Alright, trying a different approach. so far 4-1 with this squad. Beaten Energy Shell swarm , a republic ARC swarm---one Soontir / Whisper / +2 squad, and 1 rebel beef. Lost to Obi Wan / Mace + 2 torrents, but it was on a single roll at the end where everything fell apart. The list as is now;
Anti Joust Inc. (200)
Graz (46)
Captain Seevor (30)
Outmaneuver (6)
Ahhav (30)
Outmaneuver (6)
Zealous Recruit (44)
Cartel Marauder (38)
Total: 200
Original list was 2-2 that had a quadjumper in place of the Cartel Marauder and Ndru in place of Ahav, but the quad just couldn't fly fast to engage or keep up with the wingmates and got avoided or nuked early. Ndru didn't play nice with 4 other ships. This version has no bid, but having the Cartel puts another 3 die primary knife fighter that is a bit tanky and must be accounted for.
The approach is just utter mayhem, but with a purpose. Most of the time so far, I don't even have a ship within 3 bases of another. It's catching some lists off guard so far. Force users & Aces hate not having evade dice to modify, as do 1 agility ships becoming weaker version of a VCX, so the MG TIEs.are proving pretty helpful. They each are only 18% of the list, thankfully. Majority of the list fires after Seevor jams by design. Graz lurks on the perimeter and hunts any who turn their back on him to chase the others. Flanking pincer with the MG TIEs, (Ahav there as precaution to shoot med/large bases with 4-5 dice), Zealous Recruit working the center to line up blocks and if ignored shooting 3 primary with focus. Cartel to hurt any who ignore him also, flying 4 base length or so behind at 4 or 8 oclock of the Recruit. Zero formation flying though. It's more of a pinwheel pincer swarm chaos theory philosophy , if that makes sense.
Surprisingly fun so far. I'm starting to see it an anti joust without turning your back on an opponent can be done---but it helps to have 5 ships as one gets lost as a sacrifice. Having speed is certainly beneficial. If Leia were still costed so low this entire premise gets rebuffed mightily. But I am finding Scum are actually pretty able to fly in this regard where I don't care about losing any of these ships in the alpha if it means jousters are a bit more disadvantaged for the rest of the game.
Curious what other anti joust lists some might be experimenting with and their general gameplans.
cheers to all
Edited by Cloaker