I want your jankiest, trolliest lists. Show me your castles, your feedback swarms, your tractor chain....
What are your goofiest lists?
I want your jankiest, trolliest lists. Show me your castles, your feedback swarms, your tractor chain....
What are your goofiest lists?
| Torkil Mux — HWK-290 | 19 |
| Twin Laser Turret | 6 |
| Dengar | 3 |
| Ship Total: 28 | |
| Palob Godalhi — HWK-290 | 20 |
| Predator | 3 |
| Twin Laser Turret | 6 |
| 4-LOM | 1 |
| Moldy Crow | 3 |
| Ship Total: 33 | |
| Sunny Bounder — M3-A Interceptor | 14 |
| "Light Scyk" Interceptor | -2 |
| Ship Total: 12 | |
| Quinn Jast — M3-A Interceptor | 18 |
| Deadeye | 1 |
| Harpoon Missiles | 4 |
| Guidance Chips | 0 |
| "Heavy Scyk" Interceptor (Missile) | 2 |
| Ship Total: 25 | |
I can't count the number of strange looks and over-confident smug grins I've gotten when I set this up across the table (For the longest time it was Concussion on Quinn instead of Harpoon, with only recently having made the switch.) Everyone makes a comment that I'm a fool to run not just HWKs and Scyks to begin with, but only HWKs and Scyks in a list together. They see the ships themselves as singular, separate entities, most commenting that I've overloaded Palob with points, all the while utterly missing the 'forest'. Lets break it down one at a time:
1. Torkil Mux. I cannot stress enough that this guy right here is the driving engine of the list. For one, the combination of TLT + Dengar crew means he is consistently hitting for 2 damage every round, which is something a lot of ships are unable to boast about. The real key is his pilot ability, dropping someone to PS 0. I've heard him get compared to Roark Garnet on several occasions but they couldn't be any more different. While both only target a single ship with their ability, its the way that they do it which is key. Roark makes sure 1 of your ships shoots first. Torkil makes sure your opponent's ship shoots last. No 'Ace shoots first', no consecutive fire when you destroy them. Even our 12 points of pure variance (Sunny) gets to attack before they do.
2. Palob Godalhi. With Torkil dropping a target ship to PS 0, Palob is nearly as accurate with his TLT + Predator, arguably even more so with what is usually a half-dozen focus tokens or more tagging around behind him. 4-LOM is merely insurance against tokens you can't steal and will go most games without being used. Palob loves ships that love to token-stack. He either ends up with a large pile for his own use, or scares the enemy into completely forgoing focuses & evades. Even better than that is when an 'Aces' player, going through the motions, lands right inside his bubble and tokens up, only to have them swiped away.
3. Sunny Bounder. 12 points of pure variance. Some games she'll get unlucky and die in the first round of fires, in others she goes utterly ignored in favor of 'bigger fish' and ends up scoring multiple solid hits in a match. Currently she sports 3 Rear Admiral Chiraneau kill-marks after catching him at range 1 after he'd been dropped to PS 0, one of those being off 3 hits into a fourth, and one being off 3 crits into a fourth. To really make things funny, wait till you have a little 12 point ship end up getting 3 crits at range 2-3 against a low/zero agility ship. See how your opponent reacts.
4. Quinn Jast. Not as much variance as Sunny, but certainly not to be underestimated. With Concussion missile he was steadily hitting for 3-4 damage a shot, in most games getting the missile off 2-3 times (Record is 6, opponent didn't realize how much of a threat he was till it was too late). With the recent swap to Harpoon Missile he gains a bit more defensive staying power, not needing to spend his focus to fire. On top of that, the potential for splash damage, triggered off a second missile or TLT, only further improves his lethality.
Dormitz sets up first thanks to the Courier, taking up one corner. The Lambdas castle up around him thanks to Dormitz' ability. Then Epsilon sits right in the wedge between them. Each turn, the Lambdas hard stop for stress. Dormitz uses Advanced Sensors to give someone an action (Lambda Focus or Epsilon Evade, usually), then one-straights to grant someone a target lock with the Sys Officer. Epsilon turns into an Omicron to hold position.
It can be easily defeated if you don't play its game (come at it along the board edges, and take R3 pot shots at the Lambdas before turning away), but to unprepared players, it can be pretty frightening to be looking at.
13 minutes ago, Innese said:
Torkil Mux — HWK-290 19 Twin Laser Turret 6 Dengar 3 Ship Total: 28 Palob Godalhi — HWK-290 20 Predator 3 Twin Laser Turret 6 4-LOM 1 Moldy Crow 3 Ship Total: 33 Sunny Bounder — M3-A Interceptor 14 "Light Scyk" Interceptor -2 Ship Total: 12 Quinn Jast — M3-A Interceptor 18 Deadeye 1 Harpoon Missiles 4 Guidance Chips 0 "Heavy Scyk" Interceptor (Missile) 2 Ship Total: 25
Do you ever fill out the last two points, or leave it at 95? I could see throwing a BMST onto one or both of the HWKs, for added anti-ace potential...
