Ketsu, 4-LOM, Palob

By The Ironfoot, in X-Wing Squad Lists

Hello there,

I've been having quite a bit of fun with this list. 4-lom might just be the most fun ship i've ever flown, getting a bunch of calculates and barrel rolling + red moves.

HWK-290 Light Freighter - Palob Godalhi - 48
•Palob Godalhi - Tethan Resister (38)
Informant (5)
Proton Bombs (5)

Lancer -class Pursuit Craft - Ketsu Onyo - 87
•Ketsu Onyo - Black Sun Contractor (74)
Zuckuss (3)
Rigged Cargo Chute (4)
Shadow Caster (6)

G-1A Starfighter - 4-LOM - 65
•4-LOM - Reprogrammed Protocol Droid (49)
Elusive (3)
Advanced Sensors (8)
0-0-0 (3)
Mist Hunter (2)

Total: 200/200

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Still a bit unsure about the loadout on Ketsu. Maybe you have a suggestion?

Edited by The Ironfoot

Fearless on Ketsu. She wants range 1 in arcs, and her ability makes it so you can tractor small ships that bump you, as long as they're in arc. I think you could take the cargo chute off.

Edited by Biggsy_boy
1 hour ago, Biggsy_boy said:

Fearless on Ketsu. She wants range 1 in arcs, and her ability makes it so you can tractor small ships that bump you, as long as they're in arc. I think you could take the cargo chute off.

I like that idea a lot, seems like a good swap. didn't really find a good time to drop the cargo yet anyway. Thanks :)

3 hours ago, The Ironfoot said:

I like that idea a lot, seems like a good swap. didn't really find a good time to drop the cargo yet anyway. Thanks :)

Glad to help. I ran a lot of Ketsu/Bossk lists in 1.0. I usually either had fearlessness or VI, and Dengar crew. There is no 2.0 equivalent to Dengar(at least for now). The only other crew I would consider is perceptive co-pilot, than you have an offensive focus and a defensive focus. But that's a pretty big point jump

I would consider someone that does more ranged attacks in place of 4-Lom. Having the 2 of them wanting to both be in close range CAN make you vulnerable to bumping, or in trouble against lists that want range. Neither ship has re-positioning abilities and it could leave you vulnerable. Palob's not exactly built for range either, but there is more flexibility(and a boost).

if you can get Hawk Title then your potential for Paylob to do his worst increases. You could have 180 degrees of token management.

On Ketsu you could try Seasoned Navigator ensure you get into the right spots if the board has changed... but everyone says if you fly well you don't need him lol. Lancer has a great dial.

Seasoned Nav says : After you reveal your dial, you may set your dial to another non-red maneuver of the same speed. While you execute that maneuver, increase its difficulty.

Or if you can afford it Maul would be great because his re-occuring force charge can <** removed double as a coordinate or **> dice mod. That way your mobile arc is free to point outside of you front arc and then when you want it forwards you can do and still take a TL or Focus for more efficiency.

<** I don't know why I that force charges could double as an action. currently it's only for dice mod or specific abilities **>

Edited by DataCrypt
Error for Maul Force acting like Co-ordinate action

This is such mean control, I LOVE it.

I think your skeleton should be Palob with title, Ketsu with title and fearless, and 4 with AdSen and 0-0-0. That leaves you 7 points, which isn't much. But, those upgrades are TOO good to pass up on those guys

Seasoned nav i tried. It’s as you say. I found i didn’t really need it.

I agree on the moldy crow. Just trying to get around it because i am resisting the idea of having to buy the rebel kit. Cheeky ffg...

16 hours ago, DataCrypt said:

if you can get Hawk Title then your potential for Paylob to do his worst increases. You could have 180 degrees of token management.

On Ketsu you could try Seasoned Navigator ensure you get into the right spots if the board has changed... but everyone says if you fly well you don't need him lol. Lancer has a great dial.

Seasoned Nav says : After you reveal your dial, you may set your dial to another non-red maneuver of the same speed. While you execute that maneuver, increase its difficulty.

Or if you can afford it Maul would be great because his re-occuring force charge can double as a coordinate or dice mod. That way your mobile arc is free to point outside of you front arc and then when you want it forwards you can do and still take a TL or Focus for more efficiency.

I think you'd be hard pressed to pull points for Maul in this specific list, however, I love the idea. Ketsu wants to get up in someone's face, and Maul's regenerating force charge from damage could be huge from a defensive standpoint. And the Lancer has enough blue maneuvers to clear the stress pretty easily. You'd either have to have 2 really light wingmen, or another heavy like Bossk or Boba.

20 hours ago, Biggsy_boy said:

I would consider someone that does more ranged attacks in place of 4-Lom. Having the 2 of them wanting to both be in close range CAN make you vulnerable to bumping, or in trouble against lists that want range. Neither ship has re-positioning abilities and it could leave you vulnerable. Palob's not exactly built for range either, but there is more flexibility(and a boost).

I feel like the list has decent damage. Especially if you go for the crow. All 3 ships having some sort of control makes it quite overbearing. Removing 4-lom for more damage would make me lose a lot of that control. The modded 3 or 4 dice on lom felt decent

1 hour ago, The Ironfoot said:

I agree on the moldy crow. Just trying to get around it because i am resisting the idea of having to buy the rebel kit. Cheeky ffg...

Proxy for casual games, ask a friend for competitive. It's too good to pass

2 hours ago, Biggsy_boy said:

I think you'd be hard pressed to pull points for Maul in this specific list, however, I love the idea. Ketsu wants to get up in someone's face, and Maul's regenerating force charge from damage could be huge from a defensive standpoint.

Why take maul at all other than for the die mods. Are there any Dark side Force items yet?

17 minutes ago, buckero0 said:

Why take maul at all other than for the die mods. Are there any Dark side Force items yet?

There aren't yet. However, it still gives you the force charge that you can spend on attacking and defending. And Maul's card regenerates the force token when you take damage, so, it can be used more than once a round. And, it doesn't require an action. It's a passive ability that's there.

So i played another game, this time trying out the Moldy crow. Pretty strong indeed ;). I'm a little sad i had to drop some fun stuff like the informant, but overall it's more solid now I think. I played against an adv. proton torps Fenn Rau, and the jam actions on both my HWK and G1-A were quite usefull in preventing his attack. Felt pretty good to steal his target locks a couple times. Guess jam isn't has bad as it seems. Anyway, this is the list for now. the only thing i'm not quite set on is the bombs, but i do seem to consistantly hit them or create a fair amount of extra control with them.

Lancer -class Pursuit Craft - •Ketsu Onyo - 83
•Ketsu Onyo - Black Sun Contractor (74)
Fearless (3)
Shadow Caster (6)

HWK-290 Light Freighter - •Palob Godalhi - 55
•Palob Godalhi - Tethan Resister (38)
Proton Bombs (5)
Moldy Crow (12)

G-1A Starfighter - •4-LOM - 62
•4-LOM - Reprogrammed Protocol Droid (49)
Advanced Sensors (8)
0-0-0 (3)
Mist Hunter (2)

Total: 200/200

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