Three Point Five Horsemen

By TheCeilican, in X-Wing Squad Lists

Kavil is too expensive now, but with a budget replacement in the sledgehammer slot we can keep the rest of the faction intact.

Yeah it's not quite the original Four Horsemen but so long as you've still got Ric Flair and Arn Anderson the dream lives on.

Palob - Moldy Crow

4-LOM - Advanced Sensors, Mist Hunter

Cartel Enforcer - Marksmanship, R5-P8

Jakku Gunrunner

Or alternatively Captain Seevor not the Quad, with Elusive Palob.

If you go for seevor (great pilot!), consider Torkil mux over palob

I am not sure if Kavil is out. Yes, han and protorps got price increase, but dorsal got cheaper and veteran turret gunner as well.

Edited by flooze

4-1 in Wave Championship, screwed up in the one I lost. The Horsemen live!

Nice teaken of the original list How did R5-P8 do? Would you still run him next time, and did you find Seevor to be better than a gunrunner. Also- How do you set up the ships?

R5-P8 is the best pilot ability any of the Kimo's have. It's awesome card, one of the best upgrades in Scum.

Seevor: when Kavil dropped out what went was my long range threat. Palob 1-2, 4-LOM 1, Jakku, 1. By switching Jakku for Seevor I rebalance that threat a bit in adding R1-3 jamming. Jakku possibly gets worse anyway as more big ships get played, and the 2pts difference brings Elusive onto Palob. Seevor was great on the day, opponents chased him and he was a proper nuisance over and above his 30pts cost.

The Kimo and Seevor def bring new mobility/positioning challenges to the squad but I think they also bring strengths and you can work around the issues with reps.

I tended to deploy in two Fire teams, Palob & 4-LOM go slow while Kimo and TIE need more space to maneuver. That mostly worked, but it's the main thing I need to work on I think.

27 minutes ago, TheCeilican said:

Jakku possibly gets worse anyway as more big ships get played, and the 2pts difference brings Elusive onto Palob.

So do you remove Marksmanship off the Cartel to fit in Elusive?

Also, do you think Elusive would be better on 4LOM, as he will be doing red maneuvers more frequently?

Yeah, drop Markmanship.

Elusive doesn't really change the maths for 4-LOM, even if you assume it's on every turn, but it can be really strong on Palob with his token stack & stealing.

I'd think perhaps debris gambit on Palob would be better than elusive?

That's a personal choice thing - Debris takes up an action vs the passive Elusive (at least on 1st use).

Great to see that the Horseman are well and winning =)

It has also been my squad of choice until the points change and looking for ways to play it again. Here's my take on it. Still not tested but an interesting variant as well

-LOM — G-1A Starfighter 49
Advanced Sensors 10
Mist Hunter 2
Ship Total: 61
Half Points: 31 Threshold: 5
Torani Kulda — M12-L Kimogila Fighter 50
Crack Shot 1
Ship Total: 51
Half Points: 26 Threshold: 5
Outer Rim Pioneer — Escape Craft 28
Tactical Officer 2
Ship Total: 30
Half Points: 15 Threshold: 2
Palob Godalhi — HWK-290 Light Freighter 40
Moldy Crow 18
Ship Total: 58
Half Points: 29 Threshold: 3

I replaced Seevor by a EC for more tactical flexibility with those white coordinates and for its interesting ability to shoot while on rocks. Allows you to pull moves that your opponent wouldn't expect XD. Torani over Cartel Marauder is an interesting debate and would love to hear your opinion. Yes R5-P6 gives you three rerolls which are great but I can easily replace them by a coordinated target lock and have a killer pilot ability that really synergises with the token stealing/jamming action of Palob/ 4-LOM.

What do you think?

I mean, we're in a very similar place, right?

I think Seevor is better than an Escape Craft and R5-P8 is better then the pilot ability on either of the named Kimos. And that all my squad is the same Initiative which helps Seevor and close combat maneuvering.

Try it! But I like it the way I've got it now, sorry 🙂

Edited by TheCeilican