TOTAL: 98pts
Below how I came about it if it interests you. And I say "I" meaning my brother and I as we developed it over time. Batrep is next post below.
The Preparation (for batrep scroll down)
In preparation, I had no idea what I was going to fly. I initially was **** bent on scum alpha with Nym,Torani,Jostero. Did a bit of practice matches, and a couple kit tourneys. Liked it overall, but fenn Ghost and Miranda Low Friend were just too tough, and Palp aces was always a close call 50/50 type match.
My bro started messing with Kylo,Vessery,Eps then switched to vader, then ryad, and just wasnt happy. I went with with Kylo,Quickdraw,friend. I really liked kylo, but quickdraws usefulness all depends on that first engagement. If dice go your way, its golden. When they dont and QD is eliminated instantly, its almost an auto lose. I rolled triple blanks with quickdraw twice in a row in a kit tourney vs QD/two silencers and he got wiped off the board instantly while his QD just lost shields. Same thing happened with Miranda low friend, and making up that 36pt loss with just kylo and a tie is tough vs tanky lists.
I realized I wanted more squirrely ships with kylo, cause he is gonna be all over the place.
Gunboats fit that bill. Started testing one with HLC,linked battery and another with Ion Cannon. Loved the tankiness and firepower. The HLC did a number on Lowhhrick, but I noticed I was only firing maybe twice a game with the HLC. But the ion cannon provided a threat people could not ignore, which is nice.
My bro tried double mangler and it tore fenn rau and ghost apart, but was kind of weak in other matches. If I was just getting one damage through in this tanky meta, I felt an ion would be more beneficial. And with dtf/selflessness everywhere the ion and flechette ignore it.
To save a point, I dropped the HLC for flechette and then added a harpoon. This still gave me a 4 dice alpha, and stress control. The stress control works on palp shuttle to prevent stop maneuvers, and shuts off maul on ghosts end of combat tlts which could save a point of damage perhaps, and any saved points help in that match. Another benefit was stress opponent, hop over them while they cant kturn, then reload that harpoon.
After many tests, this was the final version. Testing against Miranda Low Ezra we were winning that matchup 80% of the time. Slamming our gunboats to prevent the five dice harpoon strike and get angles on the squad and ion or stress low and then kylo can damage him wherever he is on the board with his dial.
After low drops, we win on points trading a gunboat for lowhhrick, and then just had to take ezra out before another gunboat and keep kylo alive to win on points.
This list is all about the win condition. The gunboats are 24pts and 27pts. So trade a gunboat to kill a 30pt ship like lowhhrick and put your opponent on the offensive.
kylo is 47pts with a 2pt bid.
Versus Miranda/low/friend I kill low and ezra, and never touch miranda. I win keeping kylo alive.
Versus Ghost Fenn, drop fenn (ion cannon is golden!) then I just need the ghost to half points 45pts (half of ghost plus docked shuttle).
Palp aces is take shuttle out and any one ace.
Timewalk asajj, just kill her friend and keep kylo alive and win 49-48.
Practice Matches
Day before S.O. i got two practice matches in.
First game was QD/Ryad/Palp. Zoomed kylo down board edge. Opponent went for kylo. Making it easy to get my flechette behind palp. Harpooned it, 5 straighted kylo over it. Slammed injured ion cannon away to save points. Took Palp shuttle out but Kylo took a beating from quickdraw, and harpoon condition double tapped QD sending kylo to 1 hull. Time is called, but we have 1 round left. Im in a bad spot and quickdraw is able to get a shot and do 1 dmg to kylo, taking the win. I felt good in the match and it was good practice. What cost me teh game was round before last I boosted to get out of ryads arc, but it put me too close to a debris, leaving my escape options limited, which cost me the game.
Second game was ghost/fenn. Ghost took my flechette down to 2 hull. Then I began blocking the ghost with it, causing fenn to bump. Kylo sent 4 dmg into fenn and ion cannon (linked battery!) kills fenn. I block the ghost constantly with my flechette boat and plink dmg with kylo. Ghost eventually gets away and finishes my gun boats. Kylo on 2 hull remaining and i need two dmg on ghost to win on points. Last shot, I get two dmg. End of combat TLTs can finish me though. I dodge the first one and live.
Win!
Good matches and I learned alot. Made some mistakes in the ghost matchup, dialing in moves specifically for adv sensors, instead of going either/or.
on to system open!