Kath Swarms

By Bucknife, in X-Wing Squad Lists

I've wanted to see this ever since 2ed dropped.

swz16_kath-scarlet.png

As of Wave 2, we've got the generics for it...

6 ships, 1 is an I4 tank.

KathSwarm

(74) Kath Scarlet
(4) Veteran Tail Gunner
(2) Trick Shot
Points 80

(24) Mining Guild Sentry
Points 24

(24) Mining Guild Sentry
Points 24

(24) Mining Guild Sentry
Points 24

(24) Mining Guild Sentry
Points 24

(24) Mining Guild Sentry
Points 24

Total points: 200

Edited by Bucknife

I doubt vet tail gunner will ever proc in most matches, Slave 1 title allows you to swap targets on the fly if a ship on your left causes a bump when you expected a bump on the right.

Otherwise it has some potential, just know atm if you lose kath to a really bad turn, you don’t have a backup anchor for late game. Makes me wonder if sacrificing a pair of ties for a fang is worth it or not.

4 hours ago, DakkaDakka12 said:

Makes me wonder if sacrificing a pair of ties for a fang is worth it or not.

Probably. Since Kath's ability specifies range 0, not range 1, you need to actually block the target. A zealous recruit's roll-into-focus and boost-into-focus works well for that, as does Concordia Face-off to keep them alive when basically thrown at the enemy's face.

4 hours ago, DakkaDakka12 said:

I doubt vet tail gunner will ever proc in most matches,

More significantly, Firesprays don't have a gunner slot without the Marauder title, so you can't equip it in the first place.

4 Mining Guild Surveyors with Intimidation really capitalizes on Kath's requirements, and leaves room for Fearless, 0-0-0, and Slave 1 on her. Keep her target in range 1 out the front and it feels HEAT

Naturally, lose 0-0-0 for hyperspace

2 hours ago, Greebwahn said:

4 Mining Guild Surveyors with Intimidation really capitalizes on Kath's requirements, and leaves room for Fearless, 0-0-0, and Slave 1 on her. Keep her target in range 1 out the front and it feels HEAT

+1! This is how I have Kath set up and it makes for a fun, if not always super competitive, list.

My oddball Kath idea is to run not with a low-init swarm, but a pair of Fearless Skull Fangs. I figure I can try to arc-dodge the low-init folks, but against higher init ones, Init 4 is probably enough to get blocks. And if I underestimate the range for a block, I've got the Range 1 abilities like Fearless and Concordia Faceoff.

That's not to say it'd be a better list. I just don't enjoy TIE Fighters, but love Fangs. :lol:

3 hours ago, theBitterFig said:

My oddball Kath idea is to run not with a low-init swarm, but a pair of Fearless Skull Fangs. I figure I can try to arc-dodge the low-init folks, but against higher init ones, Init 4 is probably enough to get blocks. And if I underestimate the range for a block, I've got the Range 1 abilities like Fearless and Concordia Faceoff.

That's not to say it'd be a better list. I just don't enjoy TIE Fighters, but love Fangs. :lol:

Kath is gr8 but its hard to put a list together that is going to support her right now. so many high init pilots out there.

Edited by Da_Brown_Bomber

Been looking at Kath and finally decided on this:

(74) Kath Scarlet [Firespray-class Patrol Craft]
(6) Marauder
(12) Han Solo
(4) L3-37
(2) Trick Shot
Points: 98

(30) Captain Seevor [Modified TIE/ln Fighter]
Points: 30

(24) Mining Guild Sentry [Modified TIE/ln Fighter]
Points: 24

(24) Mining Guild Sentry [Modified TIE/ln Fighter]
Points: 24

(24) Mining Guild Sentry [Modified TIE/ln Fighter]
Points: 24

Total points: 200

I will have to try it before I can know for sure it looks really solid, the only disadvantage is Kath is a higher Initiative then seevor but if they are bumping my other ties they shouldn't have tokens anyway. Trickshot allows for a 6 dice R1 focus/TL attack against a unmodded defender which on average will deal 5 damage to a 2 agility ship. I know this won't happen often but Kath should regularly be getting 5 dice attacks with either r1 and bumped or r2/3 through a rock.

