Sith of the Sun - Maul, Dooku, Sun Fac

By FastWalker, in X-Wing Squad Lists

Since Ensnare is WAY too expensive, why not have Sith Infiltrators tractor your target and let Sun Fac enjoy his awesome ability? Simple as that.

Both Infiltrators joust their enemies, while Sun Fac flanks. During engagement, tractor at I7 with Maul. If Maul misses, spend 2 Force for a bonus primary attack (hoping to hit or strip tokens). Then, Count Dooku will tractor at I7 if Maul fails, else primary attack. Finally, Sun Fac, blasts the tractored target.

Bigdaboom!

Darth Maul (67)
Heightened Perception (3)
Tractor Beam (2)

Count Dooku (63)
Heightened Perception (3)
Tractor Beam (2)
Scimitar (4)

Sun Fac (54)
Predator (2)
Total: 200

View in Yet Another Squad Builder 2.0

Seems like a workable idea. So there goes my thoughts that I don't need 2 Sith Infiltrators. ;)

But really if you are going to use Tractor beam instead of a damaging shot on the Infiltrator, you want to get a lot out of the -1 Agility. Ie. swarms shooting will probably do better in the long run than the 1 extra die Sun Fac can get.

I find my self staring at

Sun

Cheer

Grief

But looks more fun then good.

I understand the theory but I think ensnare is worth the points, with sun fac you are almost garenteeed to get the tractor off onto your opponent, charge head on into them, making sure you reach range 1 for the first round of combat, even if you bump you can still use pinpoint tractor array to roll then rotate arc to the side and boost the opponents ship forward. It also allows sun fac the ability to strip off his tractor token before he gets shot, even if he's stuck in arc at range 1, otherwise I'd be scared to use the ability unless I was definitely out of all arcs

The risk of using your sith infiltrators to tractor is that they could both miss, they aren't out putting much damage.

Maybe drop dooku for a hyena or couple of valtures, maybe a cheap belbullab, leaving maul as he is just incase sun fac can't get a tractor token on his openent using ensnare.

5 hours ago, Bort said:

Seems like a workable idea. So there goes my thoughts that I don't need 2 Sith Infiltrators. ;)

But really if you are going to use Tractor beam instead of a damaging shot on the Infiltrator, you want to get a lot out of the -1 Agility. Ie. swarms shooting will probably do better in the long run than the 1 extra die Sun Fac can get.

This list was loosely inspired by XY's list that won the Australian System Open . Its not a meta. But fun to try. Your firepower is limited to only 3 ships and you're already using one attack to tractor. Hopefully Maul's ability can alleviate some of that. If anything, you can always exchange one of the Infiltrators for a few Vultures and Tactical Relay.

In the coming months, we'll see if Sun Fac is worth the points. At 80 points for a 4 health ship, its a high price for its shenanigans. Soontir and Wedge don't even come close to that cost for their efficient builds.

5 hours ago, Muppetfluffer said:

I find my self staring at

Sun

Cheer

Grief

But looks more fun then good.

Umm, what? Sorry, I don't get it.

3 minutes ago, Watcher42 said:

I understand the theory but I think ensnare is worth the points, with sun fac you are almost garenteeed to get the tractor off onto your opponent, charge head on into them, making sure you reach range 1 for the first round of combat, even if you bump you can still use pinpoint tractor array to roll then rotate arc to the side and boost the opponents ship forward. It also allows sun fac the ability to strip off his tractor token before he gets shot, even if he's stuck in arc at range 1, otherwise I'd be scared to use the ability unless I was definitely out of all arcs

The risk of using your sith infiltrators to tractor is that they could both miss, they aren't out putting much damage.

Maybe drop dooku for a hyena or couple of valtures, maybe a cheap belbullab, leaving maul as he is just incase sun fac can't get a tractor token on his openent using ensnare.

Yup, see above what I replied to @Bort .

I'm looking forward in seeing how well Sun Fac shakes the meta. Should be interesting.

My Sith of the Sun list was something I wanted to share because it looked fun to fly. I already built those lists you suggested and they have potential. I'm particularly looking at this list:

Sun Fac (54)
Ensnare (24)

Captain Sear (39)
TA-175 (5)

Trade Federation Drone (19)

Trade Federation Drone (19)

Trade Federation Drone (19)

Trade Federation Drone (19)
Total: 198

View in Yet Another Squad Builder 2.0

So has anyone considered the power of Treacherous on the Nantex I feel like it could be pretty good with both Ensnare and Gavitic Deflection.

2 hours ago, FastWalker said:

Umm, what? Sorry, I don't get it.

Sun Fac

Chertek

Griveous

5 hours ago, sciddels said:

So has anyone considered the power of Treacherous on the Nantex I feel like it could be pretty good with both Ensnare and Gavitic Deflection.

I did. Its a debate for me between these EPTs:

1) Crack Shot

2) Predator

3) Treacherous

4) Bid

The above with Ensare will keep Sun Fac below 80 points.

Gravitic Deflection is tempting. Yet, at 5 points keeps me from loading it.

Using Tractor Beams on ships that have respectable actual damage ability is a total waste. I'd rather have 3 decently hitting ships than one decently hitting ship against a heavily tractored target