Making Kath work

By NilsTillander, in X-Wing Squad Lists

Hei!

So, I'm a huge fan of Kath (as shown in my obsession for Kath repaints here - and there's more by now).

So, I'm trying to figure out how to actually put her on the table. The obvious "put all the Z-95 you can with her" sort of falls flat when you realize that, assuming every ship is naked, that's only 5 Zs (maybe 3 with Dean Man's Switch).

So, in your opinion, how terrible is this ?

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

Bounty Hunter (66)
Deadman's Switch (2)
Ship total: 68 Half Points: 34 Threshold: 5

Trandoshan Slaver (56)
Deadman's Switch (2)
Ship total: 58 Half Points: 29 Threshold: 6

Total: 200

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v6!s=200!105:,,,,,,,:;108:,,,,93,,:;155:,,,,,93,,:&sn=Unnamed Squadron&obs=

I'd say don't discount the naked Zs, Yeah Kath is no Drea in terms of generic+Big Momma but 9/10 your opponent will ignore them until they are blocking stuff and getting range one shots and generally being a nuisance. Also would consider Jakku Gunrunners.

Kath Scarlet (74)
Trick Shot (2)
Qi'ra (2)
Marauder (6)

Ship total: 84 Half Points: 42 Threshold: 5

Mining Guild Surveyor (25)
Intimidation (3)

Ship total: 28 Half Points: 14 Threshold: 2

Zealous Recruit (44)
Ship total: 44 Half Points: 22 Threshold: 2

Zealous Recruit (44)
Ship total: 44 Half Points: 22 Threshold: 2


Total: 200

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v6!s=200!105:133,,,55,,,,153:U.-1;248:122,:;102::;102::&sn=Unnamed Squadron&obs=

fast agile blockers that can hit hard at close range seem good. Marauder gives a reroll from rear arc and with some clever flying u should be able to get the bonus die from trickshot by moving thru/parking on an obstacle u have locked. Meanwhile ur fast ships run interference and try for a block party setting up Kaths extra dice. 5 dice at range two if u pull off the block.

Edited by Da_Brown_Bomber

Passive focus for reposition or lock action.

Tractorbeam stuff in to bump and take more dmg from the peashooters.

(74) Kath Scarlet [Firespray-class Patrol Craft]
(11) Maul
(2) Trick Shot
Points: 87

(32) Jakku Gunrunner [Quadrijet Transfer Spacetug]
Points: 32

(32) Jakku Gunrunner [Quadrijet Transfer Spacetug]
Points: 32

(24) Binayre Pirate [Z-95-AF4 Headhunter]
Points: 24

(24) Binayre Pirate [Z-95-AF4 Headhunter]
Points: 24

Total points: 199

Thanks for the feedback!

4 hours ago, KingmanHighborn said:

I'd say don't discount the naked Zs, Yeah Kath is no Drea in terms of generic+Big Momma but 9/10 your opponent will ignore them until they are blocking stuff and getting range one shots and generally being a nuisance. Also would consider Jakku Gunrunners.

In the energy shell meta, I'm not sure the Zs would survive much of a suicide run...they'll probably die before being truly in range.

3 hours ago, Da_Brown_Bomber said:


View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v6!s=200!105:133,,,55,,,,153:U.-1;248:122,:;102::;102::&sn=Unnamed Squadron&obs=

fast agile blockers that can hit hard at close range seem good. Marauder gives a reroll from rear arc and with some clever flying u should be able to get the bonus die from trickshot by moving thru/parking on an obstacle u have locked. Meanwhile ur fast ships run interference and try for a block party setting up Kaths extra dice. 5 dice at range two if u pull off the block.

I can see that working, but flying Fangs too close to the sun to get blocks sounds...balsy? I'll think bout this one.

1 hour ago, Muppetfluffer said:

Passive focus for reposition or lock action.

Tractorbeam stuff in to bump and take more dmg from the peashooters.

