can hlp me to decide between sol genesis and queen just

By shakaumruk, in X-Wing Squad Lists

hi,

i make this 2 list , can help me to choice and make better upgrade on it :

Captain Nym (Scum) (30)
Adaptability (0)
Autoblaster Turret (2)
Bomblet Generator (3)
"Genius" (0)
Havoc (0)

Sol Sixxa (28)
Adaptability (0)
Autoblaster Turret (2)
Cad Bane (2)
Extra Munitions (2)
Cluster Mines (4)

Genesis Red (19)
Adaptability (0)
"Mangler" Cannon (4)
Pulsed Ray Shield (2)
"Heavy Scyk" Interceptor (Cannon) (2)

Total: 100

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Captain Nym (Scum) (30)
Veteran Instincts (1)
Autoblaster Turret (2)
Bomblet Generator (3)
"Genius" (0)
Havoc (0)

Sol Sixxa (28)
Adaptability (0)
Autoblaster Turret (2)
Cad Bane (2)
Extra Munitions (2)
Cluster Mines (4)

Quinn Jast (18)
Deadeye (1)
Plasma Torpedoes (3)
Pulsed Ray Shield (2)
"Heavy Scyk" Interceptor (Torpedo) (2)

Total: 100

View in Yet Another Squad Builder

I believe it'll come down to what you prefer, but here are my opinions. Genesis really needs VI and an initiative bid, because right now there are alot of lists with 8plus PSs and if you get iniative... genesis will be useless, so I would drop the pulsed ray and upgrade to VI and have a 1 point bid for 2 PS9, unless you feel regen is required, as I said it kinda comes down to preference . But I've also been finding out Quinny hits like a truck, but your build of her is kinda flawed.... Plasma Torpedoes forces you to spend your deadeye focus, and because you don't have Guidance Chips, then you'll be rolling 4 unmodified dice, I've ran her with Concussion Missiles/ Guidance Chips/ Deadeye and she hits pretty well, with around 60% of getting 4 hits, even though you spend your focus. By changing her to that you have 1 point left, you could use some where else (or for bid), or use to upgrade to Homing Missiles which will give around 73% chance of rolling 4 hits. You also lose regen on Quinn but for s proper missile shot with the points available I'd say it's necessary.

Edit: forgot I was meant to add a tip to help fly quinn, when you're about to reload, try to make higher PS bump into you or disengage and if possible target lock your next target because you'll be pulling a 5k most likely.

Also, I really like the list, and I'd say consider other 26~ points, for example, N'dru Suhlak with VI, Concussion Missiles, Guidance Chips and Scavenger Crane, fragile but pretty cool if he survives the first engage.

Hope this helps.:)

Edited by DanteStorm

As built, I'd say Genesis Red.

Genesis Red really, really wants veteran instincts (to be able to snaffle tokens off Ps9 targets), but he's in a better place than Quinn Jast.

Plasma Torpedoes are nice, but:

  • the Scurrgs and their bombs should have taken out shields before she gets to fire on them, so the 'plasma burn' effect is unlikely to trigger
  • Because if she 'reloads' she'll be firing again about 3 turns into the fight, she should be firing on a target which has already been hit, so again the 'plasma burn' effect is unlikely to trigger
  • Plasma torpedoes require you to spend your target lock - in this case focus) -and 4 unmodified dice aren't actually too impressive. Guidance chips would make a big difference here - and free up the points to give her a bigger, scarier torpedo (proton torps - which hit harder - or ion torpedoes - which are good when you have bombers on the board).

genesis need VI, i know , for this i write. the only way is go out pulse ray shield, the question is : is good without a regen shield ? obviously, i can play it with a ion cannon , to give a ion token and going on the bomb .

i can also switch the cluster mine with the proximity mine , what do you think?

forN'dru Suhlak with VI, Concussion Missiles, Guidance Chips and Scavenger Crane , i consider it, but it is fragile, prefer have other.

Captain Nym (Scum) (30)
Adaptability (0)
Autoblaster Turret (2)
Bomblet Generator (3)
"Genius" (0)
Havoc (0)

Sol Sixxa (28)
Adaptability (0)
Autoblaster Turret (2)
Cad Bane (2)
Extra Munitions (2)
Cluster Mines (4)

Genesis Red (19)
Veteran Instincts (1)
Ion Cannon (3)
Pulsed Ray Shield (2)
"Heavy Scyk" Interceptor (Cannon) (2)

Total: 100

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OR:

Sol Sixxa (28)
Adaptability (0)
Autoblaster Turret (2)
Cad Bane (2)
Extra Munitions (2)
Proximity Mines (3)

Genesis Red (19)
Veteran Instincts (1)
"Mangler" Cannon (4)
Pulsed Ray Shield (2)
"Heavy Scyk" Interceptor (Cannon) (2)

for the second list: ion torpedo is good, but i need spend the focus, and there are a unmodifie roll. prefer proton , with guidant chips.

Captain Nym (Scum) (30)
Veteran Instincts (1)
Autoblaster Turret (2)
Bomblet Generator (3)
"Genius" (0)
Havoc (0)

Sol Sixxa (28)
Veteran Instincts (1)
Autoblaster Turret (2)
Cad Bane (2)
Extra Munitions (2)
Cluster Mines (4)

Quinn Jast (18)
Deadeye (1)
Proton Torpedoes (4)
Guidance Chips (0)
"Heavy Scyk" Interceptor (Torpedo) (2)

Total: 100

View in Yet Another Squad Builder

in this way is better

any other suggestion?

thanks for help

Genesis all day.

With Hull Upgrade and Mangler he is pretty much a toned down protectorate starfighter at range 3 denying extra green dice and getting focus target lock regularly.

Dies early. But puts work in on the way out.

Edited by Boom Owl