Make Zuckuss Passable Again (2x G-1As)

By CoffeeMinion, in X-Wing Squad Lists

Hey folks. As a fairly recent convert from 1E to 2E, I’m trying to make sure all my ship models see table time in 2E. So if I have 2 of a given ship, I try to get them both out there at the same time—otherwise why have 2?

Lately I’ve felt the itch to fly my two G-1As. I’ve done some experimenting with one-off 4-LOM builds, and I’m happy with how he flies, so he’s a lock for my next list. But what about Zuckuss?! The Zuckster was one of my favorite pilots from 1E, but he doesn’t feel quite as strong this time out. Especially since there’s no way to give both G-1As barrel roll in 2E, and 4-LOM is clearly the guy you give it to if you can’t do both.

Here’s an idea:

Captain Seevor (30)

Talonbane Cobra (50)
Predator (2)

Zuckuss (45)
Fire-Control System (2)
0-0-0 (5)

4-LOM (49)
Elusive (3)
Advanced Sensors (10)
Qi’ra (2)
Mist Hunter (2)
Jamming Beam (0)
Total: 200

View in Yet Another Squad Builder 2.0

The basic idea is that Seevor provides another useful ability at initiative 3, while Awesomename McCoolguy provides a little bit of higher-init punch. 4-LOM is still probably the lynchpin; Elusive combos with his all-reds/all-the-time movement style, while Qi’ra opens up some shenanigans on turns when you know you’ll have to eat rock to get into an optimal position.

Zuckuss feels weak in contrast, but I’m honestly not sure what else to give the guy. 0-0-0 is great on 4-LOM too, but on Zuck maybe it helps let him draw some of 4-LOM’s fire?

give it a test run. it looks pretty solid imo. G1-A's have one of the worst dials in the game. once Zuckus is stressed hes going to be limited in mobility. i really wish adv. sensors was cheaper. would be nice to find the points of adv sensors on zuckus as well but this will mean stripping back the upgrades u have on 4-LOM... dunno if thats actually worth it (that 10pts is a beating).

4-LOM (49)
Elusive (3)
Advanced Sensors (10)
Mist Hunter (2)

Ship total: 64 Half Points: 32 Threshold: 5

Zuckuss (45)
Advanced Sensors (10)
0-0-0 (5)

Ship total: 60 Half Points: 30 Threshold: 5

Talonbane Cobra (50)
Predator (2)

Ship total: 52 Half Points: 26 Threshold: 3

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


Total: 200

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v6!s=200!109:119,111,,,,155:U.-1;110:,111,63,,,:;119:127,,,,,:;304::&sn=Unnamed Squadron&obs=

if u downgrade seevor to mining guild and drop Qi'ra, u have enough pts for adv sensors in zuckuss. its similar firepower to ur original list but gives zuckuss a few more options when he isnt stressed.

Since the g1a dial is abysmal, I would use Zuckuss as hard hitting as possible for the few turns he survives. Send him into the thick of it, let him be beaten. If possible, make him pop at the right time for additional spread damage. Only problem is, my build used 4-LOM as a crew, which you cannot obviously, reducing the possibility for self destruction...

I post the whole squad, just ignore the rest 😛

Torkil Mux (38)
Moldy Crow (18)

Captain Seevor (30)

Outer Rim Pioneer (28)
Tactical Officer (2)

Unkar Plutt (33)

Zuckuss (45)
4-LOM (2)
Deadman’s Switch (2)
Electronic Baffle (2)
Total: 200

View in Yet Another Squad Builder 2.0

My advice is don't put too much effort into making his pilot ability work - it's not so strong that it's worth spending a lot of points on. If something is useful anyway and happens to work with it that's nice, but otherwise just treat him like a generic.

I don't know that I like FCS on him. I find that with the extra dice you often want to use the lock to re-roll multiple dice, and since the G1-A isn't the most maneuverable ship it can sometimes be hard to keep the same target in arc for consecutive turns (especially with no barrel roll).

