Crack cartel

By Orcdruid, in X-Wing Squad Lists

4x cartel executioners with crack shot. 100points.

Thoughts?

I have thought of exactly the same thing but with LRS, so you can have Tl+ focus on the first engage, and if u can get range 1 it's a ton of modified dice with a crackshot (fearlessness should also be considered) problem is they might get ps killed with only 1 agi and after the first engage their modifiers might not be anything special. And just food for thought but 3 cartel brutes with r4agro and Mux with tlt and dengar might be fun too.

What about Cartel Brute x4 with Glitterstim and Unhinged Astromech?

I do like Crack Shot though, one of my favorite lists to play is an A-Wing swarm with Crack Shot and Snap Shot. Not sure how agility 1 ships will pull it off differently, but the extra Hull will definitely keep you alive longer.

Is your idea to punish the opponent even more when you have them in the bulls-eye arc?

Regardless, you should use LRS. It's 0 points, and gives you better action economy.

With that said, I like the title and r4 agromech on there.If you have 4 of them on the board, it would get really hard for anybody to avoid all the bullseye arcs, and make it easy to confuse targets.

Quad Killergorillas do have quite a bit going for them.

Executioners with Crack Shot is another one that might be worth a thought - you've got the PS and slight first-pass-punch to make a mess of most generics, and a few not-all-that-uncommon generics like Countess Ryad (TIE/x7 do NOT like having their evade token taken away), Jess Pava, Captain Rex, or Countdown.

I did a bit of a brain dump on 4-ship builds for the Kaijugodzilla here , but I admit I only considered the Cartel Brute.

For that matter, 4 Veteran Instincts Executioners gives you 4 ships with a respectable-if-not-great PS7. That's very much a metagame call:

  • it would let them devastate
    • Triple TIE Defenders (lower PS, given to moving in straight lines, very token dependent)
    • Twin IG-88 (lower PS, large base which is easy to bulls eye, very token dependent)
  • But wouldn't really help against the PS11-or-bust crowd.

Getting PS-killed is always an issue with a squad of generics, but whilst the Harpoon Missiles, The Musical crowd will kill one if they put their mind to it, I can't think of any squad that's going to bring down two Kimi Raikonnens before they get to shoot, so as long as you keep cheap enough to have that fourth ship, I don't see that it's any less viable than the assorted triple T-70 lists that have been mooted in the (currently 33 page!) thread.

I think it's a nice, flexible ship - the multiple ordnance slots and reload means you can give it ordnance without needing to make it a dedicated bomber, bulls-eye and a respectable primary weapon value of '3' makes it okay in a gunfight without needing a cannon slot, and the (salvaged) astromech slot opens up a lot of options too.

Long Range Scanners are (almost) auto-includes unless you're packing something which might generate free locks mid-game like XX-23 S-Thread Tracers or an R4 Agromech.

25 point (or thereabouts) ideas for the M-12:

