Dual Pursuit Viability

By SkyCooper, in X-Wing Squad Lists

98 points

PILOTS

Ketsu Onyo (51)
Lancer-class Pursuit Craft (38), Veteran Instincts (1), K4 Security Droid (3), Glitterstim (2), Shadow Caster (3), Engine Upgrade (4)

Asajj Ventress (47)
Lancer-class Pursuit Craft (37), Veteran Instincts (1), K4 Security Droid (3), Glitterstim (2), Glitterstim (2), Gyroscopic Targeting (2)

I really want to try this build, but asking for thoughts. Goal is to slowly approach and push as fast as possible to get as close as possible. Boost if I need to. If I can bump/near bump, Ketsu can can roll any small backwards to make them still targetable with the tractor beam, with the free target lock pop a glitterstim and use an evade if you don't need the boost action, with Ketsu hitting on the attack you get a second tractor giving the chance to kick most ships to 1 or no agility for an Asajj attack, Asajj can play to the stressing, using her as the side/behind ship will give Gyro's for all those pesky aces, extra stress tokens to dish, and easier late game play. 98 should ensure that you get initiative, K4's ensure free target locks with 7 green maneuvers.

I don't like the 2 ship combo, but shaving the glitters, engine upgrade and Gyro only gives me 12 points 15 if I pull the title shadow caster which semi-defeats purpose. I want it under 100 to secure initiative, and chose 98 points since it worked and will still beat the 99 point players. I also thought about killing the engine upgrade and making it a second glitter for Ketsu and gyro's for late game, but decided since it depends on getting into range 1 the boost is more helpful on Ketsu.

The rest is your job. Tear it apart guys.

I've seen a pair of lancers do nasty things. Observations:

  • Ketsu Onyo is a battering ram. To use her ability, 99% of the time it means locking her arc forwards and plowing into the enemy. She will get used aggressively, and needs to use her ability to kill dudes before she goes down. The K4 is a good choice on her, but I'd rather take Dengar - if you're not using the Target Lock to fire secondary weapons, 2 rerolls (because how often do you face non-unique pilots unless you're playing a wierdo swarmhead like me?) on 3-4 dice is as near as makes no odds as good, but you can use Dengar on a white or even (whisper it) red maneuver rather than being stuck on greens. If wanting to do a straight 5, boost and tractor-sumo someone, this is a good thing - and it also means you can't find yourself losing your rerolls to Black One or Countermeasures at the last moment.
  • Assaj is a tough ship. I would strongly, strongly recommend Latts Razzi - Assaj with Latts aboard essentially gets a free evade token every turn, with the bonus that you can get extra evades if your opponent has to pull red moves to get a shot at you, or wants to push the limit, or whatever, and that if you don't use it it still benefits you (by messing up your opponent's moves). Throw in Glitterstim and you can get focus/evade/latts razzi, meaning that you can readily dodge even quite big attacks. Latts is also a point cheaper than a K4, though I'm not sure what to recommend using it on.
  • I'm not convinced Veteran Instincts will do that much. Asajj, particularly, goes from 6 to 8 - you already outclass the PS1-3 generics and 4-5 low level elites like Biggs and Lowhhrick, and still can't catch the PS9s and 10s like dengar, quickdraw, VI chiraneau, VI nym, etc. PS9 Ketsu I can see being useful if aiming to boost into range 1, but Asajj's range 1-2 ability is more tolerant anyway.
  • If you dropped one set of glitterstim on Asajj, you could turn Veteran Instincts into Push The Limit, which would give you the action economy anyway (you'll generally be doing speed 3 green turns with her!) but have it be reusable. One glitterstim is still nice for an emergency if you get blocked or mobbed by a swarm, or something.
  • I really like the Dengar switch.
  • I've flown Jumpmaster/Pursuit in past tourney's and the problem with Asajj was that she always came up too late in rotation so while the 6 to 8 shift doesn't seem like much it is a bigger deal than it seems.
  • The K4/gitter combo on assaj it allows for the movement of the arc if necessary with the action, then to use it on an evade if neither was necesassary. I'll have to expirement it because you got some good points with Latts, vs the PTL throwers.

Magnus hit most of the key points. VI on asajj is a waste. This is a PS10+ meta right now. PS9 without a 3pt bid is almost a waste as well.

Ketsu w/ Expertise,Dengar,ShadowCaster,Glitterstim, Engines

Asajj w/ PTL,Latts,Engines

This list recently won a store champ. Saw the feed on twitch. It probably should have lost the final game vs Dengar/Nym but nym player screwed up and chased Asajj when he was in the lead on points and just needed to run away while dropping bombs to finish Asajj who should have been chasing him, lol.

But anyways, the list is really strong and efficient.

The only thing I might do instead is probably BMST on both instead of Glitter. It's a way to fight regen or a hard to hit 1 hull ship like Biggs in FSR, and if they are attacking Ketsu first, Asajj has plenty of opportunities to BMST.