4 ship scum... can this be improved?

By Greedo_Sharpshooter, in X-Wing Squad Lists

ive tested variants but this the the strongest combination ive come up with (its nothing new or groundbreaking and iv seen it do well at some recent extended tournaments... i think it won one of the European nationals)

here is the squad.

Kavil/dorsal turret/proton torps/R4 astromech/han gunner/expert handling (63)

4-LOM/title/adv. sensors (59)

Palob/title (50)

Jakku Gunrunner (28)

Total: 200pts

expert handling is not essential but imo theres nothing better to spend 2pts on (some argument for trickshot on both Kavil and Palob but thats really just splitting hairs as trickshot isnt essential either)

0-0-0 didnt make the squad as points are very tight. To add 0-0-0 id need to drop the title from 4-LOM and expert handling (that might be worth it but im finding i need the added repositioning that misthunter title adds to 4-LOM.

even a single quadjumper adds a nice element of control and its surprising how much damage one gunrunner can chip in because it often fires after defensive tokens have been spent defending vs the other ships. I wonder if those 28pts could be spent on Capt Seevor. The mining ties have a great maneuver dial and Seevor's jamming ability could be useful both early and late game. Do jam tokens remain until a TL or focus/evade action is taken?

Edited by Da_Brown_Bomber

It's a ridiculously good squad, imho the best thing around.

Id take Debris Gambit over EH and tbh I'd take a bid over EH as well. You don't barrel roll.

Expert Handling has some merit: you can arc doge and 4 dice with Han focus (after barell roll into r1) is slightly better than 3 Dice TL + Focus (3 expected vs 2,8 expected and more max potential dmg).

But anyway this squad will be like 230/240 PTS within week or two so... ;)

11 minutes ago, SOTL said:

It's a ridiculously good squad, imho the best thing around.

Id take Debris Gambit over EH and tbh I'd take a bid over EH as well. You don't barrel roll.

yeah, debris gambit is quite good. ud put it on Kavil or Palob?

6 minutes ago, Oldpara said:

Expert Handling has some merit: you can arc doge and 4 dice with Han focus (after barell roll into r1) is slightly better than 3 Dice TL + Focus (3 expected vs 2,8 expected and more max potential dmg).

But anyway this squad will be like 230/240 PTS within week or two so... ;)

yeah u might be onto something there. han gunner going up for sure. to 8pts at least. Jakku probably up 2pts at least. Proton torps might get hit to, maybe extra 3pts there. Nothing else a likely target for points increases but even a jump in 13pts is going to hurt this squad.

as for the timing of the points changes, im betting FFG will be late to the party on this. butmaybe get some play out of this squad before it gets points increases.

Capt Seevor could be worthy replacement for gunrunner if it gets nerfed.

Edited by Da_Brown_Bomber

Palob sure to go up, Moldy Crow should go up too, 4-LOM should go up.

It will hopefully be north of 220, at least.

And DG on Palob

2 minutes ago, Da_Brown_Bomber said:

Nothing else a likely target for points increases but even a jump in 13pts is going to hurt this squad.

Ekhm... Palob? ;)

1 minute ago, SOTL said:

Palob sure to go up, Moldy Crow should go up too, 4-LOM should go up.

It will hopefully be north of 220, at least.

And DG on Palob

4-LOM is really good but not as broken as Redline or Juke Phantoms imo. Palob might go up a few points sure. The title is fine. Doubt theyd hit that and Palob, as that hurts rebels too and rebels need help not nerfs.

8 hours ago, Da_Brown_Bomber said:

Do jam tokens remain until a TL or focus/evade action is taken?

No. They're round tokens (orange in this case) now so are removed in the end phase. To be effective Seevor needs to either shoot or be shot at before the rest of your squad shoots, so with your set up 4-LOM and Palob can benefit if Seevor shoots before they do. Kavil can't though without Seevor being Init boosted in some way.

8 hours ago, Da_Brown_Bomber said:

Capt  Seevor could be worthy replacement for gunrunner if   it gets n  erfed         .  

Seevor+mux seems like a costefficiant for Palob/gunrunner.

Not to mention 4lom actually can pitch in to PS kill stuff with mux :)

played Bobba, 4lom, mux in my first 2.0 tournament. 4lom+mux work very well together.

2 hours ago, Hiemfire said:

No. They're round tokens (orange in this case) now so are removed in the end phase. To be effective Seevor needs to either shoot or be shot at before the rest of your squad shoots, so with your set up 4-LOM and Palob can benefit if Seevor shoots before they do. Kavil can't though without Seevor being Init boosted in some way.

ahh thanx. still getn used to 2.0 rules. I still think using kavil on the same list as mux/seevor is viable because seevor + 4-LOM can be the init kill team after kavil softens the taget up with a proton torp or well played turret shot in a previous round of fire.

This sure looks sweet on paper. Now im eaven more eager to see the pointchanges :)

(36) Torkil Mux
(12) Moldy Crow
Points 48

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

(49) 4-LOM
(8) Advanced Sensors
(3) 0-0-0
(2) Mist Hunter
Points 62

(42) Kavil
(4) Han Solo
(9) Proton Torpedoes
(4) Dorsal Turret
(2) R4 Astromech
Points 61

Total points: 200

Cpt. Seevor is good. Played him in a tournament. Had him basicly going against super Vader and his ability shuts down advanced targeting computer. Came down to piloting against Vader and did well enough.

