from K4 MuscleDroid to Dengar. Frankly, the combination of Expertise and Dengar on Ketsu may be a better way to do what I'm trying to do with this list, which is to have Ketsu rarely have to actually take an action while headbutting, Tractor-Beaming, and storting Glitterstims. I've flip flopped on who should have the Gyros and who should have EU, and I like this better so far.

I really like the fearlessness idea. My only concern with Ketsu is that she is at PS 7 on all these lists. Any ace is going to arc dodge there way out of range 1. VI, plus an initiative to make sure Ketsu is moving last, and engine upgrade to boost into range 1 when needed. That way, there is a much greater chance of getting that first tractor at the start of combat.

But I don't fly Ketsu too much, so, is the PS difference a huge factor against aces?

27 minutes ago, Biggsy_boy said:

I really like the fearlessness idea. My only concern with Ketsu is that she is at PS 7 on all these lists. Any ace is going to arc dodge there way out of range 1. VI, plus an initiative to make sure Ketsu is moving last, and engine upgrade to boost into range 1 when needed. That way, there is a much greater chance of getting that first tractor at the start of combat.

But I don't fly Ketsu too much, so, is the PS difference a huge factor against aces?

PS isnt that big of a deal because you fly to bump/block small ships, like bugs on a windshield. Ships like Mindlinked Fenn cant just crash into you to be safe. Also, there arent too many double repositioning aces anymore.

Biggest problem with PS7 Ketsu is knowing when to turn your arc or not. "Am i going to get the block to tractor beam? Or barely miss and he boosts pass me?" That is advantage of VI

The two of them present some... big arcs to dodge. Ketsu helpa a bit too, as she's built to bump. If you can give the opponent few options, and if they happen to splatter on her windshield, then a tokenless ace getting peeled off with her ability is as good as spacedust.

Which Ketsu will then snort.

1 minute ago, wurms said:

PS isnt that big of a deal because you fly to bump/block small ships, like bugs on a windshield.

Ninja'd my metaphor! @wurms is a metaphorical ninja, let it be known. Incredible.

Edited by E Chu Ta