I don't mind 0-0-0 on him, but L3-37 is also kinda nice. She helps with the bad dial and also makes him a bit tougher. Tobias Beckett's not the worst either if you want a cheaper crew, at 2 points you could then take a talent on Zuckuss or put a tractor beam on 4-LOM.

I like theorycrafting odd combinations, and I remembered I had this one on a back burner ( I recently picked up a cheap G-1A model from 1.0 to bring my count to 2). It'd be interesting to see how it works and to hear reactions. I haven't flown it yet, but the general idea is to fly Crymorah+Zuckuss and Hired+4-LOM as pairs. It may make more sense to fly Crymorah+4-LOM and Hired+Zuckuss, depending on whether you want to give Zuckuss more firing flexibility. The Squad Leader Coordinate would give Zuckuss pretty consistent damage output with 2 Focus + a coordinated Lock; just fly him accordingly. I called it "Tanks for the Win", because I like my puns. Another HS Scum squad I've got consists of 3 Fangs. It's named - you guessed it - Fangs for the Win.

BTL-A4 Y-wing - Hired Gun - 43
Hired Gun - (33)
•Squad Leader (6)
R4 Astromech (2)
•BT-1 (2)

BTL-A4 Y-wing - Crymorah Goon - 34
Crymorah Goon - (31)
R4 Astromech (2)
•Greedo (1)

G-1A Starfighter - •4-LOM - 67
•4-LOM - Reprogrammed Protocol Droid (49)
Elusive (3)
Advanced Sensors (10)
•0-0-0 (5)

G-1A Starfighter - •Zuckuss - 56
•Zuckuss - Meditative Gand (45)
Crack Shot (1)
Fire-Control System (2)
Perceptive Copilot (8)

Total: 200/200

Edited by feltipern1

Zuckuss is hilarious, I love him. Made this up today, looking forward to giving it a whirl round the home table tomorrow. Kinda doubt it will actually be any good at all, but it is all the dice.

Rock and Roll

(45) Zuckuss [G-1A Starfighter] (10) Advanced Sensors, (2) Trick Shot, (2) Mist Hunter, (0) Jamming Beam, (2) Electronic Baffle, (2) Qi'ra. Points: 63

(50) Talonbane Cobra [Kihraxz Fighter] (6) Afterburners, (1) Composure. Points: 57

(68) Fenn Rau [Fang Fighter] (3) Fearless. Points: 71

Total points: 191

Its really more of a why the heck not list.

On 5/30/2019 at 6:58 AM, Ysenhal said:

My advice is don't put too much effort into making his pilot ability work - it's not so strong that it's worth spending a lot of points on. If something is useful anyway and happens to work with it that's nice, but otherwise just treat him like a generic.

I don't know that I like FCS on him. I find that with the extra dice you often want to use the lock to re-roll multiple dice, and since the G1-A isn't the most maneuverable ship it can sometimes be hard to keep the same target in arc for consecutive turns (especially with no barrel roll).

I don't mind 0-0-0 on him, but L3-37 is also kinda nice. She helps with the bad dial and also makes him a bit tougher. Tobias Beckett's not the worst either if you want a cheaper crew, at 2 points you could then take a talent on Zuckuss or put a tractor beam on 4-LOM.

OH MY GOSH I JUST PLAYED ONE OF THE TENSEST AND MOST AMAZING GAMES OF X-WING EVER — AND WON!!

Here’s the list, which I’m now calling “4 F’s Given” due to the presence of 4-LOM not generally giving a darn about the board state going on around him, and the absence of 0-0-0. I played this against a Rebel “salad” consisting of AP-5/Leia, Braylen, Blount, Garven, and... someone in an A-Wing.

