Latts, Assaj, Sunny.

By Cuz05, in X-Wing Squad Lists

Took this out today with no real idea what I was doing and drew a surprising 3-1 out of it. Albeit with a fair slice of friendly variance. Weird karma for some horrible dice the day before, considering how horrible today's list is....

Fatal Attraction

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

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

(74) Asajj Ventress [Lancer-class Pursuit Craft]
(4) Foresight
(3) Contraband Cybernetics
(3) Shadow Caster
Points: 84

Total points: 200

A) I don't think it's at all meta enough. No swarms today... I could ram them, but I've no idea how it would go.... feels not well. It basically just hunts aces. Woohoo! We got a Bounty to catch, girls!

B) It's every move critical. Against literally everything.

C) It's not very friendly.

D) I feel it's necessary to explain all the nastiness in detail and forewarn. This can be a little complex and doesn't make for a relaxed start. Like, why are you such a bastard? Yes, sorry, but look....

E) There are a lot of knife edge decisions on various triggers which further slows things down and can lead to a little consternation.

F) You also have to remember those triggers on time.....

G) Me and the boy still think it's an absolute riot and hope we can throw it at people who are happy to face it again :D

H) Actually really enjoy the stately (not necessarily stately) progress of the barges.

I) Gradually learning that obstacles want very much to be in different places than I initially thought.

Various changes are afoot and have been considered. Well. Asajj. She was really good, but also pretty difficult. Huge trajectory, i t's very easy to just overcommit the Lancer at the wrong time. I like it enough to learn it. I have faith. Build currently feels a tiny bit off.

Foresight may have chipped in a little extra damage in our 1st few turns of the day, but we forgot the trigger. After that, moving after, or being arc dodged, it did nothing much. It requires set up this squad can't afford, I think. Did not really miss Heightened Perception as much as I expected to, after last run out. Points are spare.

Have a cool Trip Zero Lego, so may work him in. Asajj stress was massive against the aces today. Timing is important, they have to allow it to a degree, but when you can use it to double up, it can really nail things down. 0-0-0 should be a force multiplier. I wanted to be cautious with it. Boy did not. He won. And so did we. Huh.

Tractor and debris is also pretty handy.

Hate would be awesome. Can't fit.... really. Cybernetics is also awesome. Early impact, potentially rechargeable. Doesn't quite fit with Trip. Groan.

Tried Ketsu earlier in the week. Fearless, CC, 0-0-0, Title. Did not quite get on with it. Felt the need to zoom and boom, which cut down overall time on target. Asajj seems much more flexible. Her mobile arc is much more useful, with this ace hunting bias. Her ability is not reliant on alignment ofc.....and unblockable Passive Mods innit.

cough

Ketsu's ability and I5 is BIG, but she just doesn't seem to fit what I want to do with them as well as Asajj did today. I expect I'll have to try her again, she will be the answer to higher ship counts. I think maybe she likes a small/med base to block her in at R1 for long enough. I'd want a ship in my own squad to do that job when necessary, Im not sure either of these 2 can really afford, or fit, to do that.

Sunny is too precious, stop it. She is pretty good at blocking though.....

Latts is ridiculous. She can get very unlucky with crits when her timer runs out but she still gets work done, just zooming around chucking unmodified dice, or bashing into things.

Audible groans at amount of health/charges remaining is a thing.

Trying to run away is also a thing. She's very fast, but she can also wait. Stop showing off, you're just wasting time. This is inevitable.

Sunny is love. Died 1st every time today. Which is a fair job for 32pt and the amount of attention it takes. It's fine. If they don't do that, she kills things, which is clearly much funnier, but not necessarily as effective. Several top aces ticked off her hit list now though.

Both are non negotiable. 84pt of space if you wish to sidestep Asajj. Do not mess with it. Believe it.

Aces really do hate all this. Honestly it could just be me going, meta yeah? Scum can Nantex. Have this!

So it's like that but probably stupid and worse. I dig it. Sorry world.

Quite probably, real aces are looking down their nose at it.

Bring em :D

please do not bring anything else

I've wanted to try a jabba barge but haven't got around to it yet.

Latts' ability is interesting because you have to spend the lock. Do you use it situationally? (you mentioned debris) What's the general thinking of when you're best to hang on to the lock for double mods v. tractor?

5 hours ago, eljms said:

I've wanted to try a jabba barge but haven't got around to it yet.

Latts' ability is interesting because you have to spend the lock. Do you use it situationally? (you mentioned debris) What's the general thinking of when you're best to hang on to the lock for double mods v. tractor?

I'd say 8 times out of 10, I'm double modding. Latts Trick Shot hammer gets a lot of the work done in every list it's been in.

However, the threat and the option of spending to tractor are just enormous. It wants to be always on. It's important to make sure it's in the right place just to set the trigger and have it loom, which is tricky at I3....

When I do choose to use it, it will either save her taking some real damage or really screw something over. It's not worth giving up double mods on 4 dice for anything less.

Aces obviously just try their damnedest to opt out, but then you're feeding her double mods and likely the wrong side of an obstacle, so it's really win/win for Latts and whoever I have on hand to take advantage of the token.

The trickiest decisions are applied to swarms, where you could pull one out of a shooting position, but still face 3 attacks or more. There's a point where Reinforce was the better choice.

I don't know what the maths are on single mod vs -1ag compared to double on normal. Depends on things. I don't think about it too much.

It is most situationally useful when you're pincered. Tractoring 1 ace in your rear arc so he has no shot, then trading single modded with the one you caught, is always a winner.

It's not easy to get around the bus though, so it doesn't come up an awful lot. Plus I have other ships to impact the other half of the table, most of the time :D