(74) Kath Scarlet [Firespray-class Patrol Craft]
(11) Maul
(2) Trick Shot
Points: 87

(32) Jakku Gunrunner [Quadrijet Transfer Spacetug]
Points: 32

(32) Jakku Gunrunner [Quadrijet Transfer Spacetug]
Points: 32

(24) Binayre Pirate [Z-95-AF4 Headhunter]
Points: 24

(24) Binayre Pirate [Z-95-AF4 Headhunter]
Points: 24

Total points: 199

I guess this would work relatively well. I need to wrap my head around tractor tokens though, they are simply not obvious in my brain 😛

zeolus recruits r fantastic blockers. boost or barrel roll into the path of the enemy. linked actions help u get focus while u reposition for the block. concordia dawn helps them stay around. their speed lets them keep up with soontir, vader and jedi aces who seem popular right now. but i concede this strategy is essentially kamakazi :)

Edited by Da_Brown_Bomber

I've given this a shot. Seemed OK.

  • Kath (Debris Gambit, Maul, Marauder) 94
  • Skull Squadron Veteran (Fearless) 53
  • Skull Squadron Veteran (Fearless) 53

The premise was that I'm not particularly great at blocking, but if a Skull misses the block and winds up at Range 1 in arc of an enemy, they don't really mind too much. I kind of would rather have arc dodgers against lower-init stuff which I suspect the blocking strategy won't work as well against, but Init 4 is probably low enough to block the kinds of ships where a block strategy is good. Kath has a lot of dice mods (Evade/Force on defense, potentially Force/Reroll on offense) and can flee and die slowly while plinking away with her rear gun once into the endgame.

2 hours ago, NilsTillander said:

I guess this would work relatively well. I need to wrap my head around tractor tokens though, they are simply not obvious in my brain 😛

*wraping* You can barrelroll an enemy ship or straight boots it (as a bonus it gets -1green).

Im hoping for the m3 scyk to come down and most firespray pilots 😃 Im dreaming of a small drea swarm with kath as hitter hehe!

I call this one Cluster F'd

Kath Scarlet (74)
Trick Shot (2)
Tractor Beam (2)
Perceptive Copilot (8)
Proximity Mines (6)
Rigged Cargo Chute (4)
Slave I (2)

Black Sun Soldier (27)
Crack Shot (1)
Cluster Missiles (5)
Munitions Failsafe (1)

Black Sun Soldier (27)
Crack Shot (1)
Cluster Missiles (5)
Munitions Failsafe (1)

Black Sun Soldier (27)
Crack Shot (1)
Cluster Missiles (5)
Munitions Failsafe (1)
Total: 200

View in Yet Another Squad Builder 2.0

I ran this at my LFGS last week and went 2:0.

Kath and The Miners

Kath Scarlet (72 )
Trick Shot (4)
Shield Upgrade (6)
Perceptive Copilot (8)
Veteran Tail Gunner (4)
Marauder (6)

Total Kath: 100pts

Mining Guild TIE Fighter (24)

Mining Guild TIE Fighter (24)

Mining Guild TIE Fighter (24)

Mining Guild TIE Fighter (24)

SQUAD TOTAL: 196 pts

Also ran with the three largest rocks I had, to take advantage of MG TIEs' ability as well as Trick Shot. The Shield Upgrade makes the opponent get 6 hits on Kath for 1/2 pts (not just 5). A bid doesn't do much with this list, so finding 4 more pts would be an interesting experiment.

Edited by Khyrith

And then I ran this list against a friend of mine with a rebel list and went 0-2 (narrowly missing points). Its more lore-thematic to Kath, but takes a different approach to make it work. Can't closely swarm Zs that have DMS.

Kath and the Binayre Pirates

Kath Scarlet (72 )
Trick Shot (4)
Perceptive Copilot (8)
Veteran Tail Gunner (4)
Marauder (6)

Total Kath: 94pts

Binayre Pirate (24)
Deadmans Switch (2)
SHIP Total: 26

Binayre Pirate (24)
Deadmans Switch (2)
SHIP Total: 26

Binayre Pirate (24)
Deadmans Switch (2)
SHIP Total: 26

Binayre Pirate (24)
Deadmans Switch (2)
SHIP Total: 26

SQUAD TOTAL: 198 pts

Trick Shot doesn't seem like the best EPT here for Kath. Perhaps Lone Wolf (takes squad to 199), to reinforce her keeping a distance from the suicide Z95s.