Captain Seevor (30)
Crack Shot (1)

Talonbane Cobra (50)
Predator (2)

Zuckuss (45)
Crack Shot (1)
L3-37 (4)

4-LOM (49)
Elusive (3)
Advanced Sensors (10)
Qi’ra (2)
Mist Hunter (2)
Jamming Beam (0)
Total: 199

View in Yet Another Squad Builder 2.0

Sweet advice about L3-37, @Ysenhal ! She’s a great fit for Zuck. Also I totally see how FCS would be limited in practice because the Zuck won’t be able to tail people; I never missed it and likely never would’ve used it if I had it. If I play this again—which I hope to—I might swap Zuckuss’ Crack Shot for an Electronic Baffle... or downgrade Talonbane’s Predator to Crack Shot for the same. I think Zuckuss really wants dat baffle since he doesn’t have 4-LOM’s offload ability.

Oh and Qi’ra was absolutely 10/10 hilarious and useful on 4-LOM. I was kind of frustrated for the first half of the game because it didn’t seem like I was ever going to use her, but then it came down to my two G-1As trying to knife-fight in the endgame, and I was Qi’ra’ing all over the place. Would totally take her again. Also, Elusive is MADE for 4-LOM!

7 hours ago, CoffeeMinion said:

OH MY GOSH I JUST PLAYED ONE OF THE TENSEST AND MOST AMAZING GAMES OF X-WING EVER — AND WON!!

Here’s the list, which I’m now calling “4 F’s Given” due to the presence of 4-LOM not generally giving a darn about the board state going on around him, and the absence of 0-0-0. I played this against a Rebel “salad” consisting of AP-5/Leia, Braylen, Blount, Garven, and... someone in an A-Wing.

Captain Seevor (30)
Crack Shot (1)

Talonbane Cobra (50)
Predator (2)

Zuckuss (45)
Crack Shot (1)
L3-37 (4)

4-LOM (49)
Elusive (3)
Advanced Sensors (10)
Qi’ra (2)
Mist Hunter (2)
Jamming Beam (0)
Total: 199

View in Yet Another Squad Builder 2.0

Sweet advice about L3-37, @Ysenhal ! She’s a great fit for Zuck. Also I totally see how FCS would be limited in practice because the Zuck won’t be able to tail people; I never missed it and likely never would’ve used it if I had it. If I play this again—which I hope to—I might swap Zuckuss’ Crack Shot for an Electronic Baffle... or downgrade Talonbane’s Predator to Crack Shot for the same. I think Zuckuss really wants dat baffle since he doesn’t have 4-LOM’s offload ability.

Oh and Qi’ra was absolutely 10/10 hilarious and useful on 4-LOM. I was kind of frustrated for the first half of the game because it didn’t seem like I was ever going to use her, but then it came down to my two G-1As trying to knife-fight in the endgame, and I was Qi’ra’ing all over the place. Would totally take her again. Also, Elusive is MADE for 4-LOM!

Nice one happy to hear that!

Did you use the mist hunter barrel roll or the jamming beam?

1 hour ago, flooze said:

Nice one happy to hear that!

Did you use the mist hunter barrel roll or the jamming beam?

I definitely used the barrel roll. Maybe not all the time, but often enough to feel like it’s a valuable part of the mix.

Jamming beam was more just to fill the slot. Never used it; never was tempted to. I did use the G-1A’s onboard Jam action a couple of times, though.

Glad to hear it went well.

I think the barrel roll is definitely worth it when you've got advanced sensors, the title's pretty cheap and it gives you a lot more positioning options.

Planning to try a refinement if I can tomorrow:

Captain Seevor (30)

4-LOM (49)
Elusive (3)
Advanced Sensors (10)
Qi’ra (2)
Mist Hunter (2)
Jamming Beam (0)

Zuckuss (45)
Lando Calrissian (8)

Manaroo (47)
IG-88D (4)
Total: 200

View in Yet Another Squad Builder 2.0

This came from looking for some way for poor Zuckuss to mod his dice while either being stressed or pulling reds. It also avoids the self-damage of Ebaffle. The Manaroo/IG88D/Lando chain is unadulterated flagrant jank, but if nothing else this should be amusing to try.