52 minutes ago, emeraldbeacon said:Do you ever fill out the last two points, or leave it at 95? I could see throwing a BMST onto one or both of the HWKs, for added anti-ace potential...
I use to run it at the full 100 and put Pulsed Ray Shield on Palob, but due to how the timing works with TLT & Harpooned, I'm thinking of keeping that 2 point bid to try and make sure my opponent has initiative.
FOUR. TIE. PHANTOMS.
Formation depends on what my opponent has. Use cloak as a super charger to outrun, chase, close and generally hit people with dice way before they are ready. Box formation if the opponent has a two ship list or not enough attack value...
I do not know if this is any good, but I came up with it and it seems fun:
Blue Squadron Pathfinder
Ezra Bridger
Hera Syndulla
FCS
Title
Blue Squadron Pilot x 2
Advanced Sensors
Linked Battery
EM
Proton Torps
You set them up in a corner, the U facing the middle of the board, the Bs bumped up against the U, perpendicular to one another. The U constantly dials in stops, gets its Ezra mod and FCS target locks. The Blues advanced sensor action, then dial in a green to bump. Everyone stays in the exact same place, people have to fly at you in order to shoot you, and you will always be able to shoot them, while many of them might take a turn to loop around for another pass.
2 hours ago, Greebwahn said:I do not know if this is any good, but I came up with it and it seems fun:
Blue Squadron Pathfinder
Ezra Bridger
Hera Syndulla
FCS
Title
Blue Squadron Pilot x 2
Advanced Sensors
Linked Battery
EM
Proton Torps
You set them up in a corner, the U facing the middle of the board, the Bs bumped up against the U, perpendicular to one another. The U constantly dials in stops, gets its Ezra mod and FCS target locks. The Blues advanced sensor action, then dial in a green to bump. Everyone stays in the exact same place, people have to fly at you in order to shoot you, and you will always be able to shoot them, while many of them might take a turn to loop around for another pass.
I had a friend with a similar U-Wing (but Jan Ors instead, and Tactical Jammer), plus a Mangler/AdvS/Jyn Erso Ten Numb, and an R2-D2 pre-nerf Biggs. U-Wing pulls a hard-2 to crash into the diagonal Biggs+B in the corner, then flips next turn. Hera to keep stalling after that, while you keep your other ships on 1-straight. Ten will Advanced Sensors to Jyn a few focus and evade tokens to Biggs, and his Mangler crits can't be canceled, to make up for his weak mods. Pre-nerf, Biggs just sits there, regens on 3 green dice and a bunch of tokens.
I think the most Jank I ever made was
Stridan
Advanced Sensors
Kylo Ren's Shuttle
Inspiring Recruit
General Hux
Experimental Interface
-----------------------------------
For a stupidly expensive total of 46 points.
Pretty much you just do greens all the time, and take whoever else you want for 44 points (2 aces, a bunch of tie/fo, some strikers, etc). You can never be denied your action due to Advanced Sensors (unless they have a stress dealer), you coordinate someone, Hux with experimental (and then take the stress from experimental due to the wording). If you take two aces you can assign one of the Hux focus to yourself, and the condition to somebody else that might not be getting shot much this round, do a green manuver to ditch the two stress with Inspiring Recruit, and do it all again next round.
Blocks won't stop the combo, so long as you keep doing greens you can hand out so much stuff. Coordinating your friendlies before you move is great for arc-dodgers or whoever you have. Its great fun, but like most of the shuttles it dies EXTREMLEY quickly (or I was just playing it really badly).
The Imperials have a bunch of options for great wingmen though, so there are plenty of options to sprinkle in there (along with tech on Stridan, both of those slots are unused if you have the spare points).
So much jank on this thread, I love it!!
Best,
Cow
I posted this up in another thread a couple of days ago, I think it definitely qualifies for this thread too...
Scum Suicide Bombers
Jakku Gunrunner - Intelligence Agent, Seismic Charges, Primed Thrusters, EMP Device (21)
Jakku Gunrunner - Seismic Charges, Primed Thrusters, Dead Mans Switch (20)
Jakku Gunrunner - Seismic Charges, Primed Thrusters, Dead Mans Switch (20)
Jakku Gunrunner - Seismic Charges, Primed Thrusters, Dead Mans Switch (20)
Jakku Gunrunner - Seismic Charges, Dead Mans Switch (19)
Total = 100pts
I recently picked up some extra Quadjumpers for cheap so I'm hoping to try it out next time I can arrange a game of X-Wing at our club. I figured the Quadjumpers reverse moves will help them stick close to the opposition so that when they blow up the enemy will be in range for the damage. The Intelligence Agent, Primed Thrusters and EMP Device should also help by enabling me to predict where I need to be to arrange bumps or if it's worth dropping a bomb.
I have plenty of oddball lists I put together for fun, but I think the list above is the most unconventional.
