Kitchen Sink aka Scum Salad

By Greedo_Sharpshooter, in X-Wing Squad Lists

43 minutes ago, underling said:

Tonight was the first time I've flown a lancer, and I've got a question.

Assuming the turret is pointed forward, how many dice does it get at range 1 if it wants the tractor effect?

I'm assuming 2+1, or three.

It seems like the decision would be between three and four attack dice, depending on if you want the tractor effect.

Oh, and this list is ridiculously fun to fly...

I already got this answered by a friend of mine.

Looks like four dice at range 1, while still getting the tractor effect.

Yes. You only need both arcs on target for the effect, it matters not which you fire with. So always best to choose the bigger gun.

The turret is basically, oh crap I need to kite whilst using Assaj/Sabines ability. Otherwise, never move it from the front, or even fire it at anything.

Edited by Cuz05

A friend of mine said to me: Why don't you put a Quad in there, it gives you a little more Hp and the chance to tractor someone and then leave it ini0.

So I tried a variant with Zuvio instead of Sunny, it could be any Quad anyways but i choose Zuvio for the ini4. It performed quite well against a CIS Swarm. Im gonna try it with Unkar or the Gunrunner

14 hours ago, underling said:

Tonight was the first time I've flown a lancer, and I've got a question.

Assuming the turret is pointed forward, how many dice does it get at range 1 if it wants the tractor effect?

I'm assuming 2+1, or three.

It seems like the decision would be between three and four attack dice, depending on if you want the tractor effect.

Oh, and this list is ridiculously fun to fly...

4 dice.

5 hours ago, Cpdio said:

A friend of mine said to me: Why don't you put a Quad in there, it gives you a little more Hp and the chance to tractor someone and then leave it ini0.

So I tried a variant with Zuvio instead of Sunny, it could be any Quad anyways but i choose Zuvio for the ini4. It performed quite well against a CIS Swarm. Im gonna try it with Unkar or the Gunrunner

Unkar is fantastic. That ability is so good. I'd say it more than makes up for moving after some things.

Him or Sunny is a tough choice though. More a tactical one, he is a lot less durable than she is, but much more disruptive.

Edited by Cuz05
On 10/9/2020 at 3:06 PM, underling said:

Tonight was the first time I've flown a lancer, and I've got a question.

Assuming the turret is pointed forward, how many dice does it get at range 1 if it wants the tractor effect?

I'm assuming 2+1, or three.

It seems like the decision would be between three and four attack dice, depending on if you want the tractor effect.

Oh, and this list is ridiculously fun to fly...

4 dice at range 1

On 10/4/2020 at 7:33 AM, Greedo_Sharpshooter said:

Shadowport Hunter (55)
Zuckuss (2)
Shadow Caster Title (1)

Ship total: 58 Half Points: 29 Threshold: 5

Captain Seevor (30)
Ship total: 30 Half Points: 15 Threshold: 2

Zealous Recruit (41)
Ship total: 41 Half Points: 21 Threshold: 2

Zealous Recruit (41)
Ship total: 41 Half Points: 21 Threshold: 2

Sunny Bounder (27)
Autoblasters (3)

Ship total: 30 Half Points: 15 Threshold: 2

Total: 200

have a small event coming up this sat and will give the above list a go. I like the addition of zuckuss. let u know how i go.

went 1-1 with the above list. got beaten handily be a jedi list, obi-wan, anakin and the support ship that buffs them. very strong list. i needed to keep my team in closer formation to maximise shots on target. missed torkil in this match.

game 2 was vs a two ship resistance list. Reg in falcon and a resistance bomber. close game. narrow win. list performed well.

Just messing around, but I made this and slightly fancy it as almost not bad jank, for Hyperspace....

Latts Razzi - 0-0-0, Deadman Switch, Intimidation

Laetin Ashera and Genesis Red - Autoblasters and Marksmanship.

Kad Solus - Outmanouevre and APT.

