Developing List- That's no egg in Miss Scarlet's Basket!

By Rakky Wistol, in X-Wing

Continuing here with my developing list threads. This time here's something a little bit old, a little bit new:

Kath Scarlet + slave 1 + Advanced PT + Recon Specialist + Deadeye + Assault Missile = 53

Backstabber = 16

Scimitar Bomber + seismic charges = 18

Academy Tie = 12

Kath does a cute PTL mimic without gaining the usual stress tokens by using recon specialist and deadeye when needed to unleash missiles and APT. Stabber is just so good and takes a little heat off Miss Scarlet. Academy tie works as a 4th body and a low PS blocker.

The part I'm not sold on is Scimitar Bomber. In my one play through with this squad he was last man standing as he's such a low priority threat. He's a great bomb delivery system but I almost feel like the bomb should just be on Kath since she's the one people will be following around. After you take away his seismic charge, why a bomber? Extra hull is nice and the slower speed makes dogfighting with the bomber surprisingly easy but is it better than just an academy + a shield on Kath?

Another option is to put PTL on Kath. The TL/Focus + free focus for offense and munitions firing is very nice and you then get Evade/focus+ free focus after the ordnance is gone. You're a bit more locked into actions and moves with PTL though. And I'm not convinced at that point that Fett isn't better for the extra PS and maneuverability.

Option 2:

Kath + PTL + Assault missile + Slave 1 + APT + Recon Sp+ shield upgrade = 55

Backstabber = 16

Academy x2 = 24

Just less impressive I think and more predictable. Perhaps more survivable and more likely to get APT off successfully. Could drop down to Hull upgrade or the 4pt missiles to get a seismic at 100pts but that's just more points on Kath.

How many eggs are too many in Miss Scarlet's basket?

I do like the Recon Specialist with Deadeye, it helps a ton.

I don't like having two upgrades on Kath for the reason of using them. Assault missiles are the only good 5 point investment unless you are Krassis or have Joorus, you need to maximize the dice for assault missiles and relying on hits with no reroll can really hurt you.

For kath at the same points put

Kath, Recon Specialist, Deadeye, Slave 1, APT, Autoblaster Cannon

The cannon would mesh well since they cancel crits before hits and makes killing ties much easier.

Another Option is this

Kath, RS, Deadeye, SV1, APT, Ion Cannon

Schmictar Squad with seismic charge x2

Academy PIlot

I do like the Recon Specialist with Deadeye, it helps a ton.

I don't like having two upgrades on Kath for the reason of using them. Assault missiles are the only good 5 point investment unless you are Krassis or have Joorus, you need to maximize the dice for assault missiles and relying on hits with no reroll can really hurt you.

For kath at the same points put

Kath, Recon Specialist, Deadeye, Slave 1, APT, Autoblaster Cannon

The cannon would mesh well since they cancel crits before hits and makes killing ties much easier.

Another Option is this

Kath, RS, Deadeye, SV1, APT, Ion Cannon

Schmictar Squad with seismic charge x2

Academy PIlot

Why in the wide wide world of sports would you use an Autoblaster AND an APT?

I love the Autoblaster on Kath, as it forces your opponent to cancel crits before hits, thus ensuring stress.

Deadeye + Recon Specialist is also pretty good on the Slave 1, as you've got 2 missile slots (well, technically, one and a Torpedo slot), and it doesn't feel as useless after you've shot off twice. Moreover, Recon Specialist gets more worth on the Firespray-31 than on any other ship (other than the Moldy Crow with Kyle flying, but that's a special case), as the defensive focus actually matters with 2 evasion dice.

However, there's not really a reason to put Deadeye + Recon + Slave 1 on Kath. Consider using Boba Fett instead; he only costs 1 more and is more maneuverable, for getting those APTs off ;-).

Advanced Protons are definitely better than Protons for the Dead Recon, even if they're only Range 1. For our Missile slot (which we'll definitely be using to get some more worth out of Deadeye, and also to make up for the range limitations of the APT), I have some thoughts.

Thought A: Cluster Missiles can't shoot at Range 3, and tend to be the least damaging bit of ordnance in the game if you're not running Captain Jonus.

Thought B: Concussion Missiles are essentially mini-APTs that shoot at Range 2-3. You get 4 hits/crits around 95% of the time if you're focused.

Thought C: You get to keep your Focus Token from Homing Missiles, which you can then use defensively. You could theoretically ignore the Recon Specialist part of the combo with this missile on a different ship, if it weren't required for the APT awesomeness.

Thought D: APTs and your main guns deal plenty of single target damage. Assault Missiles fight off the Swarm fleets that will blow you up most easily. If the rest of your fleet can't screen you from that, definitely use these missiles.

Another thought, stemming from Thought C: If you use Homing Missiles, you can keep the Target Lock, and focus the next turn for a devastating APT, with no need for the posted combo at all.

Why in the wide wide world of sports would you use an Autoblaster AND an APT?

