In 1st edition I've loved Asajj in many lists. 2ed came and it became more difficult to fit her in my lists. To be honest I've played my first 2ed game wit her (along with Dengar and a Quad - my go-to list in 1st ed). I was greatly underwhelmed (more with Dengar than Asajj). 2 Red mobile arc was a painful new reality. I put Asajj on shelf till recently. I've put her along Tel Trevura and a Quad to test some concepts about both ships. To my surprise both ships were better than anticipated. Granted bar for Tel was lower than for Asajj...
What changed. Style of play - simple answer. Before it was Ketsu that flew like a big jouster completely forgetting about mobile arc. Now this playstyle fist Asajj also. It is better, Asajj can change styles as the game unfolds. More control - can make circles around target and stress them. What to engage - joust them. Now with force tokes I could target lock (wow never actually did this action apart from security droid on this platform...) and modify eyeballs with force. I loved it
This made me thinking how to better supplement her. Of course there are options of fielding 4LOM and Palob, but they are not unique enough for my taste. I've developed three approaches:
Option 1:
Asajj Ventress (84)
Latts Razzi (7)
IG-88B (70)
Elusive (3)
Ion Cannon (5)
Unkar Plutt (30)
Total: 199
Aggressor is tough nut crack. Here I could go either with "B" with Ion Cannon and Elusive, or "D" with Sensors and Elusive (Unkar would go down to a Gunrunner). Maneuverable ship whit the same initiative as Asajj. I see potential here to be untapped. One thing - I'm totally unable to effectively fly IG-88. I will need to practice it a bit
Unkar is for flavour, as Quad is a vialable blocker and it is always good to debuff Your opponent on every occasion
Option 2 :
Asajj Ventress (84)
Latts Razzi (7)
Koshka Frost (71)
Debris Gambit (2)
0-0-0 (3)
Marauder (3)
BT-1 (2)
Jakku Gunrunner (28)
Total: 200
I'm leveraging stress here. I would bring debris crowds instead of asteroids. Koshka is a cheaper, slimmer Bobba. The aim here is to put opponent in a position not to stress himself as I'm able to put a big hurt on him if he does it. It take some careful flying to achieve it. I don't see much room for changes as I'm very tight on points. One thing to consider is to swap Debris Gambit for something (other skill as ex.Trick shot or upgrading Gunrunner to Unkar Plutt).
Option 3 :
Asajj Ventress (84)
Latts Razzi (7)
Fenn Rau (68)
Fearless (3)
Palob Godalhi (38)
Total: 200
Clean and simple. I have an Ace/Jouster, control / jouster and a control piece. Simplicity is striking, but it is a fragile build with almost no room for changes. Maybe to downgrade Fenn to Teroch to put Moldy Crow on Palob, but with no bid Teroch would be vulnerable. Other option is to put Predator on Fenn and Trick Shot on Palob. This gives a bit of flexibility.
I've tried to change Asajj build, but Latts Razzi is the best crew for her. Maul would be interesting if he was cheaper. Which version seems the more vialable?