Ruthless Sabaac

By Droidlover, in X-Wing Squad Lists

So I ran this squad last night and went 3-1. I played two games vs Vader/Soontir/Inq, and two vs brobots. The three games I won were blowouts and the third was a blowout In favor of brobots. I did forget about the bombs in all the matches, so there’s that. I over extended my initial approach in my loss, and never fully recovered. One of the changes I was considering was dropping the bomb and putting tactical scrambler on all the reapers. Any thoughts?

Ruthless Sabacc

(44) "Pure Sabacc" [TIE/sk Striker]
(6) Proximity Mines
(9) Fifth Brother
(6) Shield Upgrade
(1) Ruthless
Points: 66

(41) Scarif Base Pilot [TIE Reaper]
(3) ISB Slicer
Points: 44

(41) Scarif Base Pilot [TIE Reaper]
(3) ISB Slicer
Points: 44

(41) Scarif Base Pilot [TIE Reaper]
(3) ISB Slicer
Points: 44

Total points: 198

Edited by Droidlover

Using Scarif Base Pilots as brute force jousters does seem like a cool idea to me. I'm sure I'll pick up a 2nd or 3rd at some point in time, and I think it's got potential.

Say, how useful were the ISB Slicers? I haven't really flown mass Reaper, but that seems like it's where Slicers might be at their best. Still, if it can be cut, it's a lot of points for other stuff.

Mostly, I feel like that's just too many points into Pure Sabacc . If you're flying it and having and having a good time, great! Ignore everything I'm saying. However, I'm used to viewing Pure Sabacc as an almost disposable ship. I think Ruthless is probably a great pick for a talent, since that helps to front-load the damage from PS, and making as much use out of those 4-dice attacks as possible seems good. Also, at Init 4, Pure Sabacc isn't going to be the best bullseye guy in the game. The downside of Pure Sabacc is I'd guess the bombs and even Fifth Brother seem like really hard points to protect.

What I'd do is trim Pure Sabacc, strip the Scarif Base Pilots of their upgrades (Tactical Scramblers generally aren't very good either), and swap one reaper out for a 4th ship which diversifies the list a bit . Probably a more traditional ace, but there's a lot of options. In the original list, there might be a bit of a "all your eggs in one basket" risk with Pure Sabacc being so expensive. Making him cheaper and grabbing a second big threat just seems like something to consider.

  • Pure Sabacc (Ruthless, Shield Upgrade) 51 - should hit about as hard, but is significantly cheaper.
  • Scarif Base Pilot (-) 41
  • Scarif Base Pilot (-) 41
  • 4th Ship costing up to 67 points
    • Note:
      • When I say "choice of cheap talent," any of Predator, Crack Shot, and Ruthless might be good.
    • Duchess ([choice of cheap talent], Fifth Brother, Shield Upgrade or Afterburners, Proximity Mine) 64-65 - Yeah, so that's basically just your Pure Sabacc build. I think Duchess is probably a bit easier to protect the points with, due to her higher initiative, and the fact that she doesn't have a big "deal me some hits so I don't nuke you" target on her.
    • Echo ([choice of cheap talent], Passive Sensors, Fifth Brother) 64 - Echo's a really fun ship. I don't think a reasonable Whisper can be afforded for the 67 point price limit, but Phantoms are really cool ships.
    • Soontir Fel (Ruthless, Targeting Computer, [Hull Upgrade]) 57 [64] - the classic ace. Ruthless would be interesting with those bulky Reapers around to soak hits. Targeting Computer can handle rerolls when it's safe, but Ruthless allows full defensive token use, while still having some offense.
    • Redline (Passive Sensors + 12 points Missiles/Torpedoes) 67 - Not less nimble, but another big, bursty, in-your-face damage dealer.
      • There's a lot of ordnance options, and it's probably best to take Passive Sensors, for those turns where you can't just Focus/Lock. Redline can often be out-of-luck against other Init 5s when you're stuck moving first. Use the PS as your action, grab a free Lock. Then choose Calculate before you activate, and get another Lock.
        • Plasma Torpedoes can hit hard, but they're expensive enough that you can't equip these, Passive Sensors, and something else. Just Plasma Torps might be enough, though. However, you could grab a missile of some kind (probably Cluster) if you give up on Passive Sensors.
        • The two Locks & Calculate from Passive Sensors would work out great for Cluster Missiles with the potential two attacks.
        • Diamond Boron Missiles are a kinda-sorta-almost 4 dice missile attack when you spend the extra charge, and they're really cheap and can splash damage into swarms. But then again, with Ruthless ships, splashing at Range 1 is kinda risky.
          • Concussion Missiles are possible, but they're probably worse than DBM.
        • Advanced Proton Torpedoes are worth considering, if bringing something like DBM. That'll be a really nice range-1 follow-up, and it'll probably be easy to Focus/Lock rather than Passive Sensors.
        • Ion Torpedoes might be worth considering along side Cluster Missiles. It also really sets up the rest of your squad.
    • Grand Inquisitor (Sense, Fire Control System or Passive Sensors, Concussion Missiles) 65-66 - The force is good. Sense gives you a lot of information for your Adaptive Ailerons. Concussion Missiles can be cut, but they can save you force charges, which is pretty nice.
    • Major Vermiel ([choice of cheap talent], Darth Vader Crew) 64 - This is a classic nasty combo, and you're clearly already familiar with flying Reapers. Captain Feroph would be decent, too.

//

Off to the side: three no-upgrades Scarif Base Pilots leaves 77 points, which is enough for a pretty standard Darth Vader (Afterburners, choice of Fire Control System or Passive Sensors), and I think that'd also be a pretty solid list. I'm sure Ruthless Pure Sabacc is pretty cool, but there's a decent chance Darth Vader is better.

