Tugboats 4lom and palob

By The captn, in X-Wing Squad Lists

Little sokething thats fun to fly. Tugboats tractor stuff around to where it ends up in range of 4lom or roark. 000 either add stress or dice mod. 4lom still gets his token after a red move. Palob just steals whats left. Took a stress from 000? Ive got one, now you have 2. Keeps them pinned down om the dail while you can abuse the g1a. Still need more games but fun so far.

Token tugging

(28) Jakku Gunrunner
(5) Ketsu Onyo
(5) Cloaking Device
(5) Proton Bombs
Points 43

(28) Jakku Gunrunner
(5) Proton Bombs
(5) Cloaking Device
Points 38

(49) 4-LOM
(3) 0-0-0
(5) Cloaking Device
(8) Advanced Sensors
(1) Trick Shot
(2) Mist Hunter
Points 68

(38) Palob Godalhi
(1) Trick Shot
(12) Moldy Crow
Points 51

Total points: 200

Edited by The captn

Cloaking Device is a limited upgrade. You can field only one in a list. I would stick it on one of the tugboats. I would also put at least one seismic charge instead of proton bomb, or on Palob, to have more variety. Additionally Elusive on 4LOM works very well.

With the 10 points you get off of the illegal Cloaking Devices you have you could add Cikatro Vizago as a crew on the HWK then you could move the Cloaking device you do have between ships the first few turns. You'd have to add some other illicits but Inertial Dampeners are cheap. Maybe something like this:

Jakku Gunrunner (28)
Ketsu Onyo (5)
Proton Bombs (5)
Inertial Dampeners (1)

Jakku Gunrunner (28)
Proton Bombs (5)
Inertial Dampeners (1)

4-LOM (49)
Trick Shot (1)
Advanced Sensors (8)
0-0-0 (3)
Rigged Cargo Chute (4)
Mist Hunter (2)

Palob Godalhi (38)
Trick Shot (1)
Cikatro Vizago (2)
Cloaking Device (5)
Moldy Crow (12)

Total: 198

View in Yet Another Squad Builder 2.0

You have enough points left that you could swap out Trick Shot on 4-LOM for Elusive also. You would have to spend your first three turns in a formation but after that you would have all of your ships Cloaked. Pretty gimicky but like you said, could be fun.

Inertial Dampeners won't do anything on Jakku gunrunners. You have to spend a shield in order to stall, and gunrunners don't have any shields.

I feel like Ketsu has disadvantages too. A ship only gets moved when it gains the right number of tractor tokens. If you hold tokens over from the previous turn, you won't get to move them the next turn if you apply more tractor tokens. Maybe that's fine, maybe you care more about the agility reduction, but it's worth keeping in mind.

//

Anyhow, do you have a third Quadjumper? A lot of the ships look like they've got a lot of upgrades, and that always makes me wonder if an extra ship could be added by trimming down some.

  • Palob Godalhi (Moldy Crow) 50
  • 4-LOM (0-0-0, Advanced Sensors, Mist Hunter) 62
  • Jakku Gunrunner (-) 28
  • Jakku Gunrunner (-) 28
  • Jakku Gunrunner (-) 28
    • If you don't have a 3rd Tugboat, perhaps a Z-95 or an escape craft would fit in well.
    • Any generic Z-95 will match something else's initiative for ease of use. While they don't punch too hard normally, they'll probably frequently be taking range 1 shots against reduced agility targets.
    • Lando with a Tactical Officer can take stress for defensive rerolls, to keep himself alive longer. Outer Rim Pioneer matches Init 3. One cool thing they can do is coordinate a tractor pull to a Quadjumper which focused or barrel rolled earlier. That flexibility can be potent.
  • Currently 196 points, so 4 for spending on upgrades for Palob and 4-LOM. I kind of like the thought of Elusive on 4-LOM, Trick Shot on Palob, but Debris Gambit (particularly on Palob) is another solid option.