So a few of us were shooting the breeze between practice matches tonight when a newish player, looking through his cards, asked why no one ever really flew "Omega Ace". The reason we came up with was that he is too hard to setup, since he requires both the TL and the focus, and even then he is usually throwing just 2-3 dice when he manages to pull it off... That's when I spotted Poe on a nearby table, proxy-testing Advanced Optics. A few minutes later we we came up with this little monstrosity.
| "Omega Ace" — TIE/fo Fighter | 20 |
| Swarm Leader | 3 |
| Advanced Optics | 2 |
| Ship Total: 25 | |
| The Inquisitor — TIE Advanced Prototype | 25 |
| Veteran Instincts | 1 |
| Autothrusters | 2 |
| TIE/v1 | 1 |
| Ship Total: 29 | |
| Baron of the Empire — TIE Advanced Prototype | 19 |
| Veteran Instincts | 1 |
| Autothrusters | 2 |
| TIE/v1 | 1 |
| Ship Total: 23 | |
| Baron of the Empire — TIE Advanced Prototype | 19 |
| Veteran Instincts | 1 |
| Autothrusters | 2 |
| TIE/v1 | 1 |
| Ship Total: 23 | |
Two (Possibly three) Crits might not be terribly scary, but what happens when its four (Possibly five)? We haven't yet been able to test it, but any ship with low agility/shields is going be terrified of that many Crits being hammered into them.
I've posted this list idea before. Haven't had the chance to actually test it as I'm several upgrade cards and a ship short, and it's slightly worse now that we can't get Unhinged Astro on the Jumps, but here it is:
Bring 3 debris clouds, then drop 4 more on the table in the first couple rounds. The Jumps don't really care about the stress or obstruction and so are happy to dance around the debris field and shoot; Slaver parks on the edge of the fray for 3 rounds and takes potshots. APLs are replacements for the 2 Unhinged and APL on Slaver; maybe EU on the slaver or Mangler cannon would be better, IDK.
Oh, um, inspired by @JudgeDeath , I recalled a match at my last regionals against 5 QJs and the list I build inspired by that:
Gunrunner x 3
Spacetug
PA
Intel Agent
Gunrunner
Spacetug
PA
Boba Fett
Gunrunner
Spacetug
PA
Ketsu
SO... with that many Tractor beams, somebody is gonna enter the combat phase with no agility. Ideally, you didn't need to Tractor with all of them, so at least a couple can focus to boost their attacks against a 0 agility target. Ketsu makes it so that can happen again next round without needing to Tractor action, letting them all focus. Boba is just for kicks, in case it works out.
That is a whopping 30 Hull hidden behind a respectable 2 agility. All together, janky AF, but maybe, just maybe, competitive.
@Greebwahn for more offense, could you swap out boba for an op-spec?? Leave some of your gunrunners to do Spacetug, nix somebody's defense, and then shoot with them first, and if you unfortunately miss (boo bad dice) pass a focus to somebody else?
2 hours ago, Cow-of-Doom said:@Greebwahn for more offense, could you swap out boba for an op-spec?? Leave some of your gunrunners to do Spacetug, nix somebody's defense, and then shoot with them first, and if you unfortunately miss (boo bad dice) pass a focus to somebody else?
I'd have to take away some Intel Agents, but that's fine...now to get ahold of 5 Quads...
1 hour ago, Greebwahn said:I'd have to take away some Intel Agents, but that's fine...now to get ahold of 5 Quads...
But with 5 would they be quad jumpers or quintuplejumpers??
23 hours ago, Greebwahn said:Oh, um, inspired by @JudgeDeath , I recalled a match at my last regionals against 5 QJs and the list I build inspired by that:
Gunrunner x 3
Spacetug
PA
Intel Agent
Gunrunner
Spacetug
PA
Boba Fett
Gunrunner
Spacetug
PA
Ketsu
SO... with that many Tractor beams, somebody is gonna enter the combat phase with no agility. Ideally, you didn't need to Tractor with all of them, so at least a couple can focus to boost their attacks against a 0 agility target. Ketsu makes it so that can happen again next round without needing to Tractor action, letting them all focus. Boba is just for kicks, in case it works out.
That is a whopping 30 Hull hidden behind a respectable 2 agility. All together, janky AF, but maybe, just maybe, competitive.
The last couple of events I have been to I've come up against a number of Rebel lists that have been built around being hard to hit - Auzitucks, Falcon with evade title, C-3PO & Jan Ors, etc, and have been considering an agility-reducing fleet would be a good counter to what is becoming a more common theme on the tabletop. My own solution was to take Latts Razzi, Unkar Plutt and 2 Tansarii Point Veterans with Tractor Beams, however the massed Quadjumpers should work just as well. The hard part will be keeping them alive long enough so they can manoeuvre into position and concentrate fire (and Tractor tokens) on one target, but if you can bag an enemy ship early for no loss you'll have a good chance of maintaining the upper hand.
Sensor Jammer is expensive and not all that effective unless you can deny the ship in question actions....which the new Jamming mechanic can do fairly well.