Wretched Five Revised

By flooze, in X-Wing Squad Lists

28th crushed my list. It was fun and strong, nearly won me a tourney (I wrote a battle report).

But it's 31 points overpriced right now. It is easier to list the cards that didn't go up in price than the ones that did...

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

Torkil Mux (38)
Moldy Crow (18)

Captain Seevor (30)
Trick Shot (2)

Unkar Plutt (33)
0-0-0 (5)

Outer Rim Pioneer (28)
Trick Shot (2)
Tactical Officer (2)

Total: 231

View in Yet Another Squad Builder 2.0

I was toying around with different approaches, dismissing this kind of list as unplayable, since so many cards went up in points.

But in the end I came back to this template. As I said this list was fun, I like the ini 0 shenanigans of Torkil, the Jam of Seevor, the versatility that the pioneer adds to flying and the possibilities that Unkar Plutt brings to the beginning of the engagement phase. Kavil was providing massive dice, double modded, for early damage.

Searching for a fifth ship that is able to dish out similarly to Kavil, I came up with this...

Torkil Mux (38)
Moldy Crow (18)

Captain Seevor (30)

Outer Rim Pioneer (28)
Tactical Officer (2)

Unkar Plutt (33)

Zuckuss (45)
Trick Shot (2)
Fire-Control System (2)
Mist Hunter (2)
Jamming Beam (0)

Total: 200

View in Yet Another Squad Builder 2.0

Zuckuss allows for an additional die on primary attacks, but the defender also gets an additional die. Since red dice are better than green, this should be a win by itself. Adding Seevor to the mix, jamming away defensive modifications, I feel like this may be a thing. It even works without Torkil, since both Seevor and Zuckuss are ini 3. If Unkar is able to do his job, the tractor has already removed one die, compensating for Zuckuss effect on the defenders dice. The pioneer also being ini 3 should mitigate the somewhat iffy dial of the most hinter.

I haven't flown it yet, hopefully will bring it to the table this week. But I would appreciate comments and suggestions.

Edited by flooze
Spelling

As no one cared to answer.

The G1A's dial got even more red in 2nd ed. Which 4Lom can use, but the other 2 really struggle (no more Outlaw Tech) I have flown all G1As in 1st ed, and played around with 4Lom in 2ed but none of the others. Your Zuckuss probably would need Advanced Sensor to get somewhere and have some dice modification apart from the Fcs (or is the escape craft thought to be the enabler here?)

You also already have the Jam action, so why a jamming beam when he is supposed to be the heavy hitter? He wants to fire, not waste his firing on a jamming beam, even at zero points. Jam at ini3 is already late in the round, ideally you want to jam earlier. Your Seevor jams at ini3 as well.

For 51 points you get in at the same ini

M12L Cartel Execut Trick Shot, Cluster missile

or

Starviper Black Sun Assassin, Markmanship, Fcs

or

Sol Sixxa Skilled Bombardier, Seismic...

Edited by Managarmr
Spelling
7 hours ago, Managarmr said:

As no one cared to answer.

The G1A's dial got even more red in 2nd ed. Which 4Lom can use, but the other 2 really struggle (no more Outlaw Tech) I have flown all G1As in 1st ed, and played around with 4Lom in 2ed but none of the others. Your Zuckuss probably would need Advanced Sensor to get somewhere and have some dice modification apart from the Fcs (or is the escape craft thought to be the enabler here?)

You also already have the Jam action, so why a jamming beam when he is supposed to be the heavy hitter? He wants to fire, not waste his firing on a jamming beam, even at zero points. Jam at ini3 is already late in the round, ideally you want to jam earlier. Your Seevor jams at ini3 as well.

Thx for the thoughts

I tinkered a little further with Zuckuss and would now try him with L3-37 and fire control system. I hope the escape craft can serve as advanced sensors. You got a cheap 4lom you can commend?

But you are right, for the same points I could get other stuff, like a lok with dorsal and veteran turret gunner...

Still haven't put it on the table yet :(

Edited by flooze

Well I also played with the wretched horsemen until the 28th and the best replacement I found so far for kavil is indeed the Lok with the Vet Gunner/ Turret / Zuckuss for 51 points. It hits really hard with his double tapping and your opponents will struggle to chew through his 4 shields and 6 hull. 4 LOM and Palob continue to be as annoying as they were and the Escape Craft is just great XD. Play with the Lok in your list. It's great value for its cost ;)

7 hours ago, HobsMG said:

Play with the Lok in your list. It's great value for its cost ;)

Thx, will give it a try for sure.

Are you trying to focus both shots on single target or keep the arc wide to generate more that area?

On 2/8/2019 at 9:06 PM, flooze said:

Thx, will give it a try for sure.

Are you trying to focus both shots on single target or keep the arc wide to generate more that area? 

Depends on the situation but you often can play with the edge of the arc and try to keep your target on both your front and side arcs for double shots ;) I usually deploy on a corner with the turrets facing the inside of the map so to keep my movement options open and more possibilities to shoot at more targets with the Lok but when I see an opportunity to pounce, I turn the turret forwards. It is really context dependent