This new one with three Tugs is essentially what I'm flying tomorrow. I call it Tug Life. I use the four points to upgrade the fifth ship to a Slaver with Lando:

HWK-290 Light Freighter - •Palob Godalhi - 50
•Palob Godalhi - Tethan Resister (38)
Moldy Crow (12)

YV-666 Light Freighter - Trandoshan Slaver - 66
Trandoshan Slaver - (58)
•Lando Calrissian (8)

Quadrijet Transfer Spacetug - Jakku Gunrunner - 28
Jakku Gunrunner - (28)

Quadrijet Transfer Spacetug - Jakku Gunrunner - 28
Jakku Gunrunner - (28)

Quadrijet Transfer Spacetug - Jakku Gunrunner - 28
Jakku Gunrunner - (28)

Total: 200/200

View in the X-Wing Squad Builder

44 minutes ago, theBitterFig said:

Inertial Dampeners won't do anything on Jakku gunrunners. You have to spend a shield in order to stall, and gunrunners don't have any shields.

The Inertial Dampeners are just there to allow for the moving of the Cloaking Device since Cikatro has to swap Illicits. I realize they won't do anything but they are the cheapest Illicit. You could swap things around to give the Quadjumpers Dead Man Switches, which could be entertaining actually.

I like the Dead Man Switch idea. What is particularly neat is that you can switch them to whichever ship looks like it's about to pop!

Edited by Waldorf28

I dont own a third quadjumper. Ill swap some stuff out and learn to fly it better. Got a game in earlier with a legal version of the list and it was fun. I managed to put palob in a bad situation and used my quad jumpers yo boost and barrel to go from range 3 in arc of wedge and 3 a wings to range 1 out of wedges arc on his side. Lost a quad jumper in the exchange but palob survived. I forced my opponent to come to me using various stops and reverse manuvers. Think im gonna run this a few more times. Its fun and my kinda jank.

Token tugging

(28) Jakku Gunrunner
(5) Ketsu Onyo
(5) Proton Bombs
Points 38

(28) Jakku Gunrunner
(5) Proton Bombs
(7) Latts Razzi
Points 40

(49) 4-LOM
(3) 0-0-0
(5) Cloaking Device
(8) Advanced Sensors
(1) Trick Shot
(2) Mist Hunter
Points 68

(38) Palob Godalhi
(1) Trick Shot
(12) Moldy Crow
Points 51

Total points: 197

7 minutes ago, The captn said:

I managed to put palob in a bad situation and used my quad jumpers yo boost and barrel to go from range 3 in arc of wedge and 3 a wings to range 1 out of wedges arc on his side.

How many times did you tractor and move a single target in that turn?

2 once per tug. Move the 1st tug boost the hawk into path of the 2nd tug for a barrel roll followed by a 2 hard into a 1 bank. 1 stress 4 tractor tokens. 0 incoming shots.

1 minute ago, The captn said:

2 once per tug. Move the 1st tug boost the hawk into path of the 2nd tug for a barrel roll followed by a 2 hard into a 1 bank. 1 stress 4 tractor tokens. 0 incoming shots.

I thought that was how it was reading. The Tractored status is only applied once (when a ship gains or exceeds the required number of tractor tokens. 1 for small, 2 for med, 3 for large) and can result in only 1 reposition because of that.

http://infinitearenas.com/xw2rules/index.php?page=tractor

3 hours ago, Hiemfire said:

I thought that was how it was reading. The Tractored status is only applied once (when a ship gains or exceeds the required number of tractor tokens. 1 for small, 2 for med, 3 for large) and can result in only 1 reposition because of that.

http://infinitearenas.com/xw2rules/index.php?page=tractor

That is correct.

16 hours ago, theBitterFig said:

I feel like Ketsu has disadvantages too. A ship only gets moved when it gains the right number of tractor tokens. If you hold tokens over from the previous turn, you won't get to move them the next turn if you apply more tractor tokens.

This goes in the same direction. Ketsu-ing may lead to ships staying tractored, thus no further reposition. However this increases the chance to pass the threshold for medium or large ships

2 minutes ago, flooze said:

This goes in the same direction. Ketsu-ing may lead to ships staying tractored, thus no further reposition. However this increases the chance to pass the threshold for medium or large ships

Ketsu also allows the green dice debuff to stay on which is valuable in itself. If a ship has any tractor tokens they are rolling 1 less green die for defense. Makes tactics involving Tugs and Lattz pilot (via burning a Lock on a friendly small ship) repositioning friendlies risky, but possibly rewarding.

True. I was just trying to emphasize on the repositioning aspect of tractoring. Keeping the dice removal effect is strong, lets the tugboat do other things instead of tractoring again

Edited by flooze
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