Scum 2 Fangs and 2 Vipers

By Bort, in X-Wing Squad Lists

4x Black Sun Assassins with Predator at 50 points each is an old thing.

4x Skull Squadron Pilots with Fearless at 50 points each is a new thing.

But due to not having 4 of either one of these I was wondering what you guys think of flying 2 of each. Is the fact that I can't really formation fly them making it much worse than either spam list?

I was thinking that you could send the 2 fangs down the middle for the joust, with the 2 vipers on the sides for flanking.

Difficult to say. Both spam lists have almost directly opposite strengths and play hard into them for success. Neither are particularly easy to fly well and I would imagine half and half will be harder still.

It might be possible they can cover each other's weaknesses, but it does seem like they're going to have to be flown exceptionally well to make up the loss of A) the Fourskull joust power and B) the Quad Viper engagement control.

This one, I think you'll have to feel out on the table and prepare for some deep head scratching on the overall tactic.

Personally, I don't think I'd straight joust the Skulls and flank the Vipers separately. I see it more akin to a 2 ship list against many things, flanking with both pairs, engaging via bait and switch and picking on isolated targets. They're all very squishy without their standard pattern of play, so care will be needed.

Against 3 ship ace lists, I can see killboxes being very effective, more so than with either spam list maybe. That's where you'd go with a more aggressive Fang approach, hopefully feeding an enemy ship into an area the Vipers can split and cover.

None of the 4 want to end up isolated themselves, so spacing will be very important. A single one of these caught on a lonely flank will be gone in a heartbeat. You'll want to be setting the trap rather than walking any of them into one.

I think the Vipers I3 at 200pt may be a concern. I'd consider going Crack Shot instead of Predator and beating count-to-200 I3 lists. Equally, Predator instead of Fearless on the Skulls may be handy. Gives you less reliance on facing enemies up and a mod if they turn their backs to go for the Vipers. At 196, you should move last against a lot more of the 4/5 ship danger lists, that will be a powerful tool.

And bless your green dice!

An interesting experiment for sure.

As C05 has suggested, I'd put Crack shot on the two vipers.

Take all big asteroids, and group as much of the obstacles toward the center of the board as you can.

I'd pair up the fangs on one side of the board, and pair up the vipers on the other side of the board.

Whichever pair your opponents goes after becomes the bait, with the other pair becoming the flanker.

It may not be *quite* as good as having four of one or the other, but it'd still (probably) be pretty fun to fly. :D