Scum z-95 and lancer list

By Madoc83, in X-Wing Squad Lists

Edit: After changing out swarm tactics for marksman and Inertial Dampeners on Sebine when I realized all pilots have a skill of 3....

1 fairly new to the game

2) bought some ones lot of used x-wing miniatures and have been messing around with lists to build.

this is a semi swarm list for use with in my option fairly aggressive tactics. I don’t know if it’s been fine before but any advice is welcome.

Black Sun Soldier (24)
Deadman's Switch (2)

Ship total: 26 Half Points: 13 Threshold: 2

Black Sun Soldier (24)
Cluster Missiles (5)
Deadman's Switch (2)

Ship total: 31 Half Points: 16 Threshold: 2

Black Sun Soldier (24)
Cluster Missiles (5)
Deadman's Switch (2)

Ship total: 31 Half Points: 16 Threshold: 2

Black Sun Soldier (24)
Cluster Missiles (5)
Deadman's Switch (2)

Ship total: 31 Half Points: 16 Threshold: 2

Sabine Wren (Scum) (61)
Swarm Tactics (3) (Removed and changed for Marksman)
Lando Calrissian (Scum) (8)
Deadman's Switch (2)
Hull Upgrade (5)
Shadow Caster (1)

(Added second Illict mod of Inertial Dampeners)

Ship total: 80 Half Points: 40 Threshold: 6


Total: 199

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v8ZsZ200Z158XWW93WY158XW98W93WY158XW98W93WY158XW98W93WY127X132W45W93WW164W160&sn=Dad extended sqd 1&obs=

Edited by Madoc83
Fixing mess up of mods on Sebine

I missed this somehow. I hope you've had the chance to try this out. But I suspect that it will/didn't go terribly well? You've got the bones of something solid here, but there a re a few things that are just...too much. You've got the right idea with the Z-95: they want to be used en masse. But Missiles are kind of weak, and are especially difficult to use on a relatively fragile and low-Initiative platform like the Z-95. Likewise, Deadman's Switch on that many ships can be almost as damaging to your own ships as the enemy's, if not more so. Personally, I love that gamble, but there are many who would argue against it. Inertial Dampeners are just bad. They kill your ship to achieve a likely one-time advantage - that you are probably not even going to get to use, since the Lancer has such a low shield count int he first place and Sabine *should* be your opponent's primary target. Likewise, Marksmanship is a difficult upgrade to get any use out of, except incidentally - specifically because you have a large base ship with no repositioning options at relatively low initiative. You might still get it, but it will be at random; if you have spare points, why not? BUt I think you might have better options. Sabine is also an interesting choice - she's reasonably tanky, but she needs a better source of mods. You'll want to swap Lando out and Perceptive Copilot in. But be aware that her ability is pretty limited in terms of range and the mobile arc restriction - and her low initiative makes it difficult for her to be absolutely certain of getting to use it. As I say, your bones are solid here - the Tank + Mini-Swarm is a solid archetype, and a lot of fun. But I think you would see more success with this:

Binayre Pirate (22)
Deadman's Switch (2)

Ship total: 24 Half Points: 12 Threshold: 2

Binayre Pirate (22)
Deadman's Switch (2)
Ship total: 24 Half Points: 12 Threshold: 2

Binayre Pirate (22)
Deadman's Switch (2)
Ship total: 24 Half Points: 12 Threshold: 2

Ketsu Onyo (67)
Fearless (3)
Maul (12)
Contraband Cybernetics (2)
Shield Upgrade (6)
Shadow Caster (1)
Ship total: 91 Half Points: 46 Threshold: 6

Sunny Bounder (27)
Ion Cannon (6)
Ship total: 33 Half Points: 17 Threshold: 2

Total: 196

You still get a Z-95 mini-swarm, but they are i1, which makes them better blockers; and they still get to be flying bombs if the occasion warrants. Use the points saved to swap in Sunny as a nasty little flanker with a control element in the Ion Cannon - your opponent can't ignore him, but at the same time, he can be pretty hard to kill and isn't really worth many points anyway. And finally, you get a really good tank with Ketsu: high initiative, lots of health, free mods and control options. Keep the turret locked forward to keep both her pilot ability and the Shadowcaster title active; Maul and Fearless will ensure she still has modifications even if she bumps. Good times.

Strategically, Ketsu will be your opponent's primary target - or should be. She's *expensive* and dangerous. So place her as much opposite your opponent's forces as possible. Force them to fly their fleet through or around the obstacle field and your Z-95's, who you want to set up in the middle of your deployment zone. Your Headhunters *will* die, but they should also soften up the enemy in the process. Keep Sunny flanking and helping the Z's; but be prepared for your opponent to consider him a secondary target of importance and bug out if necessary. Meanwhile, Ketsu uses all that big base speed to flank in from the other side if your opponent goes the long way 'round, or slow rolls while they work their way through the asteroids.

Whichever version you try, let us know how it turns out! And have fun flying the scummy skies!