1 minute ago, martini74 said:

Cpt. Seevor is good. Played him in a tournament. Had him basicly going against super Vader and his ability shuts down advanced targeting computer. Came down to piloting against Vader and did well enough.

nice.

I've been running with Trick Shot on Kavil and Palob. Heck, Trick Shot probably wouldn't be bad on 4-LOM, either. Maybe better than Kavil? No... probably best on Kavil/Palob.

Well, I say "I've been running." I played two winning games one casual day, then kept it packed in my box for a while with a rotating assortment of lists but flying those other lists. I'm sure this is better than the other lists were, and probably more fun.

28 minutes ago, theBitterFig said:

I've been running with Trick Shot on Kavil and Palob. Heck, Trick Shot probably wouldn't be bad on 4-LOM, either. Maybe better than Kavil? No... probably best on Kavil/Palob.

Well, I say "I've been running." I played two winning games one casual day, then kept it packed in my box for a while with a rotating assortment of lists but flying those other lists. I'm sure this is better than the other lists were, and probably more fun.

imo this is the strongest scum list u can make without Boba Fett.

Kavil is the key damage dealer with other 3 ships chipping in dmg.

I always seem to lose 4-LOM early which says more about how i fly the list than 4-LOM's one defense die.

Palob is just good in general but probably needs help from obstacles to keep alive long enough to make the most out of him.

I think the real strength of this squad is its pretty good against everything. Redline and Phantoms and soontir are arguably its hardest matchup but these should still be winnable with smart gameplay.

other variants of this squad i like are Boba/Palob/4-LOM and Boba/Palob/Jakku/Jakku which perhaps have a stronger endgame with Boba but slightly less dmg output early on.

8 hours ago, Da_Brown_Bomber said:

I always seem to lose 4-LOM early which says more about how i fly the list than 4-LOM's one defense die.

Nope, I think it is how this list works and should work: 4-Lom has to soak dmg to protect Kavil, who is better in late game (higher ini, higher dmg output)

I've been toying with variants trying to replace 4-Lom who dies quick, but if you put more survivable (or more maneuverable able to run away) piece instead of him, Kavil becomes priority target and you don't want this.

57 minutes ago, Oldpara said:

Nope, I think it is how this list works and should work: 4-Lom has to soak dmg to protect Kavil, who is better in late game (higher ini, higher dmg output)

I've been toying with variants trying to replace 4-Lom who dies quick, but if you put more survivable (or more maneuverable able to run away) piece instead of him, Kavil becomes priority target and you don't want this.

ok. thought it was just me. with 4-LOM on a clock at or after the first engagement u really want to have him pass off a stress and/or get a block on something Kavil is firing torps into. I find that single jakku gunrunner gives u a nice buffer at first engagement because they will either slow roll to avoid getting hit by its tractor token(s) or they just throw everything into killing the gunrunner.

i think like a lot of lists its ur range control that helps the list to work well/ Palob at range two for stealing focus/threat of stealing a token. 4-LOM and guunrunner closing at range 1 for blocking/tractoring and Kavil firing at range 2-3. Its a very strong list but it doesnt fly itself and u need to manage ur resources wisely so that if ur not trading ships at least ur punching crits into them or stripping shields so Kavil can finish them off quickly.

Edited by Da_Brown_Bomber

I would drop the Gunrunner and Palob for Torkil w/ title and Escape craft w/ tactical officer

Advanced sensors should go up in points, it's to good.

This list clocks in at 225pts now.

4-LOM (49)
Advanced Sensors (10)
Mist Hunter (2)

Kavil (43)
Dorsal Turret (2)
Proton Torpedoes (12)
Han Solo (Scum) (12)
R4 Astromech (2)

Palob Godalhi (40)
Debris Gambit (3)
Moldy Crow (18)

Jakku Gunrunner (32)

Total: 225

View in Yet Another Squad Builder 2.0

An attempt to continue it:

4-LOM (49)
Advanced Sensors (10)

Kavil (43)
Dorsal Turret (2)
Proton Torpedoes (12)

Palob Godalhi (40)
Moldy Crow (18)

L3-37 (Escape Craft) (26)

Total: 200

View in Yet Another Squad Builder 2.0

4lom loses title, no broll, but still adv sensors which is his bread and butter

Palob loses debris gambit that may or not have made YOUR version. Some went expert handling on kavil with that leftover 2pts the list had.

Escape Craft instead of quad jumper. You lose the tractor, but gain a coordinate.

Kavil gets neutered, but still full mod proton torps thanks to escape craft coordinating a focus. He doesnt need r4 cause he isnt stressing with Han every round. Kavil isnt self sustainable, but those first two rounds of torps will still be devistating. And if they go after teh escape craft first, that is what you wanted with the quad jumper in the orignal.

The look of the squad appears neutered, but all top tier pre Jan28 lists are neutered. The core of this one is still in tact.

Thoughts?

Edited by wurms

To bad can't fit Vet tur gunner on Kavil, being able to punch his way clear to reload would be nice.