Double Lancers - Ventress and Sabine

By Ubbster, in X-Wing Squad Lists

This is my favorite squad to run in recent days. I've had quite a bit of success with it and thought I'd see what tweaks others might suggest to tighten it up.

Asajj Ventress (51) Expertise, Shadow Caster, Glitterstim x 2, Gyroscopic Targeting, and Ketsu Onyo
Sabin Wren (46) Gyroscopic Targeting, Gunner, Glitterstim x 2

I really love giving out free stress with Ventress' ability. Ketsu is there to keep the tractor beam (reducing agility) for more than one pass. Tractoring a ship onto an asteroid is so much fun. Having Ventress shoot first also allows Sabine to take advantage of a reduced agility if in the right spot. Sabine also has a free eyeball on defense if positioned rightly. (Just have to remember to take a focus that turn.) I double up on Glitterstim to help those moments where I'm being ganged up on. I've toyed with giving up on using the gyroscopic targeting in order to spend all my points (I'm at 97 right now) but I really like the free turret movement on 3-5 templates.

Anyone else have much luck running double lancers?

Thanks!

My personal preference runs to Ketsu and Assaj but I love twin casters

I've tried to run Ketsu and Assaj at the same time but have had little luck with them. I've found that using Ketsu as a crew way easier to keep the tractor beam pressure on my opponent. This list would be even better if Sabine had an EPT slot but that's the way the game goes.

Problem with that is you're losing the best crew option for Assaj in Latts Razzi, she makes Assaj so much more survivable. I had some success with a VI Ketsu with Dengar and a double glitterstim and relied more on the title over her own ability.

You're right, Latts is great if your defending against stressed attackers, in which Assaj can only guarentee at minimum, one stressed attacker, at range 1-2.

With Ketsu, I can keep any successful tractor beam on someone, but also add to it the following combat round. I fly aggressively, so I love to going up against ships with missing agility dice.

Swap the title from Asajj to Ketsu. You want to shoot your opponent with -1/-2 agility.

There's no one who will benefict of that after Asajj.

After that, the list is cool. Even if I prefer Countermeasure+Scavenger on Asajj, and double Glit on Ketsu. And the PTL on Asajj, VI on Ketsu, but is just a matter of taste.

Edited by Cerve

Wheres the tractor beam token coming from? Neither Assaj or Sabine can hand one out. Nor can Ketsu crew.

Ahh never mind, found it.

Edited by Trubble

So I had a lot of success with my version, slightly different, but it worked absolutely great for me.

Ketsu Onyo, VI, Dengar, Glitterstim x2, Shadow Caster, EU.

Asajj Ventress,VI, K4, Glitterstim x2, Gyro.

My tricks were to close Gaps quick, use the boost action on Ketsu with hers always pointing forward. I could get someone Tractored, pop glitterstems, then attack said person still in range 1 hopefully, now they're tractored again (-2 agility) took some decent damage, and then attack them again with Asajj who has a TL from K4, popped a glitterstim, and moved the firing arc if it was necessary. People keep telling me I'm losing soooo much without Latts Razzi, but I've tried with, and Latts is defensive and only if you happen to stress out the person attacking. It's a nice defense when the opponent plays a lot of PTL, but I don't rely on Asajj to give it to them since they could clear it by the time it comes around anyway.

Basically it gives first two turns as full mods (Dengar in place of TL), gitterstims do nice because it's an offensive and defensive focus. With their hit to agility it can get mean. Later play I'll move Onyo's gyro around manually but that's finishing game play, Asajj is my more mobile attacker. I typically run Ketsu strong front with Asajj slightly behind, offset to one side. I'll use the tractor to move targets closer to Asajj to try and get the range 1 if possible. Stress throwing is all bonus play.

Edited by SkyCooper

I've been thinking about Ketsu, and particularly an odd Elite upgrade idea: Trick Shot. It occurred to me that a lot of the time, if you're able to use her pilot ability and toss someone onto a rock, they'll wind up obstructed. The tractor beam agility reduction partly counters that, but Trick Shot really steps it up. With a standard build with Dengar and Glitterstim, that'd be a 5-dice attack at range 1 with rerolls and turning focus results to hits.

Plus, it's free. I often feel that with a Ketsu build, I want another point somewhere, or have to drop a Glitterstim to keep the points down enough. TS/Dengar (or K4)/Glitter/Glitter/Shadowcaster/EU comes in at 52, and the 48 remaining could be a solid Boba Fett, a pair of TLT Y-Wings, a well-loaded Nym, or heck, even a cheap Dengar with just Rage/Recruit/Unhinged/Title.