Capt Seevor to the rescue

By Greedo_Sharpshooter, in X-Wing Squad Lists

The squad: (Total = 200pts)

Capt Seevor (28)

Torkil Mux + title + engine upgrade (51)

Jakku Gunrunner (28)

Jakku Gunrunner (28)

4-LOM + title + advanced sensors + elusive + 0-0-0 (65)

The theory:

Initiative 3/3/2/1/1 in a meta where aces are rampant and proton torps are showing up in numbers seems iffy but not when u have Torkil on your team. Gunrunners try to tractor and/or block. Torkil chooses a threat and drops it to zero initiative at start of engagement, Seevor strips a focus or evade with his ability (or TL depending on opportunity). Ideally tractor tokens stick, denying defensive dice. All my available ships take shots at the chosen threat before it gets to return fire and hopefully destroying it (at least crippling it) before it gets off a shot.

Suggestions & Feedback welcome.

Edited by Da_Brown_Bomber

If you get the abilities to trigger there is going to be allot of ticked off opponents. :)

I don't have much experience with 4-LOM. Can't comment on that point. But I tried a similar list with Kavil instead (and pioneer escape craft instead of one gunrunner).

I liked it a lot and will continue tweaking it. The control options are nice. Yours are even more diverse with the stress aspect.

Questions I ask myself: engine upgrade necessary on moldy crow? Pattern analyzer useful on Quadjumper? Unkar Plutt instead of gunrunner? Which talents to take? Swarm tactics on Kavil?...

4-LOM and seevor having the same ini is nice. That is why I think about using swarm tactics on Kavil, but it feels like a crutch. Will try it and make up my mind. (just saw, your initiative is more like 3/3/2/1/1 but that doesn't change much)

I felt like I tend to crowd the board too much. Like ships clogging up the middle at some point. So my suggestion is to avoid that πŸ™‚

Edited by flooze

Looking for a squad name...

3 Muxketeers ;) :) ;)

(Torkil Mux, Capt. Seevor & 4-LOM)

Edited by Da_Brown_Bomber
7 minutes ago, flooze said:

I don't have much experience with 4-LOM. Can't comment on that point. But I tried a similar list with Kavil instead (and pioneer escape craft instead of one gunrunner).

I liked it a lot and will continue tweaking it. The control options are nice. Yours are even more diverse with the stress aspect.

Questions I ask myself: engine upgrade necessary on moldy crow? Pattern analyzer useful on Quadjumper? Unkar Plutt instead of gunrunner? Which talents to take? Swarm tactics on Kavil?...

4-LOM and seevor having the same ini is nice. That is why I think about using swarm tactics on Kavil, but it feels like a crutch. Will try it and make up my mind. (just saw, your initiative is more like 3/3/2/1/1 but that doesn't change much)

I felt like I tend to crowd the board too much. Like ships clogging up the middle at some point. So my suggestion is to avoid that πŸ™‚

edit made with initiative scores. thnx.

i considered kavil/swarm tactics too... didnt test with it but just seems to limit Seevor's movement as he needs to be range1 to kavil and he really wants to be zipping thru obstacles and flanking with that movement dial (not as good as a tie fighter but still **** good).

the risk im running with low init pilots is i could have issues running down an imperial ace late game.

Edited by Da_Brown_Bomber

Torkil has red jamming action if he has nothing better to do at range 1 but is debatable if that would be more useful than say target locking or just grabbing an extra focus.

Ha! I have a list put together that is vety much like this (but I think I may stick with FO for a while before playing it.

🎁 🐿 πŸ‘·πŸ½β€β™‚οΈ 🌞 🚜 (my icons rep’ing each pilot)

(49) 4-LOM
(2) Qi'ra
(8) Advanced Sensors
(2) Mist Hunter
(1) Trick Shot
Points 62

(38) Palob Godalhi
(12) Moldy Crow
Points 50

(28) Captain Seevor
(1) Trick Shot
Points 29

(31) Sunny Bounder
Points 31

(28) Jakku Gunrunner
Points 28

Total points: 200

I built 4-LOM to get more out of terrain. I go back and forth on Torkil vs Palob.

Edited by Pewpewpew BOOM

tweeks to my squad...

-1 elusive (3pts)

-1 engine upgrade (3pts)

-1 0-0-0 (3pts)

adding Lando crew to Torkil and Trickshot to Seevor.

Edited by Da_Brown_Bomber

For completeness sake here is my latest incarnation that has seen table time.

Kavil (42)
Trick Shot (1)
Dorsal Turret (4)
Proton Torpedoes (9)
Han Solo (4)
R4 Astromech (2)

Torkil Mux (36)
Moldy Crow (12)

Captain Seevor (28)
Trick Shot (1)

Unkar Plutt (30)
Pattern Analyzer (5)

Outer Rim Pioneer (24)
Tactical Officer (2)

Total: 200

View in Yet Another Squad Builder 2.0

9 minutes ago, flooze said:

For completeness sake here is my latest incarnation that has seen table time.

Kavil (42)
Trick Shot (1)
Dorsal Turret (4)
Proton Torpedoes (9)
Han Solo (4)
R4 Astromech (2)

Torkil Mux (36)
Moldy Crow (12)

Captain Seevor (28)
Trick Shot (1)

Unkar Plutt (30)
Pattern Analyzer (5)

Outer Rim Pioneer (24)
Tactical Officer (2)

Total: 200

View in Yet Another Squad Builder 2.0

solid sqaud. what have u played it against?

addition of lando makes the HWK-290 bit more consistent both on offense and defense. its probably slightly better on palob who occasionally gets to steal a green token and use it to power Lando right away.

I played it not very often. Holidays are spent with other games like Zombicide or Gloonmhaven.

But I flew it against 4x juke sigma phantoms and against Kylo/Quickdraw/Null. Was ok, focusing on Kylo is hard though.

2 minutes ago, flooze said:

I played it not very often. Holidays are spent with other games like Zombicide or Gloonmhaven.

But I flew it against 4x juke sigma phantoms and against Kylo/Quickdraw/Null. Was ok, focusing on Kylo is hard though.

kk, in ur list i see kavil is the ace. Init 5 is ok but y-wing isnt very fast and will have trouble vs more agile ships for sure. tbh i not sure the escape craft adds enough. its useful sure but my thinking is u need more disruption in the list such as another quadjumper to keep those speedy imperial ships from dictating the fight.

im quite torn between Palob and Torkil tbh. Torkil has great synergy with Seevor tho, which is why hes there.

FFG really need to up the cost of Juke just a little so 4x Juke phantoms isnt possible :(

I also have some love for Seevor. But instead of making the enemy I0 with Torkil, I went the opposite way, making Seevor I6 with Han+Swarm Tactics. I also added hotshot gunner for another kind of token stripping, added an autopilot "bomb" for 2 extra shields on the falcon and a late bomb, and Fenn Rau with Fearless for mopping up, and also as the heavy hitter. Really liking the squad, and I think it has legs, mostly in the Hyperspace format.

1 hour ago, Da_Brown_Bomber said:

im quite torn between Palob and Torkil tbh. Torkil has great synergy with Seevor tho, which is why hes there.

FFG really need to up the cost of Juke just a little so 4x Juke phantoms isnt possible :(

Yeah I understand, the Torkil vs Palob conundrum is a tough one. I like Palob a lot. But Torkil proved to be very useful together with Seevor.

I didn't have problems with the 4x juke phantoms. Makes for an interesting list. In that matchup, Palob may be the better option.

I also wonder sometimes about the usefulness of the escape craft. I like it, even if it flies like a brick. Shooting from rocks with trick shot is also nice