Glitter or Scavenger Crane?

By DanteStorm, in X-Wing Squad Lists

So recently I've been playing with an double lancers list that goes like this:

Pursuit Craft: •Ketsu Onyo (51)
Counter-Measures (3)
•Shadow Caster (3)
Expertise (4)
•Dengar (3)

Pursuit Craft: •Asajj Ventress (45)
Counter-Measures (3)
Push the Limit (3)
•Latts Razzi (2)

Total: 96/100

But if you notice, I have 4 free points, and I'm not sure which Ilicits to load them with, i'm pretty sure the best choices are Glitterstim or Scavenger Crane. Scavenger Crane is great against missiles, played a game against Quickdraw, Vader and a bomber, all with harpoons and during the whole game, he was only able to shoot one harpoon due to me getting Countermeasures back. While Scavenger is great I'm not sure if it's better than Glitter, because combined with Countermeasures, it makes you really hard to hit for a whole round, or when Asajj bumps she can still get those modifiers, but I have spent Glitterstims and proceeded to roll 0 eyes...

If anyone could give me helpful advise I'd appreciate it very much, thank you. :)

if you already have Push the limit that already gives you a an stress token and Expertise that doesn't work whit stress tokens, y prefer Scavenger crane that dont put more Stress on your ships

You might consider dropping expertise to add a glitter/scavenger or double glitterstim. That would open your ept up for something like a fearlessness that goes well with Ketsu's ability. Completely depends on how you like to fly her though, because then you've got to be aggressive with her.

On Asajj, glitter is risky since you'll probably already have a stress from PTL. Scavenger and rigged cargo chute or Black Market Slicer tools might be a better choice on her.

Oh boy, do I love this. Those are brutal builds. I would definitely keep Countermeasures/Scavenger Crane on the both.

You've set them both up in a manner that really is better served in both cases by Scavenger Cranes, I think. Glitterstims overcharges but invalidates Expertise on Ketsu, and stacking stress with Push the Limit makes for multiple rounds of predictable, bumpable flying for Asajj. If you change the EPTs you really open up the debate.

2 hours ago, LHyoda said:

That would open your ept up for something like a fearlessness that goes well with Ketsu's ability.

^This. I love Fearlessness Ketsu. I love her. Also use 2 of the 3 points you get back for a Glitterstims on Ketsu alongside that Scavenger Crane, and the other one point to stick a Rigged Cargo Chute on Asajj. So nasty.

Edited by E Chu Ta
typo

Thank you all for your advises, I think I'm gonna stick with SC.

Now about changing Expertise, I don't want to, simply because I'm loving the combo, Expertise + Dengar, you can pull any manouver on your dial and still have focus+evade+target lock, or the equivalent. Although Fearlessness always appealed to me, as I love to fly aggressively, and it sinergises greatly with ehr ability, I feel it leaves ketsu with few mods, yes she can have double glitter, but that's two rounds. and although she'll pack the nastiest punch, it might bring her defense down, something that's already not that high.

I love this!! No shenanigans, just two stupidly fast ships that can blow anything to pieces in 5 seconds flat while flying across the board. I'm curious about Ketsu- do the tractor beams every come in handy? And does the arc rotate action see a lot of use on PS 6 and 7 pilots?

2 hours ago, BlackOne said:

I love this!! No shenanigans, just two stupidly fast ships that can blow anything to pieces in 5 seconds flat while flying across the board. I'm curious about Ketsu- do the tractor beams every come in handy? And does the arc rotate action see a lot of use on PS 6 and 7 pilots?

I too love the concept. Tractor beams are actually part of the reason this works, Ketsu can deal a stupid ammount of damage at range one, and then Ventress can attack a target with two less agility, or I can bump with Ketsu, denying actions and then tractor that person off the bump and wreck them. They are also very helpful in getting Ventress to do damage, which she usually lacks if I play defensively. The arc rotate action can be tricky, at ps 7 and 6, you have two think of the next round or two, and guess what your opponent is going to do, although there are tricky decisions, that can go either way.

Both are fine. Glitters are amazing, even with the stress restrictions on PTL and Expertise. There are times you bump with PTL pulling a Green, and Glitters can save the day. Even with Expertise, there are times you just need extra defense, or want mods when you pull a K-Turn or don't pull a green after a K-Turn. Double-stress isn't great on Ketsu, but Dengar, pilot ability, and title still work, so it isn't as bad as some ships. I've had Countermeasures/Glitterstim also fail me... triple-blank and then triple-blank-single-eye against Range 1 and Range 3 shots, but that's not super likely.

As to Cranes, Extra Countermeasures is nice. There's a lot of missiles and torpedoes going around.

When I've flown a similar list, I went Crane on Asajj (to ramp up her tankiness), and Glitter on Ketsu (consistent offense and defense).