Forceing Han

By Muppetfluffer, in X-Wing Squad Lists

Having a period where I only fly ships i like.

Was thinking of pratani so i took out palob and fenn added 2 tuggs, now I want

to play Assaj! Just squezing in ships I never see on the boards.

Any ideas or tweaks on Assaj lists or anything with nostalgic 1,0 feel?

Asajj Ventress (74)
Maul (12)

Ship total: 86 Half Points: 43 Threshold: 5

Han Solo (Scum) (54)
Trick Shot (4)
4-LOM (2)
BT-1 (2)
Rigged Cargo Chute (4)
Lando's Millennium Falcon (6)

Ship total: 72 Half Points: 36 Threshold: 6

Autopilot Drone (12)
Ship total: 12 Half Points: 6 Threshold: 2

Sunny Bounder (30)
Ship total: 30 Half Points: 15 Threshold: 2


Total: 200

26 minutes ago, Muppetfluffer said:

Asajj Ventress (74)
Maul (12)

I would definately not put Maul on Asaji. The third Force is not worth 12 points.

I would rather go with the title and most likely 0-0-0 as crew.

26 minutes ago, Singulativ said:

The third Force is not worth 12 points.

Assaj eats ALOT of force and hate is 9pt, so a larger stash for 3pts with Maul has been working over expectation 😃 (maul generates force on dmg)

Edited by Muppetfluffer
1 hour ago, Muppetfluffer said:

Assaj eats ALOT of force and hate is 9pt, so a larger stash for 3pts with Maul has been working over expectation 😃 (maul generates force on dmg)

I would consider Hate also not worth the 9 pts for Asaji. She is expensive as is and should stay rather slim to enable other ships more upgrades.

I would e.g. consider Maul on Han way more useful to ease his action economy.

Bossk Assaj, very 1.0 Nostalgia

Bossk (64)
Crack Shot (1)
Jamming Beam (0)
IG-88D (3)
Lando Calrissian (8)
BT-1 (2)
Contraband Cybernetics (3)

Asajj Ventress (74)
Hate (9)
Latts Razzi (7)
Shadow Caster (3)

L3-37 (26)
Total: 200

2 hours ago, Muppetfluffer said:

Having a period where I only fly ships i like.

Was thinking of pratani so i took out palob and fenn added 2 tuggs, now I want

to play Assaj! Just squezing in ships I never see on the boards.

Any ideas or tweaks on Assaj lists or anything with nostalgic 1,0 feel?

Asajj Ventress (74)
Maul (12) for Hate (9)

Ship total: 86 Half Points: 43 Threshold: 5

Han Solo (Scum) (54)
Trick Shot (4)
4-LOM (2)
BT-1 (2)
Rigged Cargo Chute (4)
Lando's Millennium Falcon (6)

Ship total: 72 Half Points: 36 Threshold: 6

Autopilot Drone (12)
Ship total: 12 Half Points: 6 Threshold: 2

Sunny Bounder (30)
Ship total: 30 Half Points: 15 Threshold: 2



Total: 200

Dropping red text above, you now free up 49pts which is a nice sweetspot for Scum.

Black Sun Assassin (48)
Crack Shot (1)

Torani Kulda (48)
Crack Shot (1)

4-LOM (49)

Kavil (43)
Ion Cannon Turret (5)
Total: 195

4 hours ago, Muppetfluffer said:

Any ideas or tweaks on Assaj lists or anything with nostalgic 1,0 feel?

Staying slim with Asaji as I prefer I would propably move the upgrades around like this:

Asajj Ventress (74)
Shadow Caster (3)

Han Solo (Scum) (54)
Maul (12)
0-0-0 (5)
BT-1 (2)
Lando's Millennium Falcon (6)

Autopilot Drone (12)

Sunny Bounder (30)
Autoblasters (2)

I've been thinking along these lines for a few weeks but have yet to take the plunge. Many other lists to try and 2 large bases, no real fighters, worries me a bit.

2 alternatives..

(64) Bossk [YV-666 Light Freighter]
(6) Jabba the Hutt
(2) BT-1
(3) Contraband Cybernetics
(4) Shield Upgrade
(4) Trick Shot
Points: 83

(74) Asajj Ventress [Lancer-class Pursuit Craft]
(2) Zuckuss
(3) Heightened Perception
(3) Contraband Cybernetics
(3) Shadow Caster
Points: 85

(30) Sunny Bounder [M3-A Interceptor]
(2) Autoblasters
Points: 32

Total points: 200

(59) Latts Razzi [YV-666 Light Freighter]
(6) Jabba the Hutt
(12) Han Solo
(3) Contraband Cybernetics
(4) Trick Shot
Points: 84

(70) Ketsu Onyo [Lancer-class Pursuit Craft]
(3) Contraband Cybernetics
(3) Fearless
(3) Shadow Caster
Points: 79

(32) Jakku Gunrunner [Quadrijet Transfer Spacetug]
(5) Pattern Analyzer
Points: 37

Total points: 200

Amusing sideshow in the 2nd if you you can find a use for tractoring Ketsu somewhere at the start of engagement. Not managed to get her into R1? Shunt, Ketsu throws the ship that was gonna shoot her on a rock... :D

Edited by Cuz05
On 11/21/2019 at 11:47 PM, Cuz05 said:

Amusing sideshow in the 2nd if you you can find a use for tractoring Ketsu somewhere at the start of engagement. Not managed to get her into R1? Shunt, Ketsu throws the ship that was gonna shoot her on a rock... :D

That is pretty amusing! I suppose on the approach you lock with Latts and always bullseye the tractor array just in case it's the turn you need pseudo-boost/roll. This is a list that really benefits from the change to the Tractored condition.

The last X-wing night I got out to I had to borrow a 'Caster model so I could try this out:

(74) Asajj Ventress [Lancer-class Pursuit Craft]
(2) 4-LOM
(4) Foresight
(3) Contraband Cybernetics
(4) Feedback Array
(8) Static Discharge Vanes
(3) Shadow Caster
Points: 98

(85) Boba Fett [Firespray-class Patrol Craft]
(0) Jamming Beam
(2) Unkar Plutt
(3) Contraband Cybernetics
(1) Munitions Failsafe
(3) Fearless
(2) Slave I
(6) Adv. Proton Torpedoes
Points: 102

Total points: 200

The proof of concept loadout is Asajj with Foresight and the title; the idea being to catch an Ace in Bullseye throw an attack, then if it hits (about 60% odds against 2 green unmodded, 40% against 3) you get to throw them off course before they take an action! Then Feedback+Static Discharge is there for an infinite block loop if the ace dives in too fast and bumps. Finally 4-lom is there to help land both the Foresight and regular attacks if there's pesky tokens laying around, with the added bonus of synergizing with Discharge again to ionize anybody who snuck past the front arc.

In practice the Fore'caster trick actually worked several times in both games to interfere with Ace play by my opponents (Wedge, and later Guri, were not happy about their new placements). The Discharge tricks on the other hand I could do without. Next game I plan on swapping the junk for Maul on Asajj so I can have more force more often and worry less about the force hungry pilot ability and Foresight. I do wonder about turnarounds though since I made repeated use of the K-turn to keep the bullseye where I wanted it...

Boba is a generally solid choice, although I went with a non-standard loadout here since it's a jank list. I actually used Unkar twice in my game to boost out of a dangerous block and proceed to mow down the offending blocker with tail guns, which was very satisfying. My alternate Wingmates idea is two Starvipers to help force the bullseye landing by leveraging crazy maneuverability for the block.