After one or two scarring early experiences against lists with aces in my formative x-wing days I've always been interested in how you counter the higher PS (or Initiative now) ships. In first edition I like lists that aimed to make the most of moving first, blocking, using action mines, quad jumpers with tractor array, that kind of thing. Not turrets so much.
I've been trying to come up with a second edition list that can deal heavy damage during the system and activation phases before higher PS ships have moved. What I'd like to be able to do is line up Jostero with a target, bomb that target and trigger his ability but that has got significantly harder. This is my current attempt.
(76) Emon Azzameen
(3) Marauder
(4) Han Solo
(4) Rigged Cargo Chute
(1) Trick Shot
(6) Proximity Mines
(5) Informant
Points 99
(33) Constable Zuvio
(2) Cikatro Vizago
(5) Contraband Cybernetics
(6) Proximity Mines
Points 46
(43) Captain Jostero
(5) Cloaking Device
(7) Proton Rockets
Points 55
Total points: 200
Notes:
- The illicit upgrades are on the ships that I want them to end up on. I'd actually play pass the cloaking device using Cikatro to get Emon and Zuvio cloaked during the first two rounds
- To land a proximity mine on someone, I need to be in position the previous round. This is going to be tricky against aces. However, I can potentially use the rigged cargo on / in front of them one round which might deny actions for a round or two making this easier.
- I also love the idea of dropping the cargo out the back and then getting an extra dice for attacking and defending out the back for a round
- Zuvio may be able to help me by tractor beaming someone onto a proximity mine. The Cybernetics are there to help with that.
- Proton Rockets may end up being hard to use, but my ultimate 'joy' scenario will be to line something up in Jostero's bulls eye and then drop a proximity mine on it.