Scum dirty tricks (Han, Asajj, Unkar)

By Gausebeck, in X-Wing Squad Lists

There's a list I've been working on with lots of ways things could be switched around. The current version is:

Han Solo + Title + Trick Shot + Qi'ra + Greedo (65)
Asajj Ventress + Title + Heightened Perception + Rigged Cargo Chute + Zuckuss (91)
Unkar Plutt + Cloaking Device + Cikatro Vizago + Proton Bombs (44)
Total: 200

Turn 1 Unkar cloaks and swaps Cloaking Device for Asajj's Rigged Cargo Chute. Unkar can then fly around tractoring and dropping debris and bombs with 4 agi (or can decloak to do all those things from an unexpected position). Ideally he'll also set up a block for more tractoring, since he doesn't care about his own shot while cloaked.

Han locks a rock turn 1 and then lands on or right behind it turn 2 for 4-6 red dice and 3-4 green dice. Later in the game he does Han things, trying to hide behind rocks and such. The extra debris cloud (Rigged Cargo Chute) and stress handed out by Asajj to trigger the Lando's Millenium Falcon title will hopefully help.

Asajj hands out stress (or strips tokens) and then tractors ships at I7. Zuckuss seems like a good fit here since Asajj has lots of blue on her dial and no red actions, and she really wants her shots to land to trigger the Shadow Caster title. Asajj will also be able to cloak once per game after it's been handed off from Unkar.

Lots of fun tricks, but I'm not sure if it will all work together well enough. I can see many places I could strip down points (e.g. Hate instead of Title + Heightened Perception on Asajj, getting rid of some or all of Unkar's upgrades, etc.) but the only thing I can think of that I really wanted to fit into the list and couldn't is Tobias Beckett. With all the tractor options plus Han caring about obstacles, pulling one from the back into an awkward position after setup seems great, but I'm not sure what's worth dropping for him.

Not sure on Unkar, but I fly a lot of Asajj and Han together, so I'd say it's good to have Heightened Percep here. You want that tractor shot to toss someone onto a debris cloud so Trick Shot Han will have a stressed ship to plaster.

If you use Lando I'd switch to hate, and maybe if you can get the points, sink some into Zuvio if you want to use the Quadjumper, that way everyone is Initiative matched.

This is what I normally run:

Escape Craft - •Autopilot Drone - 12
•Autopilot Drone - Set to Blow (12)

Customized YT-1300 Light Freighter - •Han Solo - 84
•Han Solo - The Corellian Kid (54)
Trick Shot (2)
•0-0-0 (5)
•L3–37 (4)
Rigged Cargo Chute (4)
Engine Upgrade (7)
•Lando’s Millennium Falcon (6)
•BT-1 (2)

Lancer -class Pursuit Craft - •Asajj Ventress - 100
•Asajj Ventress - Force of Her Own (76)
•Maul (11)
Rigged Cargo Chute (4)
Shadow Caster (6)
Heightened Perception (3)

Total: 196/200

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4 hours ago, kerbarian said:

Han    locks a rock turn 1 and then lands on or right behind it turn 2 for 4  -6 red dice  and  3-4   green   dice

Sure about being able to shoot when on a rock with qi'ra?

I was on a tourney where it was ruled against being able to shoot, but that was early 2nd edition so not sure...

Edited by flooze
31 minutes ago, flooze said:

Sure about being able to shoot when on a rock with qi'ra?

I was on a tourney where it was ruled against being able to shoot, but that was early 2nd edition so not sure...

Unfortunately it hasn’t been officially addressed yet either way. Until it is, what I’d probably do is ask beforehand and if it’s ruled as not being able to shoot then bring some debris.

@KingmanHighborn That list has enough similarities that I’m really curious about your experiences with it. How do you try to engage, what are the good and bad matchups, and which of the upgrades have been the most important?

18 hours ago, KingmanHighborn said:

If you use Lando I'd switch to hate, and maybe if you can get the points, sink some into Zuvio if you want to use the Quadjumper, that way everyone is Initiative matched. 

I don't think I'd consider switching Han to Lando, but Zuvio could be fun with the option to drop bombs either direction -- that's a much larger threat area and pretty usable on the initial engagement. He could also decloak to get away from the bombs rather than rely on reverse maneuvers. However, higher I is kind of a disadvantage for Quadjumpers.

If I were to switch to Zuvio, the easiest way to afford it seems to be dropping the Rigged Cargo Chute to something like Deadman's Switch, but I'd like to think that extra debris cloud would be pretty valuable.

16 hours ago, kerbarian said:

@KingmanHighborn That list has enough similarities that I’m really curious about your experiences with it. How do you try to engage, what are the good and bad matchups, and which of the upgrades have been the most important?

Well our local meta rarely has swarms so we rarely see more then 4 ship builds on the table, but I'd imagine swarms would be the biggest issue as you have to stress, tractor and eliminate one at a time. But as far general flying. I try to keep them together at the start and go down one side of the board. Both ships are wonderfully fast so even as big bases they can scoot around slower ships. They do really well against expensive small ships like defenders, and E-Wings and even non SNR Kylos. Adding more debris clouds is also great, and as it's an action you can do a pseudo 1.0 style bomb with them too. If they had a red maneuver on dial it can be hilarious. About the only thing I haven't got much use out is the autopilot drone. Once I've used it's shields I generally go ahead and drop if off and have it chase my opponent or be a nuisance. But everyone tries to kill Han first anyway, which also means Asajj is alive a lot longer.