Because there is more than one ship you would need to blow up :P I was thinking since you need to get in close, why not use ABT, Like I said, against ties it becomes a pain for them as they can easily get one shot. It also isn't a one use item, if you whiff with missiles too bad for ya, whiff with the cannon (somehow) just do it again next turn. It also forces your opponent to take evade actions if they can instead of focus, thus decreasing their damage output.

I just ran a similar list idea the other day. It was:

Kath + Deadeye + Recon + APT + Concussion

Academy pilot x 4

It worked fine against a Lando+nien, 2 Awings, 1 xwing list played a few times.

Perks sides were that Concussion hit hard consistently, so I would recommend this missile.

APT can be hard to hit on firespray if you miss the opening pass, but maybe that is just the temptation of the rear firing arc not forcing you to k-turn.

However, to combat the swarm id consider replacing the ties with this, as was suggested above:

Scimitar + seismic x2

Academy tie

Provides some antiswarm potential and you still get 3 units. Of course, puts more pressure on Kath. The combo of bombers and firespray also give you quite a bit of bulk. 25 Hp with more than just 1 agility.

You can also do that Kath setup with

Saber + PTL x 2

Thatd be a nice way to draw the heat.

I am rather fond of this build.

Everyone is a 9, two super maneuverable ships and a hard hitting tank who can really stress out the opponent, setting up some juicy targets for the Ints.

Landing the seismic with a 9 pilot is a lot easier as well.

If you prefer, drop the bomb and captive for a gunner or a proton bomb.

44 points
Kath Scarlet
Seismic Charges, Veteran Instincts, Rebel Captive
30 points
Soontir Fel
Push the Limit
26 points
Turr Phennir
Veteran Instincts
Edited by Englishpete

Kath + Deadeye + Recon + APT + Concussion

Academy pilot x 4

I also came up with this list after reading the OP. I think it's far more efficient, and puts less of your points into one ship.

If you prefer, drop the bomb and captive for a gunner or a proton bomb.

I'm a big fan of Gunner. I think it would yield better results than the Seismic Charges + Captive, especially since you've got two other high priority targets in the squad taking some of the heat off Kath.

I just finished flying the list I posted vs:

Wedge, R2 unit, PtL

Biggs, R2-D2

Ten Numb, Marksmanship

Won without taking a single point of damage. Kath auto stressing with Rebel Captive ruined Wedge's day. Got the Seismic off on all three rebel ships and the Int's totally out maneuvered the enemy.

Not saying it would be this good every time, but it is good.......

Won with my original list vs. a 4 rebel build yesterday.

My fear was definitely putting that many points on one ship. The recon specialist + APT is just so devastating. I had the assault missile there to combat swarms as I see that as probably the worst match up. I just havn't had a ton of luck with seismics, I just need more practice, otherwise that's probably the better play. Fett is just a better vessel for the combo though that single point difference could make a different list.

Fett + deadeye + recon + Slave 1 +APT + concussion = 55

Scimitar + seismic = 18

Backstabber = 16

Academy = 12

99pts

Note that if you do take Kath you can get this:

Kath +deadeye + recon + Slave 1 +APT = 48

Scimitar + seismic x2 = 32

Backstabber = 16

100pts

That's some pain too. Still might put one of the seismics on Kath. The firespray just gets chased so much.

I do like the Kath + rebel captive build but that's an entirely different list.

Won with my original list vs. a 4 rebel build yesterday. My fear was definitely putting that many points on one ship. The recon specialist + APT is just so devastating. I had the assault missile there to combat swarms as I see that as probably the worst match up. I just havn't had a ton of luck with seismics, I just need more practice, otherwise that's probably the better play. Fett is just a better vessel for the combo though that single point difference could make a different list. Fett + deadeye + recon + Slave 1 +APT + concussion = 55Scimitar + seismic = 18Backstabber = 16Academy = 1299pts Note that if you do take Kath you can get this: Kath +deadeye + recon + Slave 1 +APT = 48Scimitar + seismic x2 = 32Backstabber = 16100pts That's some pain too. Still might put one of the seismics on Kath. The firespray just gets chased so much. I do like the Kath + rebel captive build but that's an entirely different list.

We all know shooting first is good but when using missiles I find it useful to move last if possible no msttet what pilot you are using, also I fett moving Fett as late as possible advantageous.

That said, looking at list one you can still try to protect against swarms by upping the concussion to assault, brings you in at 100pts.

I do like the dmg a concussion can inflict though.

In both lists I might be tempted to put a seismic on the slave.

You could then drop the Scimitar in list one for dark curse just to be anoying.

I like the seismic on Slave-1. People will just flat out chase it, every game.

On Scimitar vs. Dark Curse:

I'm torn. Both are just there to draw fire and hopefully not be a big enough threat for anyone to worry about right away. The difference I've found lately is that a Dark Curse can still get one shot, while it's almost impossible to one shot a scimitar... and if you did you just used one of your big tricks on my lowly bomber. I also really like the 1 forward and the 1 banks on the scimitar vs the 1 turns only on the ties.

Pretty awesome combo. Looking forward to play testing the recon and apt.

Edited by squirrel

Yep. I think it's nice but spendy. Kinda one of those lists that feels like it could be scary good when practiced a lot.