  • Elite Versions
    • Cartel Executioner, Crack Shot, Long Range Scanners
      • Quite the 'sniper' for opening passes, pointed out by @Orcdruid
    • Cartel Executioner, Fearlessness, Long Range Scanners
      • A close-range brawler, pointed out by @DanteStorm . You've got the best chance of bulls-eyeing someone by blocking them in a predictable spot. Bulleyeing a large base ship at close range is also pretty easy, and a combined fearlessness/bulls-eye arc could rip something like a jumpmaster or YT-2400 a new one very easily.
      • It should be noted that whilst statline-wise it looks like a B-wing, its dial is more like a TIE bomber - so close-quarter duels aren't exactly easy to orchestrate.
    • Cartel Executioner, Veteran Instincts, Long Range Scanners
      • Very dependent on PS mattering. I suspect not really worth it except in a known field.
    • Cartel Executioner. Attani Mindlink, Unhinged Astromech Long Range Scanners (26 points)
      • Needs to find a points (so 'budget' wingmen) but has the usual Attani Mindlink Shennanigans available.
      • Only really worth it with the unhinged because what makes Attani Mindlink worth it is at least one end of the link, ideally both, having a good green dial.
  • Non-elite Versions
    • Cartel Brute, R4 Agromech, Contraband Cybernetics
      • Doesn't use long range scanners as you need the ability to acquire locks in close
      • Attack, spend a focus, gain a lock, spend the lock immediately if you need to gives about the same damage increase as focus-and-predator, on a non-elite ship
      • Not quite as good as the fire control system a B-wing would get, but unlike a B-wing it works on the first attack on a target - and with 4 ships shooting at a target, often there won't be a second.
      • Still have about a 40% chance of coming out of an attack with an unspent target lock.
      • Could swap Cybernetics for Inertial Dampeners. Either is an attempt to mitigate the (fairly awful) dial without using the astromech slot, but the former lets you pull a red move and get a focus to start the R4 attack chain
    • Cartel Brute, Ion Pulse Missiles, Long Range Scanners
      • Really nasty control ship. Able to lock a target from long range, deliver a missile which will double-ionize a large ship, and has enough firepower to make a ship pay for being predictable after doing so.
      • Can reload and do it again. Unlike a gunboat it can't reload and fire in the same turn, but 2 ion pulse M-12s could keep up a steady rain of ion pulse missiles and 'walk' a low agility big ship off the board from range 3.
    • Cartel Brute, Scrambler Missiles, R5-TK, Guidance Chips (24 Points)
      • A touch cheaper, making it useful if you want an extra point on a different M-12
      • Scrambler missiles give you area-splash token removal.
      • You can lock your own ship (so no long range scanners needed), drive him into the middle of an enemy squad, then fire the scramblers at him, hit, do no damage (because being hit by scramblers doesn't actually cause damage), and remove tokens from multiple enemy ships.
    • Cartel Brute, Cruise Missiles, Long Range Scanners
      • You're limited to 4-dice missile shots by your lack of straight-line speed, but a 4-dice, target lock/focus, no-range-3-bonus, potentially bulls-eye missile shot is still nothing to ignore!
    • Cartel Brute, Cruise Missiles, Long Range Scanners (26 Points)
      • If you have a point spare, you can of course reach for the noticeably better-for-cost Harpoon missiles.
    • Cartel Brute, Seismic Torpedoes, R4-E1, Long Range Scanners
      • High-G Landscaping. This is very situation-specific, much like the Rebel Astromech R5-X3, but it's impressive when it works
      • You can pull a red move (or a white move whilst already stressed), then fire seismic torpedoes and blast an obstacle out of your way.
      • After doing this, you can then discard R4-E1 to instantly de-stress yourself on top if required
      • In a quad-M-12 squad, you can then shove three Drillakillas through the unexpected gap you've just created....
    • Cartel Brute, XX-23 S-Thread Tracers, Unhinged Astromech, Inertial Dampeners, Guidance Chips
      • About as mobile as you can make the ship. A decent (if fast) green dial, the one-use ability to stop, and the ability to turn a focus on one ship into a target lock on all.
    • Cartel Brute, R4-B11, Long Range Scanners
      • You know when you've been boresighted. Making someone reroll any successful evades hurts anyway, but when you can't spend focus to turn them back, and can't reroll them again, and can't fall back on evade tokens, it hurts even more.
      • It's not quite as good as Omega Leader's ability, but it's a touch cheaper - and Omega Leader doesn't have a 3-dice primary attack.
    • Cartel Brute, Enforcer, R5-P8, Long Range Scanners (26 Points)
      • Go on, shoot at me.
    • Cartel Brute, Salvaged Astromech, 1 point illicit or Thread Tracers, Long Range Scanners
      • The M-12's hull is as thick as anything which can equip a salvaged astromech. The odds are you'll take a critical in the course of being killed, and the odds are good that it'll be a ship critical.
      • Theoretically the odds are
        • 1/8 hits are criticals
        • 25/33 criticals are 'ship' criticals
        • 45% chance of a ship critical coming up in 6 points of damage
      • In reality it's a lot more likely than that:
        • because you cancel criticals last you get a slight up-tick of criticals
        • Any attack with rerolls slightly increases the chance of criticals more than a focus result
        • A lot of attacks have an automatic critical (mangler cannons, guidance chips, advanced targeting computers)

Edited by Magnus Grendel

Or, for a truly ridiculous (if expensive) close-range ship:

  • Cartel Executioner
    • Deadeye
    • Advanced Proton Torpedoes
    • Overclocked R4
    • Contraband Cybernetics
    • Guidance Chips

That's 33 points - meaning theoretically you could get 3 of them if you were so inclined - and...well....you wouldn't want to be at range 1 of one, would you?