Kad seems overloaded with APT but hey ho. Obviously the Bus gets traded quickly. Everything else just spreads out and punishes that as much as possible. I like that GRed has a double focus lock possibility in Kad. Laetin is only a point more than a Tansarii vet, so why not, basically.

Dumbing down the Scyks, Kad could/should be Fenn, but I always dislike the priority he becomes and the weight he ends up carrying, in anything that isn't a full on ace squad. I have a vague notion that Kad, if he draws too much attention, can flip and engage without as much risk.

Latts could be Bossk, for a little extra hurt, but she's cheaper. That ability stings like **** and causes certain things massive headaches.

It's jank, it's probably rubbish. I don't even....

On 10/16/2020 at 1:23 AM, Cuz05 said:

Just messing around, but I made this and slightly fancy it as almost not bad jank, for Hyperspace....

Latts Razzi - 0-0-0, Deadman Switch, Intimidation

Laetin Ashera and Genesis Red - Autoblasters and Marksmanship.

Kad Solus - Outmanouevre and APT.

Kad seems overloaded with APT but hey ho. Obviously the Bus gets traded quickly. Everything else just spreads out and punishes that as much as possible. I like that GRed has a double focus lock possibility in Kad. Laetin is only a point more than a Tansarii vet, so why not, basically.

Dumbing down the Scyks, Kad could/should be Fenn, but I always dislike the priority he becomes and the weight he ends up carrying, in anything that isn't a full on ace squad. I have a vague notion that Kad, if he draws too much attention, can flip and engage without as much risk.

Latts could be Bossk, for a little extra hurt, but she's cheaper. That ability stings like **** and causes certain things massive headaches.

It's jank, it's probably rubbish. I don't even....

Fearless and Inventive Jank.

My kind of Scum.

I played a game with the following, and it seems to fall right in line with the lancer list.

And actually, you just sub out the lancer for Torkil, title and CC.

Torkil Mux (HWK-290 Light Freighter) (38)
Moldy Crow (18)
Contraband Cybernetics (2)
Ship total: 58 Half Points: 29 Threshold: 3

Captain Seevor (30)
Ship total: 30 Half Points: 15 Threshold: 2

Zealous Recruit (41)
Ship total: 41 Half Points: 21 Threshold: 2

Zealous Recruit (41)
Ship total: 41 Half Points: 21 Threshold: 2

Sunny Bounder (27)
Autoblasters (3)
Ship total: 30 Half Points: 15 Threshold: 2

Total: 200

This list could prove to be really annoying. :D

Edited by underling

Flew this today-

Latts - Contraband

Fenn - Fearless .

Genesis Red - Protorp .

Sunny .

200pt.

I went 1-2, but honestly, the list is actually quite good... in Hyperspace. Lost to a couple of top notch players in games that seemed winnable....

A) Choosing to try and catch and kill Obi, Ahsoka rather than pile into the LAAT and Y, didn't work out. My list gives up points too quickly to see that strategy out if you don't place everything perfectly. Which I didn't. Fused Conc bombs made navigation tricky. Was a clever list, if not a brilliant one, (his words for it are much harsher). I think he just had me after a few key positional plays in the early engages, denying Red his Torps, (Ahsoka was always gonna be a tricky one to go for). It's something that I thought might be a strong counter strategy in general, rather than buying into the obvious Fenn/Latts approaches.

He had a beautifully painted Ahsoka and Goji from Enigma Wargaming. So absorbed by the game that I missed a real stunning photo opportunity, with my own squad. DUH.

Hopefully play against him again sooner rather than later.

