Z-95 Headhunter Configuration

By Englishpete, in X-Wing

So at 12 points for a basic Z-95 is it worth putting this config on the table.

Basic Z-95 (12)

Hull Upgrade (3)

R5 unit (1)

Missile to suit.

It makes it a 16 point ship plus missile, but it can take a crit and flip it over to normal damage.

You could have a nice 20 point missile boat that actually might have some fight left after the missile is gone.

Not sure it's better than an bog standard A-Wing, but.....

Can the z-95 take droids? I didn't see that in the article.

The only weakness of such configuration is the fact that Z's cannot equip an astromech :P

In my opinion, if they're (Z's) are going to be used as simple missiles platform, it's better to keep them as cheap as possible :)

Well that busts that plan then :(

So at 12 points for a basic Z-95 is it worth putting this config on the table.

Basic Z-95 (12)

Hull Upgrade (3)

R5 unit (1)

Missile to suit.

It makes it a 16 point ship plus missile, but it can take a crit and flip it over to normal damage.

You could have a nice 20 point missile boat that actually might have some fight left after the missile is gone.

Not sure it's better than an bog standard A-Wing, but.....

Well that busts that plan then :(

Not necessarily. R5 Astromech+Hull Upgrade total 4 points. Same cost as a Shield Upgrade, which provides effectively exactly the same result.

Now, if you are concerned about them being fragile, I would consider a Stealth Device instead. Stealth Device can, for the same cost as Hull Upgrade, potentially mitigate damage from several attacks, whereas Shield Upgrade, which is also more expensive, only mitigates one.

So how about:

Bandit Squadron

Stealth Device

Assault Missiles

x5

100 Points

Edited by Engine25

The idea with the Hull Upgrade was to avoid getting one shotted by Proton Bombs or Vader crew and the R5 would allow you to flip the crit card as well.

That plan is now a bust with the R5.

The shield doesn't help at all with that plan and at 4 points for 1 extra damage, I wouldn't use it on Z-95's.

I am also not a fan of Stealth on a 2 Agi ship, especially where it adds 25% to the base cost of the ship.

The only weakness of such configuration is the fact that Z's cannot equip an astromech :P

In my opinion, if they're (Z's) are going to be used as simple missiles platform, it's better to keep them as cheap as possible :)

I'm of the same opinion as Shanturin. I see no use to equip the Z-95 with a hull upgrade or stealth device, you're better off using them as cheap as possible and using one more Z-95 with the points you save.

If you were to upgrade a basic PS1 Z-95, it's of my opinion that it would be better to pay the 1-2 more points and upgrade it to a A-Wing: 1 more agility, No doubt a better dial, evade and boost vs 1 more hull or shield.

Quantity has a quality all of its own. A pair of Bandit's with Assault Missiles will be worth more than a kitted-out Wedge IMO.

Quantity has a quality all of its own. A pair of Bandit's with Assault Missiles will be worth more than a kitted-out Wedge IMO.

I can see them being used naked, with missile, with HU, or with missile and HU.

Naked: Lowest cost possible allowing you to field highest possible number. But what if you still have points?

Missile: Cheapest missile platform but you really want that missile to get off and do something.

Hull Upgrade: Bandit + HU = Rookie - 1 attack die at 15 vs 21 points. Avoids chance of getting one-shot by bomb.

Missile + HU: Combo of the two.

Of course looking at the Hull Upgrade it is something I'd consider putting on the Z-95 when I'm not running too many of them. Once you hit ZZZZ the cost of the added Hull Upgrades would let you add another Z; you've still got the same total hull/shield (but more shield!) but you add another attack to the mix.

I rather like this list for using the Z-95. It should allow both missiles away with TL and Focus and can dogfight afterwards.

29 points
"Dutch" Vander
R5 Astromech, Ion Cannon Turret
30 points
Garven Dreis
R2-D2
20 points
Bandit Squadron Pilot #1
Homing Missiles, Hull Upgrade
20 points
Bandit Squadron Pilot #2
Homing Missiles, Hull Upgrade
Edited by Englishpete

I rather like this list for using the Z-95. It should allow both missiles away with TL and Focus and can dogfight afterwards.

29 points
"Dutch" Vander
R5 Astromech, Ion Cannon Turret
30 points
Garven Dreis
R2-D2
20 points
Bandit Squadron Pilot #1
Homing Missiles, Hull Upgrade
20 points
Bandit Squadron Pilot #2
Homing Missiles, Hull Upgrade

I guess I don't really get the point of the Bandits here. If my point was to get two ordnance shots off with TL+F, I'd rather just put PT on Garven + Dutch. You could then add a Rookie + Prototype, or Rookie + Z95 + Homing, or whatever. Or Biggs + Bandit.