Thanks for the input. And to answer your question, the slicers were very useful. Since I used the reapers to get close and jam (usually the same ship) it would practically cripple that ships offense and defense, allowing Sabaac and the reapers to massively damage a ship in the first salvo and then follow it up with killing shots on the second.

I guess the thing with the Slicers is I don't know how often the Jam tokens would stick around, then prevent a token the next round. Well, I suppose the threat of the Jam token sticking matters, too. Means your opponent can't just boost or roll that round, and let the Jam go away. Hrm.

I think this one might be better.

Ruthless Major Sabacc

(44) "Pure Sabacc" [TIE/sk Striker]
(9) Fifth Brother
(6) Shield Upgrade
(1) Ruthless
Points: 60

(49) Major Vermeil [TIE Reaper]
(1) Ruthless
Points: 50

(41) Scarif Base Pilot [TIE Reaper]
(3) ISB Slicer
Points: 44

(41) Scarif Base Pilot [TIE Reaper]
(3) ISB Slicer
Points: 44

Total points: 198

On 12/1/2019 at 4:50 PM, theBitterFig said:

Say, how useful were the ISB Slicers? I haven't really flown mass Reaper, but that seems like it's where Slicers might be at their best. Still, if it can be cut, it's a lot of points for other stuff.

A group of slicers can be quite fun. I ran this at a jank tourney and it worked well. Two large and a fast medium base made that 1-2 slicer range blanket the field. I could easily pop some jams on my target of choice which is great for TL denial and keeping a ship without actions for a turn or two.

The problem is the tradeoff, it turns engagements into a battle of wet noodles when you're using your own actions/TLs/force/attack to deny theirs. I don't think I'd go all in on the jams, but the slicers do have some merit on crucial turns.

Imperial Dead Jam Band

(74) Captain Oicunn [VT-49 Decimator]
(3) ISB Slicer
(9) Seventh Sister
(3) Freelance Slicer
(4) Dauntless
Points: 93

(47) Lieutenant Sai [Lambda-class T-4a Shuttle]
(0) Jamming Beam
(3) ISB Slicer
(3) Freelance Slicer
(4) ST-321
Points: 57

(47) Captain Feroph [TIE Reaper]
(3) ISB Slicer
Points: 50

Total points: 200

I got inspired by this thread (and I may be getting a second reaper on a certain day in a few weeks), so I created these two very similar builds...

The River Styx

(47) Captain Feroph [TIE Reaper]
(3) ISB Slicer
(9) Seventh Sister
Points: 59

(41) Scarif Base Pilot [TIE Reaper]
(3) ISB Slicer
(2) Tactical Scrambler
Points: 46

(44) "Pure Sabacc" [TIE/sk Striker]
(9) Fifth Brother
(6) Shield Upgrade
(1) Ruthless
Points: 60

(34) Alpha Squadron Pilot [TIE Interceptor]
Points: 34

Total points: 199

//

The River Styx

(49) Major Vermeil [TIE Reaper]
(3) ISB Slicer
(9) Seventh Sister
Points: 61

(41) Scarif Base Pilot [TIE Reaper]
(3) ISB Slicer
(2) Tactical Scrambler
Points: 46

(44) "Pure Sabacc" [TIE/sk Striker]
(9) Fifth Brother
(6) Shield Upgrade
Points: 59

(34) Alpha Squadron Pilot [TIE Interceptor]
Points: 34

Total points: 200

The thought is block with the I1 Reaper, and land the named reaper + sabaac right behind/next to it (hopefully benefiting from the scrambler). I was thinking of dripping in Wampa in place of the the interceptor, but points basically said this way I keep more mobility and attack damage...

I'm torn between vermeil and feroph. If I go with vermeil he's sure to get focused early-but that let's sabaac go ham longer. If I go feroph, sabaac gets focused. But maybe the jams/scrambler will protect him?

Thoughts?

1 hour ago, sthej said:

I got inspired by this thread (and I may be getting a second reaper on a certain day in a few weeks), so I created these two very similar builds...

The River Styx

(47) Captain Feroph [TIE Reaper]
(3) ISB Slicer
(9) Seventh Sister
Points: 59

(41) Scarif Base Pilot [TIE Reaper]
(3) ISB Slicer
(2) Tactical Scrambler
Points: 46

(44) "Pure Sabacc" [TIE/sk Striker]
(9) Fifth Brother
(6) Shield Upgrade
(1) Ruthless
Points: 60

(34) Alpha Squadron Pilot [TIE Interceptor]
Points: 34

Total points: 199

//

The River Styx

(49) Major Vermeil [TIE Reaper]
(3) ISB Slicer
(9) Seventh Sister
Points: 61

(41) Scarif Base Pilot [TIE Reaper]
(3) ISB Slicer
(2) Tactical Scrambler
Points: 46

(44) "Pure Sabacc" [TIE/sk Striker]
(9) Fifth Brother
(6) Shield Upgrade
Points: 59

(34) Alpha Squadron Pilot [TIE Interceptor]
Points: 34

Total points: 200

The thought is block with the I1 Reaper, and land the named reaper + sabaac right behind/next to it (hopefully benefiting from the scrambler). I was thinking of dripping in Wampa in place of the the interceptor, but points basically said this way I keep more mobility and attack damage...

I'm torn between vermeil and feroph. If I go with vermeil he's sure to get focused early-but that let's sabaac go ham longer. If I go feroph, sabaac gets focused. But maybe the jams/scrambler will protect him?

Thoughts?

I like vermeil better, as he eats tokenless ships for breakfast. But putting seventh sister in takes ruthless off Sabaac. I think that hinders him in that list. Since vermeil can jam for his action, perhaps replace seventh sister with informant. That allows vermeil and Sabacc to both take ruthless.