L3 should help for sustainability as unlike Boba Kath can die fast, after the initial usage L3 will help for the blue banks when using Han gunner.

Seevor and 3 mining ties should also have a nice damage output with a average of 4.6 damage against a 2 agility ship.

Will report back when I next play;)

I'm back! Played the list above yesterday and it work really well, I was playing a casual list however (upsilon and 3 tie sf) at the engagement I was able to throw a volley of shots at his first sf and get 2 hits through whilst my Ties rolled alright (took 2 hits) the nest move I went in for the block on the upsilon but he saw it coming and 3 banked away, even though he didn't bump I wasn't to annoyed as it left his upsilon without a shot for the next few turns (that dial tho 🐵 my firespray got a r1 tl/focus shot on him and pushed through 4 hits twice in 2 turns as I shot through my front then back then next go. After that round I got my tie to block one of his sf at r1 of me, I got a TL then han gunner focused and destroyed him(already lost 1 2 shields from Ties). As my firespray was stressed it took 2 turns to get back in the action, during this time my ties finished of his upsilon and he had token out one of my ties. At this time I had (Kath on 3 shields seevor was full and 1 MT was on full and a second on 1 Vs 2 sf with Juke) it was obvious that I was in a winning position and if we stopped now we could have another game.

On 3/1/2019 at 11:58 AM, theBitterFig said:

My oddball Kath idea is to run not with a low-init swarm, but a pair of Fearless Skull Fangs.

Did you try this? I'd love to see a list.

I was thinking along these same lines and tried out Kath with two Black Sun Assassin StarVipers last night (now that they're hyperspace legal). Went two for two against reasonably competitive lists (both featured high initiative aces, so not tried it against low initiative swarms yet). It was fun to fly. Everyone knows you're going to try and get blocks but sometimes that can be hard to avoid, sometimes it's a bluff and sometimes it's a deterrent. Turn in and risk the block, or turn away and risk getting no shots.

Anyway, here's what I flew. My Kath is expensive, but across the two games everything was super useful. Qi'ra opens up some fantastic movement possibilities and Marauder / Han (despite the high cost) helped me get lots of double modded shots to take advantage of all those dice.

StarViper -class Attack Platform - Black Sun Assassin - 51
Black Sun Assassin - (48)
Intimidation (3)

Firespray -class Patrol Craft - •Kath Scarlet - 96
•Kath Scarlet - Captain of the Binayre Pirates (74)
Trick Shot (2)
•Qi’ra (2)
Marauder (6)
•Han Solo (12)

StarViper -class Attack Platform - Black Sun Assassin - 51
Black Sun Assassin - (48)
Intimidation (3)

Total: 198/200

View in the X-Wing Squad Builder

Edited by eljms
1 hour ago, eljms said:

Did you try this? I'd love to see a list.

I was thinking along these same lines and tried out Kath with two Black Sun Assassin StarVipers last night (now that they're hyperspace legal). Went two for two against reasonably competitive lists (both featured high initiative aces, so not tried it against low initiative swarms yet). It was fun to fly. Everyone knows you're going to try and get blocks but sometimes that can be hard to avoid, sometimes it's a bluff and sometimes it's a deterrent. Turn in and risk the block, or turn away and risk getting no shots.

Anyway, here's what I flew. My Kath is expensive, but across the two games everything was super useful. Qi'ra opens up some fantastic movement possibilities and Marauder / Han (despite the high cost) helped me get lots of double modded shots to take advantage of all those dice.

I haven't had a chance.

I think I'd be inclined to go with Fearless Skull (53) * 2, and Kath with Marauder, Maul, and 3 points worth of talent (Debris Gambit?). Not sure how I'd tweak it for Hyperspace. Maybe Han Solo gunner. The thing which appeals so much to me about it is that the blocking aspect of it is kind of secondary. Fearless Skulls have decent close-range offensive and defensive mods without considering actions.

//

Starvipers seem cool, though. I've liked flying the generics in 2e. Not quite as nimble as PTL in 1e, since they can't boost and barrel roll, but they also gained the blue 2-bank.