Ships that are not in a good place if you ignore 1 pilot

By DakkaDakka12, in X-Wing

5 hours ago, Magnus Grendel said:

Well, they essentially split the ability in two. Marauder is/was Kath's ship, although you normally see that stapled to Boba Fett.

I do kind of like a rule which encourages you to run her with expendable minions, since the cheapest scum minion is the Binayre Pirate - canonically her pirate group.

Kath's ability is certainly a cool concept, but the list-building math never works out right in my mind. A friendly non-limited ship being at range 0 isn't too easy to pull off. Compared to Horton Salm or Lieutenant Blount, there's just so much more work to get anything out of Kath's ability, and the reward isn't that much better.

If I were to completely rewrite her ability, with the Pirate Queen and her Minions mindset...

I'd give Kath non-recurring charges, and she could spend them to add a die. She'd get a charge back when a non-limited ship dies (two charges for non-limited, one per limited?). Maybe she starts without any charges. Maybe it takes two charges and she starts with one, like Resistance Chewbacca crew. Maybe she starts with a charge and thus gets at least one bonus die per game. That'd be pretty good, even without minions to sacrifice. Something so that it's easier to get at least a little from her ability, but perhaps it'd be weaker in the long-run. And this requires less specific list-building, but still encourages the theme.

5 hours ago, SOTL said:

This is amazingly wrong. Generic Bounty Hunters are likely to be one of the hidden stars of Hyperspace format.

Can you explain your reasoning? The BH isn't that much cheaper than the unique pilots, and the Firespray doesn't have any linked actions to give it any action economy. Genuinely good generics usually need to be very aggressively costed or have a "killer app" like the Gunrunner, and I don't see anything like it on the 'Spray (except combos like Marauder/Han that are even better on Boba).

3 hours ago, Magnus Grendel said:

The TIE/sk All-Stars is definitely on my list to get back in practice with. Three strikers and a reaper look stunning and have a lot of options, plus the improvements to Duchess' ability seem awesome.

I’ve flown it...

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1 hour ago, Dasharr said:

Can you explain your reasoning? The BH isn't that much cheaper than the unique pilots, and the Firespray doesn't have any linked actions to give it any action economy. Genuinely good generics usually need to be very aggressively costed or have a "killer app" like the Gunrunner, and I don't see anything like it on the 'Spray (except combos like Marauder/Han that are even better on Boba).

Hyperspace is different. List Tetris matters more as in Extended you can build a strong ship (like super-Boba) and then add the right good pieces to get to 200pts. In Hyperspace you need to be aware of how your overall 200pts are going to be spent because you don't have the granularity of good points costs. Plus Boba is significantly worse in Hyperspace than he is in Extended as more stuff has the Initiative advantage on him.

2 BH & Fenn, 2 BH & Han. Both are solid squads.

7 hours ago, viedit said:

I definitely think there's room for exploration with Blackout and the Test Pilots in the Silencer. A few points downward on the non-Kylo pilots would definitely help. I think  they are a bit overpriced for what you get. It just hasn't been out that long and list architects are still trying to absorb what is available.

Recoil is decent. Always-on Predator combined with your choice of boost, roll and focus (pick two) can make for a pretty dangerous ship. Limited to two-speeds and I4, though.

3 hours ago, Dasharr said:

Can you explain your reasoning? The BH isn't that much cheaper than the unique pilots, and the Firespray doesn't have any linked actions to give it any action economy. Genuinely good generics usually need to be very aggressively costed or have a "killer app" like the Gunrunner, and I don't see anything like it on the 'Spray (except combos like Marauder/Han that are even better on Boba).

Not speaking for SOTL, but since I've flown them in Extended I'll throw in my 2 cents. What I like about them: The second 3 red primary arc, good speed (can run down any small base that doesn't have a speed 5, and even 5s if they don't have boost), tight turns + the Tallon 3 and the 4K, 10 hp behind 2 green sticks around. The Bounty Hunter is a brute that likes to get up in the enemy's face but is comfortable throwing stuff from a distance and kicks like a mule. It might not work for you, but it isn't something to be dismissed off hand because it doesn't have anything "special" like the limited pilots do. Even at 66pts.

1 hour ago, Hiemfire said:

Not speaking for SOTL, but since I've flown them in Extended I'll throw in my 2 cents. What I like about them: The second 3 red primary arc, good speed (can run down any small base that doesn't have a speed 5, and even 5s if they don't have boost), tight turns + the Tallon 3 and the 4K, 10 hp behind 2 green sticks around. The Bounty Hunter is a brute that likes to get up in the enemy's face but is comfortable throwing stuff from a distance and kicks like a mule. It might not work for you, but it isn't something to be dismissed off hand because it doesn't have anything "special" like the limited pilots do. Even at 66pts.

Since the secret is out, I'll add a big +1 to this. Hiemfire has hit the nail on the head - the bounty hunters are excellent brawlers that can hold their own against almost anything. I fly two of them with Fenn and they go great.

If I had to point to a weakness, it would be the lack of a 3-hard turn and mediocre blue moves. Both of these can be mitigated by planning ahead - don't put yourself near a big rock where you'd need a 3-hard to clear it, and try to keep the banks or 3fwd clear if you're going to become stressed.

OK, you've sold me - I'm going to give 2x bounty hunters + Fenn a good try. I hope it works for me, I have a soft spot for generic pilots but they've rarely worked out.

4 hours ago, SOTL said:

2 BH & Fenn

I love the simplicity of this

I simmed a couple of games with the double Hunters and they are surprisingly durable and dangerous without any upgrades.

Great call @SOTL

9 hours ago, Magnus Grendel said:

The TIE/sk All-Stars is definitely on my list to get back in practice with. Three strikers and a reaper look stunning and have a lot of options, plus the improvements to Duchess' ability seem awesome.

I fly this list a ton, and it is very effective.

Weak offensive dice mods is the trouble, but the right Reaper build can make it even more frightening than Sabaac

Edit: as a Empire primary player, when it comes to Hyperspace, this would exclusively be my list unless I’m running X-wings.

Edited by millertime059