Actually, I belive this list to be terrible :P The Hull Upgrade on Bandits is just a waste. I belive it comes from the fear of proton bombs, but seriously, Direct Hits are only 7 in 33 cards :P It's better to use Prototype Pilots for their annoyance in the late game, creating something like that:

Garven Dreis (26)
"Dutch" Vander (30)
Y-Wing (23), R5-K6 (2), Ion Cannon Turret (5)
Prototype Pilot (22)
A-Wing (17), Homing Missiles (5)
Prototype Pilot (22)
A-Wing (17), Homing Missiles (5)
EDIT: Second time today, ninja'd by Khyros :P
Edited by Shanturin

I rather like this list for using the Z-95. It should allow both missiles away with TL and Focus and can dogfight afterwards.

29 points
"Dutch" Vander
R5 Astromech, Ion Cannon Turret
30 points
Garven Dreis
R2-D2
20 points
Bandit Squadron Pilot #1
Homing Missiles, Hull Upgrade
20 points
Bandit Squadron Pilot #2
Homing Missiles, Hull Upgrade

I must say I don't see a huge benefit with the Bandits there considering you could put torpedoes on the two skilled pilots. Ok, you can spend the TL and Focus to boost the Homing Missile's attack (ignoring Evadet tokens isn't something to count on) but firing off two torps earlier and saving a couple points seems like a better deal. Maybe if you were using Assault Missiles instead but not this.

Even cutting the two hull upgrades would get you more firepower.

Jan + ion + swarm + nunb

Ibitsan + PTL + engine

Bandit + concussion x2

Super mobile and deadly Ibi, 5 dice concussion missile, and after that if Jan is still around the bandits hit like a rookie. Proxy'd it twice this week using Xwing dials with a turn 1 and it was pretty good. If they focus down a bandit 1st jan lives longer. If they focus on Jan Bandits get missiles off and if Jan is alive, that's a lot of punch out of a 17pt ship. I don't think Jan needs swarm tactics here, and I don't think Ibi NEEDS engine upgrade so there are points to play with if the new missile is any food or any of te named Zs prove useful. I'm guessing at least one will.

Actually, I belive this list to be terrible :P The Hull Upgrade on Bandits is just a waste. I belive it comes from the fear of proton bombs, but seriously, Direct Hits are only 7 in 33 cards :P It's better to use Prototype Pilots for their annoyance in the late game, creating something like that:

Garven Dreis (26)
"Dutch" Vander (30)
Y-Wing (23), R5-K6 (2), Ion Cannon Turret (5)
Prototype Pilot (22)
A-Wing (17), Homing Missiles (5)
Prototype Pilot (22)
A-Wing (17), Homing Missiles (5)
EDIT: Second time today, ninja'd by Khyros :P

The big problem I see with this is that the prototype won't be able to get his own lock, which means they should both Focus. Which means Dutch can give one of them a lock, and I suppose you're relying on R5-K6 for the second lock, which could work, or you could potentially get another shot in on the second round of engagement. But Garven isn't doing much in this list.

I would think the following would work better:

Dutch w/ Ion (28)

Rookie (21)

Tycho w/ PTL + Homing (34)

Bandit w/ Homing (17)

But now instead of the original XYZZ at 6/6/2/2, or your list at XYZZ at 6/6/1/1, you're sitting at XYAZ at 8/6/2/2. You can easily get both shots off on turn 1 (assuming the Bandit survives), and then you're left with Dutch ionizing, Tycho being Tycho, a rookie and a bandit. This is clearly an upgrade over Garven + Bandit x2 + Dutch. In the first list, I'd say Garven would typically be the first kill target, leaving it to Dutch Bandit Bandit, which lacks firepower.

Meanwhile, I'd say Dutch or the Rookie is the first priority in this list. If it's the Rookie, you're left with Dutch, Tycho w/ PTL, and a Bandit. Tycho w/ PTL >>>>> Bandit. If they go for Dutch, you're left with a Rookie, Tycho w/ PTL and a Bandit. I'd still take the Rookie + Tycho over Dutch + Bandit.

I didn't say it was an optimal list, I said it was a list I liked using bandits. Without seeing all the new cards etc, it's easy to find options better than bandits.......

:) :D :rolleyes: