Developing List: A Scarlet Cowgirl

By Rakky Wistol, in X-Wing

Keeping them stressed and out maneuvered with EH on Scarlet and the speed of the shuttle. Blocking with the academies when possible to deny actions and placement. Good rolls and YOU HAVE TO FOCUS FIRE.

So... How does scarlet albino hamplanet beat 4 B wings?

this is the list im most worried about, more than a tie-swarm because of its massive firepower and durability. i think concentrating on one ship as much as possible would be advisable - id possibly keep my academy pilots at long range until i saw an opportunity to close in and pick off a weakened ship.

So, on Thursday I ran the Scarlet Cowgirl at my FLGS tournament and went 0-2, with one bye.

I blame my poor setup and poor flying for the loss.

The first game I set up the TIEs in the center of the board with Kath and the great galactic bovine opposite my opponent's TIE Bomber, TIE Interceptor and gaggle of TIE fighters. I dove right into the fray with the shuttle and let Kath skirt the fight. It worked well for a while, but my TIEs were quickly dispatched, leaving my wounded shuttle and to take the fire as my opponent didn't want the stress of targeting Kath. Between Kath and shuttle, I was able to knock out his bomber with half his ordnance unfired., but my shuttle was taken out in the final round. Although my opponent didn't clear the board, he was able to notch a big enough victory to earn 5 points.

Round two was a bye, but I let the TO use some of my rebel ships (he didn't have many ships) to play a friendly against me. He had to watch the counter while playing, so we only got about three rounds in, but he was still able to take out one of mt TIEs. Glad this one didn't count, though.

Third round, was against the previous tourney's champion. He ran a Han shoots first variant with Wedge, both with Marksmanship. This time I set up the shuttle and Kath on opposite ends of the board, with the TIEs in the center, straddling a couple of asteroids. I was able to blast the shuttle down the right side of the board, with Kath going down the left, but I had Kath turn hard into the asteroid field. I had the TIEs cross each other and head in different directions. My opponent kept wanting to target Kath with Han, which worked fine with me because each time he did, he added a stress token. That meant he couldn't take Marksmanship as an action. So I only had to deal with Han's and Luke's re-roll. Once again, my TIEs died quickly. I was able to get a few flanking shots on Wedge before he K-turned and got some good licks in on my shuttle with me unable to roll a die on multiple occasions thanks to Wedge's ability. Eventually, my opponent got Kath and the shuttle down to one or two points and Han and Wedge polished off one ship apiece. I was able to focus fire and drop his Falcon to one hull point, but couldn't get the killing shot. That low PS was hurting me in this match.

All-in-all, a difficult night, but I think I learned a lot on how to play this squad. What I think I'll do next time is set up Kath and the shuttle diagonally from my opponent's main force. The TIES will set up in the middle as usual. I will do a grand arcing attack from the shuttle, trying to remain in range 3 where possible to enhance survivability by adding an defense die. Kath will blast through the formation, firing on the way in, and firing on the way out. I figure I'll us the TIEs to keep the shuttle's tail clear and nip at the heals of the opponent's formation, while trying to remain at range 3 when possible, again to advance survivability.

I plan on flying this squad again. I felt like I was getting the hang of it near the end of game two. It's a fun squad, especially when I got the special sauce going on the shuttle, giving me three re-rolls on many attacks. Sure I lost, but I got some good licks in. So I'm happy. :)

So, on Thursday I ran the Scarlet Cowgirl at my FLGS tournament and went 0-2, with one bye.

I blame my poor setup and poor flying for the loss.

The first game I set up the TIEs in the center of the board with Kath and the great galactic bovine opposite my opponent's TIE Bomber, TIE Interceptor and gaggle of TIE fighters. I dove right into the fray with the shuttle and let Kath skirt the fight. It worked well for a while, but my TIEs were quickly dispatched, leaving my wounded shuttle and to take the fire as my opponent didn't want the stress of targeting Kath. Between Kath and shuttle, I was able to knock out his bomber with half his ordnance unfired., but my shuttle was taken out in the final round. Although my opponent didn't clear the board, he was able to notch a big enough victory to earn 5 points.

Round two was a bye, but I let the TO use some of my rebel ships (he didn't have many ships) to play a friendly against me. He had to watch the counter while playing, so we only got about three rounds in, but he was still able to take out one of mt TIEs. Glad this one didn't count, though.

