Chonky shenanigans (Scum, Ext)

By Cerebrawl, in X-Wing Squad Lists

Shadowport Hunter (55)
4-LOM (2)
Contraband Cybernetics (2)
Shadow Caster (1)

Ship total: 60 Half Points: 30 Threshold: 5

Lando Calrissian (Scum) (42)
Deadman's Switch (2)
Lando's Millennium Falcon (3)

Ship total: 47 Half Points: 24 Threshold: 6

Unkar Plutt (29)
Contraband Cybernetics (2)

Ship total: 31 Half Points: 16 Threshold: 3

Cartel Spacer (25)
Ion Cannon (6)

Ship total: 31 Half Points: 16 Threshold: 2

Cartel Spacer (25)
Ion Cannon (6)

Ship total: 31 Half Points: 16 Threshold: 2


Total: 200

A couple of ways of tractoring, a couple of ion scyks, and a falcon that punishes stress and being swarmed. Lots of control, and of course low initiatives on most ships means easy blocks.

Oh hey, you caught me at the same moment I was deep delving into my own chonky shenanigans :D

I like all of it.

The only thing, like I always suggest, is the Zuckuss/4-LOM crew axis. I fancy Zuck. Particularly if you've blocked what you're shooting at. The blue 1 fwd from 4-LOM is neat, but can be fairly easily lived without.

I prefer denying the focus to forcing 1 reroll, personally. And it works when you inevitably k-turn. It's especially poignant on the Lancer, you really want to engage, and then k-turn. This gives you the focus denial both turns, and then a blue 1 straight, which is golden for the Lancer, which is too fast for its own good most of the time.

I'd go Zuck if I also skipped the title, and used the turret as a second arc.

Sidenote: I really like using tractors to lower defense, to make the ion stick.

I've also considered a 6 ship list based on that, with 2 quadjumpers, 2 ion scyks, and 2 damage bringing scyks(ab+mms or Quinn with APT). IE: something like this:

Quinn could be replaced with an i2 starviper too, which is probably the easier way to get guns on the ioned ship next turn, and lets the Tansarii upgrade to Genesis Red or Laetin A'shera.

Or you could do it the boring way and bring two cc marauders.

Quinn Jast (31)
Elusive (3)
Stealth Device (8)
Adv. Proton Torpedoes (5)

Ship total: 47 Half Points: 24 Threshold: 2

Tansarii Point Veteran (29)
Marksmanship (1)
Autoblasters (3)

Ship total: 33 Half Points: 17 Threshold: 2

Sarco Plank (29)
Ship total: 29 Half Points: 15 Threshold: 3

Unkar Plutt (29)
Ship total: 29 Half Points: 15 Threshold: 3

Cartel Spacer (25)
Ion Cannon (6)

Ship total: 31 Half Points: 16 Threshold: 2

Cartel Spacer (25)
Ion Cannon (6)

Ship total: 31 Half Points: 16 Threshold: 2


Total: 200

11 minutes ago, Cerebrawl said:

I prefer denying the focus to forcing 1 reroll, personally. And it works when you inevitably k-turn. It's especially poignant on the Lancer, you really want to engage, and then k-turn. This gives you the focus denial both turns, and then a blue 1 straight

How do you deal with the two ion tokens from 4-LOM so you can k-turn? I'm intrigued.

2 minutes ago, Spinland said:

How do you deal with the two ion tokens from 4-LOM so you can k-turn? I'm intrigued.

You trigger 4-LOM on your 1st shot, take 2 Ion, (large requires 3), flip the 5k, trigger 4-LOM again, take 2 more Ion, perform the blue 1 straight and ditch all Ion.

It's super handy. One of the reasons Baffle is actually useful in my Hate Asajj thing.

The main reason I prefer the idea of Zuck is that if they have no focus/evade, you only gain that move. Whereas Zuck can have them reroll an evade in that situation, giving you more likelihood of damage/tractor. The stress cost can make things awkward, but really it's just 2 different approaches, so it depends which you're more comfortable with. Both are good, but I'd agree that Zuck can be more restrictive.

15 minutes ago, Cerebrawl said:

Quinn with APT

The amount of times I've had this in my squad builder is no joke :D

and yet, I still haven't flown him 😕

Always seems a neat place for Overseer Yushyn to put in an appearance.

11 minutes ago, Cuz05 said:

take 2 Ion, (large requires 3)

Ah. I'd forgotten Lancer is a large base, not medium. Thanks!

On 11/5/2020 at 10:37 PM, Cuz05 said:

The amount of times I've had this in my squad builder is no joke :D

and yet, I still haven't flown him 😕

Always seems a neat place for Overseer Yushyn to put in an appearance.

I've flown him, when I have he's been more area denial than anything. Forced Imperial aces to disengage rather than be shot by 5 dice, that APT is a great forcing tool even if you never get the shot. But with ion, or against lower initiative, he can be a true menace.

Picked up a couple of Z-95s at last, which set me thinking about the inbound Thread Tracers and how to try them out. Main thought was to not lean on them too heavily and treat them as a potentially nasty bonus.

The ships I ended up putting in seemed similar to what you've got going on in here.

Thought of a a few different upgrade combos.... But maybe this...

Lando - 0-0-0, L3-37, Engine Upgrade, Title- 5pt left for Tracers.

2x Binayre Pirate - Ion Missiles .

3x Spacer - Autoblasters .

Another idea was 0-0-0> Q'ira, Engine> Trick Shot, Ion> Clusters + Failsafe.

It's impressive how much plastic you can cram into these lists.

Edited by Cuz05