Scarlet's Web: a hyperspace legal squad for critique

By Greedo_Sharpshooter, in X-Wing Squad Lists

I posted this on another thread on the main forum but wanted to repost here for some discussion on this hyperspace legal squad.

Scarlet's Web

Kath Scarlet (74)
Outmaneuver (6)
Perceptive Copilot (8)

L3-37 (Escape Craft) (26)

Mining Guild Surveyor (25)
Trick Shot (2)

Mining Guild Surveyor (25)
Trick Shot (2)

Mining Guild Surveyor (25)
Squad Leader (6)

Total: 199

I haven't seen double coordinating ships in many squads. On an Init 3 ship squad leader costs 6pts which seems worth it. I'm quite intrigued by the potential of this squad. If you can get a block on something with the ties, coordinate focus to Kath and a TL with Kath u r potentially hitting them with a fully modded 4 dice attack at med range... if you can also manage to get out of the defenders firing arc then Outmaneuver triggers turning Kath into Wedge for one attack.

Situational? Yes. Pretty scary if you get it to work tho. With two coordinating ships Kath should always have a double focus, even when she loses actions from bumping and maybe even a double focus and reinforce when she is caught taking multiple shots from enemy ships. Perceptive Copilot is looking well worth 8pts.

Anyone who has put in reps with firesprays knows that there are times when you want to both boost and focus. Coordinate opens up the ability to more freely boost for range control eg. into range one and out of range 2 or 3. Not easy in close combat with a med base ship but will definitely help for repositioning after jousting.

The ultimate would be a range 1 shot on a blocked ship. 5 dice fully modded. Thats Fenn-esque firepower. That might just be worth trying out.

Thoughts and feedback welcome.

Edited by Da_Brown_Bomber

Do you think you need 2 coordinates?

I’m so glad you posted this bc I just recently started trying to tackle how one might make a good Kath squad.

I tried this

Kath Scarlet (74)
Composure (1)
Cikatro Vizago (1)
Inertial Dampeners (1)
Slave I (2)

Ship total: 79 Half Points: 40 Threshold: 5

Jakku Gunrunner (32)
Cloaking Device (5)

Ship total: 37 Half Points: 19 Threshold: 3

Jakku Gunrunner (32)
Inertial Dampeners (1)

Ship total: 33 Half Points: 17 Threshold: 3

Lok Revenant (43)
Dorsal Turret (2)
Veteran Turret Gunner (6)

Ship total: 51 Half Points: 26 Threshold: 5


Total: 200

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v5!s!105:115,-1,-1,25,-1,95,-1,161:U.-1;143:-1,-1,-1,91,-1:;143:-1,-1,-1,95,-1:;146:137,-1,90,-1,-1,-1,-1:&sn=Kath%3F&obs=

I messed it up by misakenly thinking decloak was a 1 template and made both quads overshoot on the initial pass, but it might have merit to run a similar list.

Heres the thing, you should think of Kaths ability like a opportunity rather than try to proc it to detriment of your list.

With that in mind try to bring a 2nd 3 die ship.

I like the idea of mining ties or quads, maybe a pair of quads or a few mining ties and a firepower 3 ship like a Kihraxz.

Sry I didn’t realize you were going for hyperspace legal. If that is the case I would probably try to squeeze a fearless fang into the mix, as bumping while trying to hit that range 1 does happen occasionally, and if you don’t you will outdamage kath’s damage and you can still shoot her as well.

2 hours ago, Greebwahn said:

Do you think you need 2 coordinates?

maybe not. those six pts could be trickshot on all ties and escape craft and tactical officer on escape craft.

That is PRECISELY what I was thinking

Scarlet's Web (Version 2.0)

  • Kath Scarlet (74) + Debris Gambit (3) + Perceptive Copilot (8) + Rigged Cargo Chute (4)
  • L3-37 Escape Craft (26) + Tactical Officer (2) + Trick Shot (2)
  • Mining Guild Surveyor (25) + Trick Shot (2)
  • Mining Guild Surveyor (25) + Trick Shot (2)
  • Mining Guild Surveyor (25) + Trick Shot (2)

The firepower is severly lacking. Kath fires her four dice. THe opponent spends tokens to dodge it, maybe takes a couple shields, then you have a bunch of two dice shots, and only two have a focus. You will be lucky to do 3 damage in a round.

I think for Kath, you just fly her light. Use the four dice when you get them, and put the points into more hardy generics. I dont think she is viable in Hyperspace. Extended is more for her with generic double tap ywings and scurrgs and quad jumpers.

A good option for a kath wingmate is a ps1 freighter. Large base to jam down enemies throat and get come blocks for Kath. A couple fang fighters that prefer range 1 works too.

Scarlet's Web (Version 3.0)

  • Kath Scarlet (74) + Perceptive Copilot (8) + Trick Shot (2)
  • L3-37 Escape Craft (26) + Tactical Officer (2)
  • Zealous Recruit (44)
  • Zealous Recruit (44)

200pts

Edited by Da_Brown_Bomber

A mixture of your first and last brought me up to this-

Kath Scarlet (74)
Ship total: 74 Half Points: 37 Threshold: 5

Skull Squadron Pilot (50)
Fearless (3)

Ship total: 53 Half Points: 27 Threshold: 2

Mining Guild Sentry (24)
Ship total: 24 Half Points: 12 Threshold: 2

Mining Guild Sentry (24)
Ship total: 24 Half Points: 12 Threshold: 2

Mining Guild Sentry (24)
Ship total: 24 Half Points: 12 Threshold: 2


Total: 199

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v5!h!105:-1,-1,-1,-1,-1,-1,-1,-1:;101:121,-1:;304:-1:;304:-1:;304:-1:&sn=New Squadron&obs=

Kath needs more buddies rather than upgrades, and the Hyperspace options aren’t all that amazing anyway.

Having the Fang in there allows you to have a 2nd reliable damage dealer, and the 3 ties can try to get range 1 shots or block.

The Firespray is quite fine with no upgrades, I suppose crack shot or marksmanship could do something, or composure could be fun as you can be extremely agressive with boost without wasting an action.

This list gets SCARY if you have Kath with a bunch of mining TIE's that have the intimidation talent.

1 hour ago, Antonerus said:

This list gets SCARY if you have Kath with a bunch of mining TIE's that have the intimidation talent.

So I flew this list at a local Wave Championship this past weekend. Admittedly, I am not the best 2.0 player at the moment so I placed 12th out of 14. I think that if you practiced with this list it could indeed be quite scary, but it definitely required practice to make it work. I'm curious to see if Z-95's show up after Wave 3 releases (probably) next month.

Modified TIE/ln Fighter - Mining Guild Surveyor - 28
Mining Guild Surveyor - (25)
Intimidation (3)

Modified TIE/ln Fighter - Mining Guild Surveyor - 28
Mining Guild Surveyor - (25)
Intimidation (3)

Modified TIE/ln Fighter - Mining Guild Surveyor - 28
Mining Guild Surveyor - (25)
Intimidation (3)

Modified TIE/ln Fighter - Mining Guild Surveyor - 28
Mining Guild Surveyor - (25)
Intimidation (3)

Firespray-class Patrol Craft - •Kath Scarlet - 88
•Kath Scarlet - Captain of the Binayre Pirates (74)
Perceptive Copilot (8)
Marauder (6)

Total: 200/200

View in the X-Wing Squad Builder

Edited by NeonWolf