Stressful Scum

By K13R4N, in X-Wing Squad Lists

In the recent Meta Stress is become very powerful for a counter to Ghost Fenn and also Expertise so I came up with this:

Asajj - Adaptability, Tactician, Gyroscopic Landscaping

Cartel Brute - Harpoons, Ènforcer, Long Range Scanners

Vikor Hel - Debris Gambit, XX23, Contraband Cybernetics, Vaksai, Engine Upgrade, Stealth device, Autothrusters

100/100

So the idea is with asajj is she can give 1 stress at the start of the combat phase then another one during her attack.

Cartel is for the harpoons fire power but if they are in his bullseye he can also give out stress

and finally viktor wants to be the prime person to be attacked but have the best defense posible

What do you think? Is it Viable? What should be changed to improve it?

The tragic thing is (for you non-rebel players out there) is the Rebels are the monarchs of stressland. However, the others can pull it off - I just don't think you have enough. Consider, perhaps, this, even if they do all run a little light:

Asajj

ASTC

Dengar

Viktor Hel

Vaksai

VI

VT

Scavenger Crane

Stealth Device

Torani

VI

R4 Agromech

Enforcer

3 Sources of stress, respectable, if not overwhelming, offense, a lot of HP. I don't know how competitive it would be, but it seems fun.

13 hours ago, Greebwahn said:

Viktor Hel

Vaksai

VI

VT

Scavenger Crane

Stealth Device

Totally didn't think of Scavenger Crane.

I played my list yesterday against a friend who was playing scum aces and I got 9 stresses on Cobra which was hilarious but he took out the brute first so I didn't have enough DPS.

I've flown Viktor since his release (my fist game, I double stressed two Tractor Beam defenders with him on the first combat turn- so awesome!), and I've settled on a very similar concept:

Viktor Hel (31)
Kihraxz Fighter (25), Vaksai (0), Deadeye (1), Harpoon Missiles (4), Scavenger Crane (2), Stealth Device (3), Munitions Failsafe (1), Guidance Chips (0)

Asajj Ventress (49)
Lancer-class Pursuit Craft (37), Predator (3), Latts Razzi (2), Glitterstim (2), Glitterstim (2), Shadow Caster (3)

Jakku Gunrunner (19)
Quadjumper (15), Cikatro Vizago (0), EMP Device (2), Spacetug Tractor Array (2)

Totalling 100 points.

If you've never run a perma-cloak EMP device quadjumper before, I'd highly recommend it. It's possibly the single strongest control piece in the game - at 19 points - as well as being extremely fun to fly. Just when your opponent thinks they've finally pinned it down, you decloak and tractor their ace onto a rock.

I've learned through a huge amount of experience (flying Asajj in nearly every scum list since her release) that she simply doesn't like being built light. In this build, she's got a tanking factor with Latts, and double-insurance with the glitterstims. Shadowcaster and Predator give her some serious punch, especially when combined with glitterstim. She's nearly half the list, but if played right she should always survive the game while contributing meaningful blows.

Finally, Viktor is built as light as you can really afford. If you're running stealth device, you're not running at range 3 to trigger his ability, so autothrusters+engine upgrade are largely wasted. Scavenger crane synergises well with both Stealth Device and Harpoons: if they attack him, he gets his buff back when you nuke a ship, if they don't attack him, you get free harpoon reloads. I've t3oyed around a lot with VI on him, but come to the conclusion that without double-repositioning actions PS 9 doesn't do much for him, so deadeye is the natural call.

The overall strategy is to bump (or force a bump) on one ship with Asajj such that its only shot is on Viktor, double stressing it via Asajj's and Viktor's abilities respectively. Asajj/the quadjumper additionally tractors the target ship onto a rock, and then the quadjumper triggers its EMP to ionise that ship. the golden situation is an ionised, double-stressed ship going over a rock for the next two turns in a row.

1 hour ago, Astech said:

I've flown Viktor since his release (my fist game, I double stressed two Tractor Beam defenders with him on the first combat turn- so awesome!), and I've settled on a very similar concept:

Viktor Hel (31)
Kihraxz Fighter (25), Vaksai (0), Deadeye (1), Harpoon Missiles (4), Scavenger Crane (2), Stealth Device (3), Munitions Failsafe (1), Guidance Chips (0)

Asajj Ventress (49)
Lancer-class Pursuit Craft (37), Predator (3), Latts Razzi (2), Glitterstim (2), Glitterstim (2), Shadow Caster (3)

Jakku Gunrunner (19)
Quadjumper (15), Cikatro Vizago (0), EMP Device (2), Spacetug Tractor Array (2)

Totalling 100 points.

If you've never run a perma-cloak EMP device quadjumper before, I'd highly recommend it. It's possibly the single strongest control piece in the game - at 19 points - as well as being extremely fun to fly. Just when your opponent thinks they've finally pinned it down, you decloak and tractor their ace onto a rock.

I've learned through a huge amount of experience (flying Asajj in nearly every scum list since her release) that she simply doesn't like being built light. In this build, she's got a tanking factor with Latts, and double-insurance with the glitterstims. Shadowcaster and Predator give her some serious punch, especially when combined with glitterstim. She's nearly half the list, but if played right she should always survive the game while contributing meaningful blows.

Finally, Viktor is built as light as you can really afford. If you're running stealth device, you're not running at range 3 to trigger his ability, so autothrusters+engine upgrade are largely wasted. Scavenger crane synergises well with both Stealth Device and Harpoons: if they attack him, he gets his buff back when you nuke a ship, if they don't attack him, you get free harpoon reloads. I've t3oyed around a lot with VI on him, but come to the conclusion that without double-repositioning actions PS 9 doesn't do much for him, so deadeye is the natural call.

The overall strategy is to bump (or force a bump) on one ship with Asajj such that its only shot is on Viktor, double stressing it via Asajj's and Viktor's abilities respectively. Asajj/the quadjumper additionally tractors the target ship onto a rock, and then the quadjumper triggers its EMP to ionise that ship. the golden situation is an ionised, double-stressed ship going over a rock for the next two turns in a row.

I would probably swop harpoons for cruise then you can put the lancer modification on asajj. The only problem I feel with that build is it relies on Asajj so much that if you don't play it to perfection things can go dramatically wrong!

8 hours ago, Dengars Toilet Paper said:

I would probably swop harpoons for cruise then you can put the lancer modification on asajj. The only problem I feel with that build is it relies on Asajj so much that if you don't play it to perfection things can go dramatically wrong!

Cruise missiles are nice, but keep in mind that Viktor only gets the 5-dice on a 4-straight. With this build he really want to move slowly, since R1 is his greatest weakness.

The Gyroscopic Targeting mod is far superior on Ketsu, since she really needs the double-arc front to begin with. Asajj's classic - and most brutal - strategy, however, is to fly along a board edge with the mobile arc facing inwards. In that scenario you pretty much never need to change the arc. Even is Asajj is flying down the center of the board, through rocks, it's often easy to maintain a shot. It's worth the points, but not at the cost of better equipment for the other ships.