Third round, was against the previous tourney's champion. He ran a Han shoots first variant with Wedge, both with Marksmanship. This time I set up the shuttle and Kath on opposite ends of the board, with the TIEs in the center, straddling a couple of asteroids. I was able to blast the shuttle down the right side of the board, with Kath going down the left, but I had Kath turn hard into the asteroid field. I had the TIEs cross each other and head in different directions. My opponent kept wanting to target Kath with Han, which worked fine with me because each time he did, he added a stress token. That meant he couldn't take Marksmanship as an action. So I only had to deal with Han's and Luke's re-roll. Once again, my TIEs died quickly. I was able to get a few flanking shots on Wedge before he K-turned and got some good licks in on my shuttle with me unable to roll a die on multiple occasions thanks to Wedge's ability. Eventually, my opponent got Kath and the shuttle down to one or two points and Han and Wedge polished off one ship apiece. I was able to focus fire and drop his Falcon to one hull point, but couldn't get the killing shot. That low PS was hurting me in this match.

All-in-all, a difficult night, but I think I learned a lot on how to play this squad. What I think I'll do next time is set up Kath and the shuttle diagonally from my opponent's main force. The TIES will set up in the middle as usual. I will do a grand arcing attack from the shuttle, trying to remain in range 3 where possible to enhance survivability by adding an defense die. Kath will blast through the formation, firing on the way in, and firing on the way out. I figure I'll us the TIEs to keep the shuttle's tail clear and nip at the heals of the opponent's formation, while trying to remain at range 3 when possible, again to advance survivability.

I plan on flying this squad again. I felt like I was getting the hang of it near the end of game two. It's a fun squad, especially when I got the special sauce going on the shuttle, giving me three re-rolls on many attacks. Sure I lost, but I got some good licks in. So I'm happy. :)

nice report ringo. ive been testing Scarlet Cowgirl versus a han shoots first variant and its hard. that 360 firing arc on the falcon is murder - i have to keep my ties at med-long range unless im sure of a block. coordinating all ur ships onto han has worked best for me but u have to stay out of close range or u will take a pounding. i think the hardest thing to adjust to with this list is keeping the academy pilots out of the rough stuff and be quite defensive with them early on... ur firspray and/or shuttlebus should draw enemy fire away from them but only if they r at long range from enemy ships themselves.

good to see u r having fun with this list despite losing.

Edited by The_Brown_Bomber

nice report ringo. ive been testing Scarlet Cowgirl versus a han shoots first variant and its hard. that 360 firing arc on the falcon is murder - i have to keep my ties at med range unless im sure of a block. coordinating all ur ships onto han has worked best for me but u have to stay out of close range or u will take a pounding. i think the hardest thing to adjust to with this list is keeping the academy pilots out of the rough stuff and be quite defensive with them early on... ur firspray and/or shuttlebus should draw enemy fire away from them but only if they r at long range from enemy ships themselves.

good to see u r having fun with this list despite losing.

Thanks.

Now that I've played it, I understand what you're saying. It's a lot of fun to play once things get going. I think it will be more fun once I get some more practice in. And even more fun when I start winning with it. :)

nice report ringo. ive been testing Scarlet Cowgirl versus a han shoots first variant and its hard. that 360 firing arc on the falcon is murder - i have to keep my ties at med range unless im sure of a block. coordinating all ur ships onto han has worked best for me but u have to stay out of close range or u will take a pounding. i think the hardest thing to adjust to with this list is keeping the academy pilots out of the rough stuff and be quite defensive with them early on... ur firspray and/or shuttlebus should draw enemy fire away from them but only if they r at long range from enemy ships themselves.

good to see u r having fun with this list despite losing.

Thanks.