3 hours ago, CoffeeMinion said:

Planning to try a refinement if I can tomorrow:

Captain Seevor (30)

4-LOM (49)
Elusive (3)
Advanced Sensors (10)
Qi’ra (2)
Mist Hunter (2)
Jamming Beam (0)

Zuckuss (45)
Lando Calrissian (8)

Manaroo (47)
IG-88D (4)
Total: 200

View in Yet Another Squad Builder 2.0

This came from looking for some way for poor Zuckuss to mod his dice while either being stressed or pulling reds. It also avoids the self-damage of Ebaffle. The Manaroo/IG88D/Lando chain is unadulterated flagrant jank, but if nothing else this should be amusing to try.

ig88crew on zuckus is a really interesting idea. Outer Rim Pioneer with tactical officer might be an option instead of seevor. gives u another way to get focus onto starfighters or manaroo to calculate if he gets blocked. i like the concept a lot.

3 hours ago, Da_Brown_Bomber said:

ig88crew on zuckus is a really interesting idea. Outer Rim Pioneer with tactical officer might be an option instead of seevor. gives u another way to get focus onto starfighters or manaroo to calculate if he gets blocked. i like the concept a lot.

That’s a strong idea. I had a lot of fun with Seevor and his jamming shenanigans last game, though I can see how the ORP would amp-up the jank factor by letting Manaroo be more of a blocker/nuisance while keeping the combo alive. Having the coordinate in the mix might even make it feasible to switch Zuckuss down from Lando to a grab-bag of cheaper upgrades.

I prepped my game box with this list last night, but I might poke at this some more if I get the chance.

7 hours ago, CoffeeMinion said:

That’s a strong idea. I had a lot of fun with Seevor and his jamming shenanigans last game, though I can see how the ORP would amp-up the jank factor by letting Manaroo be more of a blocker/nuisance while keeping the combo alive. Having the coordinate in the mix might even make it feasible to switch Zuckuss down from Lando to a grab-bag of cheaper upgrades.

I prepped my game box with this list last night, but I might poke at this some more if I get the chance.

nice. 0-0-0 could be good in there somewhere as he virtually guarantees a calculate and can be useful vs ships relying on linked actions. i just dont like how they can opt to take a stress sometimes and it doesnt really hurt them (depending on the situation) and 5pts is a lot.

2 hours ago, Da_Brown_Bomber said:

nice. 0-0-0 could be good in there somewhere as he virtually guarantees a calculate and can be useful vs ships relying on linked actions. i just dont like how they can opt to take a stress sometimes and it doesnt really hurt them (depending on the situation) and 5pts is a lot.

So I did end up having time to tweak it:

4-LOM (49)
Elusive (3)
Advanced Sensors (10)
Qi’ra (2)
Mist Hunter (2)
Jamming Beam (0)

Zuckuss (45)
Lando Calrissian (8)

Manaroo (47)
IG-88D (4)

Outer Rim Pioneer (28)
Tactical Officer (2)
Total: 200

View in Yet Another Squad Builder 2.0

And I’m glad I did. There was definitely a big chunk of the early-mid game where the Escape Craft’s white Coordinate was throwing happiness all over the place. Having everybody at the same initiative was fantastic, and the relatively low initiative let me set up blocks and killzones without worrying about my opponent’s interference. Manaroo with the two Calculates was frequently awesome—definitely worth it. Overall I was pleased with my two support ships, and I feel like they more than pulled their weight.

Super 4-LOM was still an absolute beast this game. Qi’ra is so freaking worth the two points you spend on her. There were several turns toward the late game where I was parked on the back side of a rock that I locked, just sitting there doing red Stop maneuvers and laughing as I got an extra defense plus Elusive while throwing reds without giving my opponent an extra Evade. The only bad thing is that 4-LOM was my opponent’s #1 priority, so he was first to die. But holy CRAP did he distort the entire game.

Zuckuss, sadly, might not have found his “final form” with Lando. He’s just such an unmaneuverable brick compared to 4-LOM. Having other people throw him tokens and stuff was great, though. But it seemed like on the turns when he was able to get a shot, I either had a target lock already or enough tokens from Manaroo that Lando didn’t matter. To be clear, Zuckuss and his extra die are still frickin’ brutal. But I kept wishing I’d swapped down to something like 0-0-0 + Electronic Baffle because I was always close to people, and sometimes I would’ve just about killed to ditch a stress.