Also need to take smaller rocks or something less harmful, as the Z95s are pigs to fly.

Edited by Khyrith

Reinforce to increase her tankiness against higher Init then burn the token via Lando crew to re-roll up to 2 dice when attacking a blocked target. She's got the blues to take advantage of the red Reinforce + Lando on the close and as she passes through. Switch up MGTs and Binayre to taste/based on what you have available.

Kath Scarlet (72)
Lando Calrissian (8)

Mining Guild Sentry (24)

Binayre Pirate (24)

Binayre Pirate (24)

Binayre Pirate (24)

Binayre Pirate (24)
Total: 200

View in Yet Another Squad Builder 2.0

In Hyperspace, I'd give Kath's Pirates a go ...

Kath's Pirates

(72) Kath Scarlet [Firespray-class Patrol Craft]
(5) Informant*feed your blockers
(1) Composure*boost insurance
(2) Slave I*dial insurance
Points: 80

(27) Black Sun Soldier [Z-95-AF4 Headhunter]
(3) Intimidation*get to Range 0
Points: 30

(27) Black Sun Soldier [Z-95-AF4 Headhunter]
(3) Intimidation*get to Range 0
Points: 30

(27) Black Sun Soldier [Z-95-AF4 Headhunter]
(3) Intimidation*get to Range 0
Points: 30

(27) Black Sun Soldier [Z-95-AF4 Headhunter]
(3) Intimidation*get to Range 0
Points: 30

Total points: 200

I was able to get second in a small tourney with this. Played with the three biggest rocks. The ties are great for blocking and they can do some damage when up close. They're also pesky and can be hard to get rid of rolling three defense dice. Keep rocks near the middle when placing so when you move a rock after all forces are placed (Beckett) you can drop it right in front of their squad.

Kath Scarlet (80)
Tobias Beckett (2) Trick Shot (4) Slave I (2)

Mining Guild Sentry (24)

Mining Guild Sentry (24)

Mining Guild Sentry (24)

Mining Guild Sentry (24)

Mining Guild Sentry (24)

Total: 200

Edited by player2148077
Forgot an upgrade

Kath Scarlet + Perceptive Copilot + Shield Upgrade + Marauder + Veteran Tail Gunner
Binayre Pirate + Deadman's Switch
Binayre Pirate + Deadman's Switch
Binayre Pirate + Deadman's Switch
Binayre Pirate + Deadman's Switch

played by Aaron Godfey. Looks solid.

Yeah I’d say the 4x Biynare Pirate + DMS looks best. There’s a nice synergy because both Kath’s Feeders and DMS carriers want to be far from each other but close to the enemy at all times. Plus the thematics are sweet.

The trick is what to do with the leftover 18 points. Talent, Crew and gunner options are pretty wide open.

Edited by ClassicalMoser
On 6/12/2019 at 10:24 AM, theBitterFig said:

I've given this a shot. Seemed OK.

  • Kath (Debris Gambit, Maul, Marauder) 94
  • Skull Squadron Veteran (Fearless) 53
  • Skull Squadron Veteran (Fearless) 53

The premise was that I'm not particularly great at blocking, but if a Skull misses the block and winds up at Range 1 in arc of an enemy, they don't really mind too much. I kind of would rather have arc dodgers against lower-init stuff which I suspect the blocking strategy won't work as well against, but Init 4 is probably low enough to block the kinds of ships where a block strategy is good. Kath has a lot of dice mods (Evade/Force on defense, potentially Force/Reroll on offense) and can flee and die slowly while plinking away with her rear gun once into the endgame.

Got in another game with this (despite the Debris Gambit and Maul increases, it's still legal due to a Kath base price drop).

I enjoyed the game, but I'm starting to doubt the premise. There was a moment I put in a block on Rey, took a R1 Fang shot and a R2 4-dice Kath with Lock/Maul. Did a nice bit of damage. Then my opponent and I both noted: if I hadn't blocked, the extra Fearless Fang shot might have killed Rey. I dunno. I just like Fangs and even a blank-text Firespray with DG, Maul, and Marauder is going to be decent.

For Hyperspace, I think I'd tweak it to Han gunner and L3-37, but I suppose Maul might be Hyperspace really soon...