Now that I've played it, I understand what you're saying. It's a lot of fun to play once things get going. I think it will be more fun once I get some more practice in. And even more fun when I start winning with it. :)

ur welcome - i try to keep my actions with the academy pilots to evade or focus early in the game and use the focus for defense if they attack me. evade if u r REALLY worried bout getting overwhelmed - say at close range or if ur academy is likely to face multiple attacks. be cautious about K-Turning as getting stressed and losing ur action taking ability could be fatal, esp early in the battle. be patient. wait for the opportunity to go on attack with the academy pilots - you just might be able to barrel roll into a close range shot or get off a long range shot backed up with a focus action when they have spent their own focus/evade token from you large ships attacking them earlier in the turn :)

one of the treasons i love this squad is it takes skill to use it well. ur ships are like key chess pieces - they all have an imp role to play. having 3 diff ship types in the same squad is awesome. u really appreciate the agility of the tie-fighters when u r flying them next to a shuttlebus.

my plan with this list is to play quite defensively early on with academy pilots and Kath - who chip away with annoying attacks but dont get in too close to the action. My hipposhuttlemus tries to flank hard with all guns blazing and hopefully cut a hole in their force before boosting away and repositioning for another assault - meanwhile Kath and academies continue to harass the enemy with hit and roll tactics from med-long range.

Edited by The_Brown_Bomber

Pretty sure that every match that I have won with this list is engagement round at range 2-3 and defensive actions, 1 range 1 round, and then scatter.

i went 1-1 today with Scarlet Cowgirl at our LGS League.

i faced a tie-swarm which had 2 avenger squadron pilots as well as a BSP with vet instincts and doom shuttle with howlrunner.

i was rather unlucky and my firespray got 'hung-up' on his shuttle when he failed to move clear of my own base (i was attempting to move slowly fwd and shoot him with my rear arc) - it was a fortuitous mistake by him that helped him get in two close range shots to cripple Kath early in the game - despite this i flew pretty well and made a fight of it b4 kath was inevitably destroyed - she had taken massive damage including TWO crits which reduced her agility to zero and i survived for two turns with his intercepters trying to get ONE shot in on me which he finally did on the 3rd turn after i was barrel rolling all over the place to get out of arc or at least stay at long range of his chasing intercepter. reduced to 1Hull+Zero agility! i know id have faired much better if kath had of got to move past his shuttle. my own shuttle was a beast and all but held things together dishing out consistent damage and nearly single handedly taking out vaders shuttle. he stalled at a key turn buying him a round before the game ended, a clever move by him as i was right on his tail with my own shuttle. was a really fun game - his dice were hot early but then he hit a cold patch towards the end.

game2 was versus XXXX - Garven Dreis plus 3 red squadron pilots. my dice were hot this game and thanks largely to my shuttlebus he was cut to pieces alarmingly fast!

Edited by The_Brown_Bomber

7 pages. Wow. Everyone loves it.

Played in our monthly Xwing tourney, 3 games.

Every game I felt like my dials were the most important part of the game. My asteroid placement had me putting the first big rock(initiative 3 times) ~3 range from opponents edge and my board right/left. My asteroid placement resulted in a staggered line vertical and horizontal. Asteroids hurt me more every game than my opponents. I maneuvered through them fine but I seldom had the board helping me. My first game was the only match I landed on space rocks.

1st game

Me; Kath EH RC, OMG FCS Gunner EU, 2xAcademy

Opponent; howlrunner evasive maneuvering, 4x scimatar clusters

Kath deployed opposite corner his formation. Ties central, shuttle apotimus across from bomber formation. I limped in with ties banking and rolling. Bombers turned two(stressing) right off the bat headed towards Kath. Kath went straight forward at a good clip. My opponent tried to focus down Kath first which let my ties and lambplanet pick off a bomber. Kath is very good at range 3 barrel roll control. My albino ham ship did some aggressive blocking, resulting in landing on asteroids twice, still netting no fire arcs for bombers. My ties got behind. Eventually we went to time . I lost a tie fighter maybe should have lost another. Managed to down two scimatars and howlrunner. Basically kath at range 3 and denying fire arcs won me the game on time. Good first tournament game for my first outing with the Scarlett Cowgirl.

I played a very compelling match today using another "Variant", since it takes the Cow out "variant" is a bit of a misnomer.

Kath + EH + Captive + Seismic

Backstabber

Nightbeast

Academy

Academy

Backstabber + Nightbeast gives this list similar punch to the shuttle (4-7 dice vs. 3-4 dice + gunner). Ties block well. Nightbeast and Backstabber with 3 AG, Focus, and Nightbeast having Focus and Evade often is just as durable, more flexible, and more maneuverable than the great void hipposhuttlebus. Love Scarlet Cowgirl but this one flys a whole lot easier.