In the end, though, I won. And I kinda promised my buddy that I would stop running Super 4-LOM. But I might keep splashing Zuckuss into some lists for a while, because I’ve played him enough now to know he’s got potential.

5 minutes ago, CoffeeMinion said:

So I did end up having time to tweak it:

4-LOM (49)
Elusive (3)
Advanced Sensors (10)
Qi’ra (2)
Mist Hunter (2)
Jamming Beam (0)

Zuckuss (45)
Lando Calrissian (8)

Manaroo (47)
IG-88D (4)

Outer Rim Pioneer (28)
Tactical Officer (2)
Total: 200

View in Yet Another Squad Builder 2.0

And I’m glad I did. There was definitely a big chunk of the early-mid game where the Escape Craft’s white Coordinate was throwing happiness all over the place. Having everybody at the same initiative was fantastic, and the relatively low initiative let me set up blocks and killzones without worrying about my opponent’s interference. Manaroo with the two Calculates was frequently awesome—definitely worth it. Overall I was pleased with my two support ships, and I feel like they more than pulled their weight.

Super 4-LOM was still an absolute beast this game. Qi’ra is so freaking worth the two points you spend on her. There were several turns toward the late game where I was parked on the back side of a rock that I locked, just sitting there doing red Stop maneuvers and laughing as I got an extra defense plus Elusive while throwing reds without giving my opponent an extra Evade. The only bad thing is that 4-LOM was my opponent’s #1 priority, so he was first to die. But holy CRAP did he distort the entire game.

Zuckuss, sadly, might not have found his “final form” with Lando. He’s just such an unmaneuverable brick compared to 4-LOM. Having other people throw him tokens and stuff was great, though. But it seemed like on the turns when he was able to get a shot, I either had a target lock already or enough tokens from Manaroo that Lando didn’t matter. To be clear, Zuckuss and his extra die are still frickin’ brutal. But I kept wishing I’d swapped down to something like 0-0-0 + Electronic Baffle because I was always close to people, and sometimes I would’ve just about killed to ditch a stress.

In the end, though, I won. And I kinda promised my buddy that I would stop running Super 4-LOM. But I might keep splashing Zuckuss into some lists for a while, because I’ve played him enough now to know he’s got potential.

awesome. seems like ur onto something here.

53pts for Zuckuss/Lando could be something else for sure... I think the list could use a knifefighter like fang or star viper. Black Sun Assassin fits the bill nicely as he's init3. gives u 5pts to tinker with for upgrades... passive sensors is coming and that's something worth considering for the future. Nice thing about star viper is that coordinate can really help it out and operate like a pseudo advanced sensors letting it barrel roll before it moves. TRickshot on 4-LOM could boost his offence a little but then like u say, he is ur primary target for enemy attacks so its a def tradeoff

5 hours ago, Da_Brown_Bomber said:

awesome. seems like ur onto something here.

53pts for Zuckuss/Lando could be something else for sure... I think the list could use a knifefighter like fang or star viper. Black Sun Assassin fits the bill nicely as he's init3. gives u 5pts to tinker with for upgrades... passive sensors is coming and that's something worth considering for the future. Nice thing about star viper is that coordinate can really help it out and operate like a pseudo advanced sensors letting it barrel roll before it moves. TRickshot on 4-LOM could boost his offence a little but then like u say, he is ur primary target for enemy attacks so its a def tradeoff

It’s a bit sad that my attempt to find a usable Zuckuss build has meandered towards adding ever-more support crew for 4-LOM... but you’re right, that Starviper might be a good lil’ counterpoint to the rest of these goofballs. The list was great when I had 4 ships that could killbox and/or cover everyone’s backs all at once, but it lost a lot of its apparent flexibility when 4-LOM died and the game came down to everybody else trying to pin down Corran Horn. In the end, my victory probably owed more to luck than skill; I was rolling hot during the late game when I could actually get time on target. Having something legitimately able to dance would’ve been great.

