Scum Tugboats

By Bort, in X-Wing Squad Lists

I still need to get my head around how the new tractors actually play out on the table. Will need to play them a few times to get a feel for it.

But in the meantime I thought up these lists:

(Option 1)

Jakku Gunrunner [30]
Unkar Plutt [30]
Koshka Frost [85]
Latts Razzi Crew
BT-1 Gunner
Marauder Title
4-LOM [54]
0-0-0

Total [199]

Ok... 4-LOM really actually wants Advanced Sensors, and I prefer playing my tugboats with Pattern Analyzers. The potential of just standing still and tractoring is always good for my play style.

(Option 2)

Unkar Plutt [35]
Pattern Analyzer
Koshka Frost [85]
Latts Razzi Crew
BT-1 Gunner
Marauder Title
4-LOM [64]
Advanced Sensors
0-0-0

Leaving 16 points for payloards or other upgrades, but is one ship less.

(Option 3 - Replace Koshka with Han Solo)

Unkar Plutt [35]
Pattern Analyzer
Jakku Gunrunner [35]
Pattern Analyzer
4-LOM [64]
Advanced Sensors
0-0-0
Han Solo [66]
Latts Razzi Crew
BT-1 Gunner
Lando's Falcon Title

Total [200]

Play with 3 debris fields for extra stress on the table. Although tractoring onto an asteroid and not getting shot at all is probably still better. ?? Don't know.

Basic idea is to force hard choices onto the opponent. Make taking that stress a real bad option, and the tractors should work as before.
Not sure if any of these lists have enough teeth though. I tend to over extend in the Scum tricks department and then end up not doing enough consistent damage.
Also not certain if Latts Razzi will be worth it, since he actually removes the stress again.

The synergy with Koshka and stress from tractor if they rotate is neat. I think you would need the first list to get the most out of it though. 1 Tug is not going to get many opportunities during a game in my experience. I have flown 3 tugs with bombs and deadman’s with Kath and a few upgrades before and it works surprisingly well. I might sub in Koshka for a game or two to see how that works out with the new tractor rules. Thanks for the idea!

Question: is there any situation in wich flying 5 or more tugboats might be worth it?

I have 4 already, but they are very cheap at Amazon.

I really like option 3, but I'd drop Latts for Trick Shot on Han, give 4-LOM his title.

Also not sure Pattern Analyzer is a better choice than Proton Bombs(or Proximity Mines, since the above changes leaves 2 points free).

Slight necro (But I only get the chance to play every other week, so my thoughts and updates are slooooow inbetween)

Finally got a chance to test the new tractors.

List I ended up fielding:

  • Asajj, 0-0-0, Hate, Shadow Caster Rigged Cargo [91]
  • 4-LOM, Advanced Sensors, Mist Hunter, Autoblasters [63]
  • Zuvio, Pattern Analyzer, Prox Mines [44]
    Total [198]

Played against FO, 4x SFs + Backdraft, all with optics and crack shot.

I suspect the list did better than it would normally do because opponent had lower init and I could move Zuvio + tractor after he went. Ofc for the tugboats there are equal advantages to going first and moving them before they go, but in our game tugging them last helped a lot.

The main idea between 4-Lom and Asajj was to hand out stress a lot, and thus making the tractor option to "stress+90 degrees turn" a real hard choice for the opponent.

Won by a slight margin, only Zuvio left.

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Comments on the list. I never used the Autoblasters, not certain it is needed on 4-Lom. Will swap it for Elusive next time.

Never got to drop the rigged cargo, but its still something I believe can be put to good use in this list.

I know most prefer HS instead of Hate for Asajj, but against the lower init swarm this turned out to be the better option for this game.

The threat of Zuvio dumping a prox mine front or back really worked well. I prefer prox mines simply because I tend to fly right onto my own proton bombs while doing nothing to the enemy. My mine laying on the other hand is quite good.

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Comments on Tractor mechanic

A lot of tractoring did happen, so at least the mechanic got tested which was the point. It was equal parts good and backfire. A couple of times the opponent could use the 90 deg turn to either get a much better shot than he would have had, or to at least ensure he doesn't fly "over" the asteroid I planted him on again in the next turn. On the other hand the stress along with the added stress I dished out through my scum shenanigans meant there were a lot of double stressed ships.

Edited by Bort