I played a very compelling match today using another "Variant", since it takes the Cow out "variant" is a bit of a misnomer.

Kath + EH + Captive + Seismic

Backstabber

Nightbeast

Academy

Academy

Backstabber + Nightbeast gives this list similar punch to the shuttle (4-7 dice vs. 3-4 dice + gunner). Ties block well. Nightbeast and Backstabber with 3 AG, Focus, and Nightbeast having Focus and Evade often is just as durable, more flexible, and more maneuverable than the great void hipposhuttlebus. Love Scarlet Cowgirl but this one flys a whole lot easier.

nice. i love how ppl are branching out a bit with variations that suit their play style.

I'm glad we could develop something that is worth modifying and tinkering with. :)

nice. i love how ppl are branching out a bit with variations that suit their play style.

I'm really kind of stalled on new list creations right now. I've explored all the existing avenues. I'm really, really ready for new ships to drop. :)

I'm glad we could develop something that is worth modifying and tinkering with. :)

nice. i love how ppl are branching out a bit with variations that suit their play style.

I'm really kind of stalled on new list creations right now. I've explored all the existing avenues. I'm really, really ready for new ships to drop. :)

yeah im a bit the same Sable.G - ready for something new.

here is a variant i posted on another thread, id be interested in your thoughts.

Kath Scarlet + Expert Handling (40)

Omicron Group Pilot + Fire Control System + Gunner + Engine Upgrade (32)

Omicron Group Pilot + Darth Vader + Engine Upgrade (28)

Total = 100pts

In theory - If any one of these ships gets close to destruction it can escape to the far reaches of the board while the other two engage the enemy. My plan is to use hit and run style tactics and keep my most damaged ship furthest from the action. Vader Shuttle with boost gives it more legs to last till the end game and doesnt put it on a clock to destroy itself immediately - instead it can try to flank name pilots that dont have shields.

Edited by The_Brown_Bomber

yeah im a bit the same Sable.G - ready for something new.

here is a variant i posted on another thread, id be interested in your thoughts.

Kath Scarlet + Expert Handling (40)

Omicron Group Pilot + Fire Control System + Gunner + Engine Upgrade (32)

Omicron Group Pilot + Darth Vader + Engine Upgrade (28)

Total = 100pts

In theory - If any one of these ships gets close to destruction it can escape to the far reaches of the board while the other two engage the enemy. My plan is to use hit and run style tactics and keep my most damaged ship furthest from the action. Vader Shuttle with boost gives it more legs to last till the end game and doesnt put it on a clock to destroy itself immediately - instead it can try to flank name pilots that dont have shields.

You know, I would switch Darth Vader out for Advanced Sensors. Now you have an extra mobile Kath who is a huge threat, one alabaster void bison in buzzsaw configuration, and one hyper-mobile ghostly star cow. I think it's a pretty fun list and I certainly like it better than Vader. I might give it a try myself this Friday.

What I'm dreading is all the tinkering on the same lists in response to what is released with the transport without any real viable options for the empire. It's gonna be a long summer.

We still don't know if there are going to be any crew for the Transport or Corvette that will be usable by empire. That would certainly change things. We DO know that there is a new crew card in the TIE Phantom, the Tactician, which should be interesting. We don't know what the ability is, but it could be a good option for the shuttle.

There are a host of new EPTs coming out in Wave 4 (and possibly the Transport) which may also change how we fly Kath. I'm also eager to get my grubby hooves on those.

Further, when Imperial Aces comes out, I'm definitely trying Lt. Lorrir (replacing the Academies) with this list. I think he'll be an excellent addition to this list.

This list has some changes coming to it, once these new products drop.

yeah im a bit the same Sable.G - ready for something new.

here is a variant i posted on another thread, id be interested in your thoughts.

Kath Scarlet + Expert Handling (40)

Omicron Group Pilot + Fire Control System + Gunner + Engine Upgrade (32)

Omicron Group Pilot + Darth Vader + Engine Upgrade (28)

Total = 100pts

In theory - If any one of these ships gets close to destruction it can escape to the far reaches of the board while the other two engage the enemy. My plan is to use hit and run style tactics and keep my most damaged ship furthest from the action. Vader Shuttle with boost gives it more legs to last till the end game and doesnt put it on a clock to destroy itself immediately - instead it can try to flank name pilots that dont have shields.