As for Zuckuss, I think I’m leaning more toward a pile-of-upgrades approach that would help with stress mitigation and increased mobility:

Zuckuss (45)
Trick Shot (2)
Collision Detector (6)
L3-37 (4)
Contraband Cybernetics (5)
Electronic Baffle (2)
Total: 64

Trick Shot is there for the extra die when your flying brick is inevitably shooting through cover. Collision Detector is kind of like a pseudo-Qi’ra-plus-Advanced-Sensors, which (again ) helps when your flying brick can’t dodge a rock to save its life. L3-37 truly isn’t a power card, but she feels weirdly synergistic on the flying brick. Contraband is overpriced and will hopefully drop in the next points adjustment, but even so, it lets the flying brick go beast mode for a turn. And last but not least, EBaffle is there because I’ve wished it was there for two games now. # FeelsBadMan

This is just theorycrafting/rambling, but I could see it having some legs as part of the right list (TBD). Also note that it doesn’t include Mist Hunter, because I’m still not sure Zuckuss would be able to get enough action economy going to take advantage of it—honestly, the dude probably wants to either TL or Focus on the off-chance that he actually gets an action for once. (I think I could count the number of such times from my last two games on one hand; if he wasn’t stressed, he was bumping.)

how about...

SONS of BLACK SUN (squad #1)

Zuckuss (45)
Trick Shot (2)
Advanced Sensors (10)
Qi'ra (2)
Hull Upgrade (3)
Mist Hunter (2)
Tractor Beam (2)

Ship total: 66 Half Points: 33 Threshold: 5

Black Sun Assassin (48)
Predator (2)
Advanced Sensors (10)
Hull Upgrade (7)

Ship total: 67 Half Points: 34 Threshold: 3

Black Sun Assassin (48)
Predator (2)
Advanced Sensors (10)
Hull Upgrade (7)

Ship total: 67 Half Points: 34 Threshold: 3


Total: 200

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v6!s=200!110:133,111,55,,164,155:U.13;150:127,111,,164,:;150:127,111,,164,:&sn=Unnamed Squadron&obs=

tractor beam from zuckuss can punish ships that get close to obstacles and set them up to get killed by ur assassins. for 3 ships the potential dmg output is good. 2 arc dodgers and a tank that hits hard. 6 dice with trickshot.

Outer Rim Jank (squad #2)

Zuckuss (45)
Trick Shot (2)
Advanced Sensors (10)
Qi'ra (2)
Shield Upgrade (4)
Mist Hunter (2)
Tractor Beam (2)

Ship total: 67 Half Points: 34 Threshold: 5

Black Sun Assassin (48)
Predator (2)
Advanced Sensors (10)
Shield Upgrade (8)

Ship total: 68 Half Points: 34 Threshold: 3

Outer Rim Pioneer (28)
Tactical Officer (2)

Ship total: 30 Half Points: 15 Threshold: 2

Captain Seevor (30)
Juke (5)

Ship total: 35 Half Points: 18 Threshold: 2


Total: 200

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v6!s=200!110:133,111,55,,165,155:U.13;150:127,111,,165,:;94:,61,:;247:123,:&sn=Unnamed Squadron&obs=

Edited by Da_Brown_Bomber
3 hours ago, CoffeeMinion said:

The list was great when I had 4 ships that could killbox    and/or cover everyone’s backs all at once, but it lost a lot of its apparent flexibility when 4-LOM died a  nd the game came down to everybody else trying to pin down Corran Hor    n. 

I know how you feel here.

Before the points change, I played a five ship list with Kavil as the main damage dealer. The list shredded incredibly hard as long as I could keep him alive. So it was clear that my absolute priority in each game was

* to keep him safe as long as possible

* to eliminate the threats that the other ships could not handle once he was gone

I think you need to go for a similar route. Not list-wise but engagement-wise

Edited by flooze