B) Gideon Xi, Rivas, 3x Epsilon, Daredevil Von Reg. This was such an entertaining game. We both aced badly and lost our I6s 1st :D

I took real issue with myself here, as I had played for Von Reg with Latts and Sunny. He didn't really have any good escape after a faltering flank move. Red and Fenn had given the TIEs a less than optimal either/or choice. Or an obvious one... I kinda read it but just completely blundered with Fenn. Facing in, I could have sealed a not particularly great flank for him, 1 hard north, boost/roll, with Red facing them from downtown at R3. I didnt really fancy the flank.... Or 3 banked north and rolled to engage them at R1 and get a decent couple of dodges in. Latter being the main thing I hadn't seen. Aiming to take at least 1 TIE straight off, with Reds torp, for really the minimal expected return fire. The dead one would/should/could have been Rivas, who did A LOT of work after that.

I feared it, stupidly, not really seeing where the FO 1 hards South would land, if that's what they would be, (they were, ofc. And actually hadn't noticed one was Rivas at that point, lol..... ). Charged 5 straight boost at Von Reg instead, across the beam. Secured that kill but landed short of where I'd hoped and got wrecked. Von Reg would have got one more turn, Fenn would have faced a couple turns positioning/running, but it looked like a solid advantage, even if the dice were meh. But that's all after the fact.

An interesting head sim for me- Von Reg maybe should have 1 hard back and in early on, get well clear of the Bus and skirt it, draw it into the TIEs. Try to ace Fenn. Which I would have happily accepted . Similar timeline to Fenn in or out.

If he had, after the 3 bank in I should have taken, Fenns disengage would have put him on intercept. I did fear Von Reg moving last in that situation, but may have had a good impact and approach through the TIEs. I was not Fearless enough.

I think , if Von Reg had flanked harder, he might have got Sunny and the Bus on a bad run, possibly dying while trying, but a not bad trade. If the TIEs could have trapped Fenn.... (which they did :eyeroll:)

More Fun! Get them aces out of the way and have a game :D

Difficult with positioning after that, but kinda 50/50. Reds Torps achieved little, 2 damage total, full mods. Sunny watched in envy as her dice whiffed, while the too slowly dwindling FO's went busy with their 2 hits/crits....

Latts was lobbing naked heat tbf.

I honestly had the most fun :D

Beat Warthog, Wolfpack, 3 plasma Y with 2x Seismic. Proper start to the day, 144-143! Did well with Fenn there, through a biiig early bait and scrape. Cloud riding and bumping. Red did some work. Latts rolling 1 evade , to survive on 1hp for another turn, was pretty clutch. Sunny actually proc'd in this one. A lot. On blanks. The shooting shenanigans from the Reps were really quite good and beat a lot more **** out of me than I expected.

My personal play of the day, against FO, Latts setting up a lock on Sunny a turn earlier, then using it to buy her a R1 arc switch with Von Reg. Halving him when following up Latts focussed shot. Sunny is an ace. How'd you like my i7 roll for a strain VR? 🀣

I'm still really interested in the variants. Fenn is exactly as always, big shoulders, which is a massive tool, but also kind of a pain. Fearless is almost crucial, which shifts the point balance by the tiny, weeny bit that sometimes matters. I'm all out on flying him with nothing though, with toys on Bossk for eg.

Kad, with some extra elsewhere is quite appealing. Probably Bossk for bash but Latts ability is so so so good.

I mean, I'm pretty happy with it as is. Fenn vs Obi does seem to come up a bit and the whole, look-out-it's-Fenn deal is fun to play with, just in general. Particularly if it gets you a lock.

Ah man, I should have such a good picture at this point....

Edit: found a rubbish one of my own squad.

I7NTsf2.jpg

Bummed I had nothing good I could do for Latts with Lego.

Edited by Cuz05

Moving a little away from Salad, I just made an extended version that looks filthy.

Ketsu - Crack Shot, Caster.

Old T - Fearless .

G Red - ProTorps .

Sunny .

200pt .

Somebody must've done this already, right?

Turns out, Kad Solus ability feels a lot more worth it with Genesis Red around.

Couple great games tonight, with Outmanouevre Kad, Protorp Red, Blaster Sunny, CC and 0-0-0 Latts.