You know, I would switch Darth Vader out for Advanced Sensors. Now you have an extra mobile Kath who is a huge threat, one alabaster void bison in buzzsaw configuration, and one hyper-mobile ghostly star cow. I think it's a pretty fun list and I certainly like it better than Vader. I might give it a try myself this Friday.

good feedback. Later today im going to test vader and then adv. sensor versions and post up some feedback here.

I don't mind Vader at all. I always seem to get good use out of him. There have been a few games where my opponents have just blasted him hoping he'd kill himself... I think I've only killed my own Vader Shuttle 1-2 times. That's a key, I think.

This was Theorist's suggestion for an alternate to the cowgirl...

42 BH w/ Gunner + Engine

33 OGP w/ AdvS + Gunner + Engine

24 (x2) AP

I don't mind Vader at all. I always seem to get good use out of him. There have been a few games where my opponents have just blasted him hoping he'd kill himself... I think I've only killed my own Vader Shuttle 1-2 times. That's a key, I think.

I end up killing the shuttle often, but I make sure that i kill more points with him than i spent. It only takes two academies to break even for a doom shuttle.

I played a very compelling match today using another "Variant", since it takes the Cow out "variant" is a bit of a misnomer.

Kath + EH + Captive + Seismic

Backstabber

Nightbeast

Academy

Academy

Backstabber + Nightbeast gives this list similar punch to the shuttle (4-7 dice vs. 3-4 dice + gunner). Ties block well. Nightbeast and Backstabber with 3 AG, Focus, and Nightbeast having Focus and Evade often is just as durable, more flexible, and more maneuverable than the great void hipposhuttlebus. Love Scarlet Cowgirl but this one flys a whole lot easier.

I really like this build. Thinking of running this at Store Championship, but swap Dark Curse instead of Backstabber. I wanted to try to fit an Ion Cannon on Kath, but that would mean I'd have to drop Dark Curse for Winged Gundark. And I really don't like WG's ability...

Kath + EH + Captive + Seismic

Dark Curse

Nightbeast

Academy

Academy

OR

Kath + EH + Captive + Ion

NightBeast

Winged Gundark

Academy

Academy

Edited by Deltmi

Stick with seismic. They will either block or chase Kath eventually and that's 2-3 damage when they do. I'm 5-0 with the list above. I prefer stabber over DC as I want Kath in he endgame so the 4 Ties have to be attractive targets.

Edited by Rakky Wistol

Kath Scarlet + Expert Handling (40)


Omicron Group Pilot + Fire Control System + Gunner + Engine Upgrade (32)


Omicron Group Pilot + Darth Vader + Engine Upgrade (28)



gave this a test run today and lost a close game against han shoots first variant.


i REALLY missed the versatility of the 2 Academy Pilots who can block and flank and dish out annoying amounts of damage.


im now looking at adding ion cannon to the mix and going back to the academies.



something like...



Kath Scarlet + Expert Handling + Ion Cannon (43)


Omicron Group Pilot + Fire Control System + Gunner + Engine Upgrade (32)


Academy Pilot (12)


Academy Pilot (12)



possibly even downgrading Kath to Krassis and replacing expert handling with gunner.



Krassis Trelix + Gunner + Ion Cannon (44)


Omicron Group Pilot + Fire Control System + Gunner + Engine Upgrade (32)


Academy Pilot (12)


Academy Pilot (12)


Edited by The_Brown_Bomber

Not exactly the "Scarlet Cow Girl" but this is going to a Store Championship tomorrow.

The Intelligence agents I have found to be well worth the points as it has allowed me to maximize my use of Adv. Sensors by choosing whether to boost, TL or Focus and whether to do those actions before or after moving.

Lots of folks do not put the engine upgrade on the Firespray, but I love it. It allows me to chase a Space Cow that needs help and can allow me to get shot angles I might otherwise not have front or rear.

Can't wait to see the look of "you brought what?" tomorrow :-)

40 points
Bounty Hunter
Rebel Captive, Engine Upgrade
30 points
Omicron Group Pilot #1
Advanced Sensors, Intelligence Agent, Intelligence Agent, Engine Upgrade
30 points
Omicron Group Pilot #2
Advanced Sensors, Intelligence Agent, Intelligence Agent, Engine Upgrade
Edited by Englishpete