665, Almost Evil

By sharkethic86, in X-Wing Squad Lists

665, Almost Evil (100)

  • Asajj Ventress (PS6) — Lancer-class Pursuit Craft (37) Push the Limit (3) Latts Razzi (2) Countermeasures (3) Shadow Caster (3)

    • Ship Total: 48

  • Quinn Jast (PS6) — M3-A Interceptor (18) Deadeye (1) Harpoon Missiles (4) Guidance Chips (0) "Heavy Scyk" Interceptor (Missile) (2)

    • Ship Total: 25

  • Palob Godalhi (PS5) — HWK-290 (20) Deadeye (1) Synced Turret (4) Ketsu Onyo (1) Contraband Cybernetics (1)

    • Ship Total: 27

Glaring weaknesses? What would you change? Feel like there should be great synergy all around between PS balance, Asajj with Title working with Ketsu on the HWK, sneaky Harpoon reload on Quinn. Also feel like PTL Asajj should do just fine without the Glitterstims that most people normally run for her.

Edited by sharkethic86

I wouldn't take it to a competitive tournament, Quinns and Palob would get melted pretty fast against the current top tier stuff.

Casual critique:

I've tried Asajj with PtL and I'm not a big fan. Her greens are fast, so fast that you will run away from the fight whether you intend to or not. Try Lonewolf or Expertise.

Quinns has a solid build. You need to try and flank with her and not joust, if her green dice fail her early in a match rather than later you wont get your value out of her. Preferably your opponent attacks Asajj or Palob first. Cruise missiles and ion pulse missiles are fun too and a point cheaper if you are looking for some extra points for Asajj or Palob.

I don't think you will get much use out of Ketsu crew on Palob, the HWK is painfully slow and Asajj is going to be moving pretty fast. I'd try Intel Agent or maybe Boba Fett if your feelin' cheeky. You could go 4-LOM and Pulsed Ray Shield(4-LOM their token, then trigger Pulsed Ray Shield in the end phase since Palob is already ionized to regen a shield) while dropping Contraband Cybernetics if you can find one more point, like giving Asajj Lonewolf or putting cruise missiles on Quinns.

Recommended changes without changing the flavor of the list:

Asajj: Lonewolf, Latts, Countermeasures, Shadow Caster 47

Quinn Jast: Deadeye, Harpoon, Chips, Hvy title 25

Palob: Deadeye, Synced Turret, 4-LOM, Pulsed Ray Shield 28

1 hour ago, Burius1981 said:

I wouldn't take it to a competitive tournament, Quinns and Palob would get melted pretty fast against the current top tier stuff.

Casual critique:

I've tried Asajj with PtL and I'm not a big fan. Her greens are fast, so fast that you will run away from the fight whether you intend to or not. Try Lonewolf or Expertise.

Quinns has a solid build. You need to try and flank with her and not joust, if her green dice fail her early in a match rather than later you wont get your value out of her. Preferably your opponent attacks Asajj or Palob first. Cruise missiles and ion pulse missiles are fun too and a point cheaper if you are looking for some extra points for Asajj or Palob.

I don't think you will get much use out of Ketsu crew on Palob, the HWK is painfully slow and Asajj is going to be moving pretty fast. I'd try Intel Agent or maybe Boba Fett if your feelin' cheeky. You could go 4-LOM and Pulsed Ray Shield(4-LOM their token, then trigger Pulsed Ray Shield in the end phase since Palob is already ionized to regen a shield) while dropping Contraband Cybernetics if you can find one more point, like giving Asajj Lonewolf or putting cruise missiles on Quinns.

Recommended changes without changing the flavor of the list:

Asajj: Lonewolf, Latts, Countermeasures, Shadow Caster 47

Quinn Jast: Deadeye, Harpoon, Chips, Hvy title 25

Palob: Deadeye, Synced Turret, 4-LOM, Pulsed Ray Shield 28

Thank you very much for the detailed response. I agree it's not going to necessarily win a tournament, but I also have never played outside casual play with friends, and I'm aware that if you want to compete in X-Wing you need to pretty much run Meta-Wing builds or really catch people by surprise with good luck to boot.

That said, PTL Asajj I've found pretty strong since you can Focus+Evade basically every turn, and I've found relatively easy to stay engaged with 3-hard being green so you can almost fly in a circle around your opponent, pending obstacles. Figured Contraband on the HWK would help a little at making use of Ketsu, but yea I definitely was aware it would be janky and tough to line up. Was hesitant to make Asajj look TOO offensive with something like Expertise, as I like to try to keep target priority confusing for my opponent. 4-LOM may be almost just as janky on Palob since he's shooting last anyway and they may have no tokens left?

All fair points. I've played Asajj a fair bit, and I just never liked the PtL version. The extra action is great but she would be running away from the fight rather than staying in it and getting the stress from the mobile arc on opponents. I have enjoyed Lonewolf more because it opens up the slower white maneuvers.

I wouldn't run Expertise on Asajj without some Glitterstim too so you could pop it in situations where she is going to get focused fired. But all of that makes her more expensive.

As for Palob, I'd just go with TLT. Like you said, Palob is firing last so 4-LOM may not do so much, but that also opens them up for the TLT shots.

I think Deadeye + Synced is my way of cost saving the list vs TLT tbh, and kind of expect a TLT nerf soon anyway.

Definitely some thinking to do though. If I remove PTL off Asajj, and Ketsu + CC off Palob, I have 5 points to reallocate, but will probably take a few games with it to see what really works best.

Deadeye + Synced is 5, one more point and you can have TLT and go for ASTS, Trickshot, or Adaptability and make your whole list PS6. Then you could use the TLT to try and strip tokens before Asajj shoots and have Quinss shoot the missile last for (hopefully) maximum effect.

Some vocal people have been asking for a TLT nerf for a very long time, I'll be surprised if they actually do anything to it. I'd guess they would nerf Miranda's ability or the Ghost-Phantom titles first. It's the best turret, take advantage of it.

Haha, the list was originally 666, with Palob running a simple Dorsal Turret and the title to just keep stripping tokens with his pilot ability and have a pile for offense or defense. Realized needed a more formidable turret to make the HWK worth fielding but guess I've just never been a big TLT guy. I'll shuffle things around again, maybe the 666 variant truly is better for the extra order flexibility you mentioned.