Had Intimidation on Latts in the 1st, but it wasn't worth a 3pt bid on my I4s, so I shamelessly dropped it for 2nd. Where it super mattered. So very much I doubt it'll go back on, because that would make me really filthy for dropping it :D

0-0-0 is so good. Blaster on Sunny and a potential PerCo for G Red on the pincer, plus Outmanouevre, feels like an awful lot to gain for swapping out Fenn.

16 hours ago, Cuz05 said:

Turns out, Kad Solus ability feels a lot more worth it with Genesis Red around.

Couple great games tonight, with Outmanouevre Kad, Protorp Red, Blaster Sunny, CC and 0-0-0 Latts.

Had Intimidation on Latts in the 1st, but it wasn't worth a 3pt bid on my I4s, so I shamelessly dropped it for 2nd. Where it super mattered. So very much I doubt it'll go back on, because that would make me really filthy for dropping it :D

0-0-0 is so good. Blaster on Sunny and a potential PerCo for G Red on the pincer, plus Outmanouevre, feels like an awful lot to gain for swapping out Fenn.

How do you think your build would work by subbing in Guri for Latts?

15 hours ago, underling said:

How do you think your build would work by subbing in Guri for Latts?

Tricky. For one, you'd need to run Guri naked with just a 2pt bid. For two, Sunny and the boys prefer not to grab the attention and melt quick if they take much of it.

I'd shuffle a few points around at the very least. Drop Blasters from Sunny, perhaps add them to G Red. Since it's extended, you can put Elusive on Kad. That buys you 16pt to flesh out Guri and take a bigger bid for her.

Loses a decent amount of punch from her friends, but now you can afford to lose them to bad luck and still boss the place with Guri.

It's a similar situation to the Fenn version, introducing a high value ace that the rest of the squad needs to lean on. Makes it quite a different animal.

You could leave the others as is and run her free and easy at 198, I'm sure it would do some work, but it introduces a big risk factor and leaves you kinda prone to enemy aces moving last. The very minimum I'd do is shift Sunnys Blasters to Predator on Guri. 197 would be about alright.

Extended also gets you Fearless Old T instead of Outmanouvre Kad. As much as I like the GRed, Kad combo, Old T is a monster. I'd be happier with minimal Guri alongside him.

Torkil Mux β€” HWK-290 Light Freighter 38
Qi’ra 2
Engine Upgrade 2
Moldy Crow 16
Ship Total: 60
Zealous Recruit β€” Fang Fighter 41
Ship Total: 41
Zealous Recruit β€” Fang Fighter 41
Ship Total: 41
Sunny Bounder β€” M3-A Interceptor 27
Autoblasters 3
Ship Total: 30
Captain Seevor β€” Mining Guild TIE Fighter 30
Ship Total: 30

I went 2-2 with the above squad

10 players. Strong field.

2 close loses. both winnable.

thinking of a few variants.

3 fangs, mining guild generic and torkil looks solid.

swap out seevor for bossk/marksmanship looks interesting - bit harder hitting and an offensive threat if left alone.

torkil, 2 fangs and generic shadowcaster might also be solid.

Ive been tinkering with a number of Torkil squads and this is the latest. Pretty scary firepower and has a simple plan. Rush in, block something (preferably with Cartel Spacer) and focus fire at range 1. I call this squad Space Jam ;)

Torkil Mux/Moldy Crow (52)

Zealous Recruit (41)

Zealous Recruit (41)

Zealous Recruit (41)

Cartel Spacer/Jamming Beam (25)

200pts

Trading a fang for something of theirs in first engagement is ok, just make sure you get something back worth more points :) . At range 2 and versus a high agility target I might opt for a tracer shot from cartels jamming beam to strip a focus token but the cartel is really there as a specialist blocker. If he gets a range1 shot and can chip in damage on the same target as the fangs then thats what he will go for. Kinda makes them want to use that token for offence because u r going to strip it when you fire.

Edited by Greedo_Sharpshooter

Looks solid, but needs more thread tracers!