Help with reworking a Kath list

By AlexW, in X-Wing

I have played some games with the following list:

Kath Scarlet (Marksmanship, Gunner)

Backstabber

Avenger

Alpha

While the list wasn't horrible, I've come to some conclusions:

1) Backstabber is good, but I almost feel like the flexibility of finding another couple of points for another int would be better. The pilot skill hit would be rough, but I think I have a way to offset it a bit.

2) Gunner and Marksmanship aren't worth it. Especially playing in the current meta, where there are a lot of low agility B-Wings, it just hasn't seemed like an effective use of points. This actually matches my experience with the gunner overall to some extent. However, I suppose one big reroll makes it worthwhile. I'm at a point where I'd rather have a more consistent option.

So, my next adjustment to this list is:

1) Swap Gunner for Rebel Captive

2) Swap Marksmanship out for Swarm

3) Swap Backstabber for another Alpha

This still leaves me with three points, which gives me some options. Stealth Device on Kath? PTL on one of the ints?

I can see making some other changes once Aces comes out and obviously when the big ships come out.

Any other suggestions, anything you'd replace or rework? I'm pretty open, though I want to stick to one FIrespray and like including an interceptor or two.

I like incorporating the autoblaster on Kath...seems like a weapon made for her ability. However, its a bit costly if you are inexperienced in flying her. Rebel captive is a no brainer for her as well.

Here is my best advice :You may think about using the three extra points to invest in expert handling for her. Seems strange to have a Firespray barrel rolling but here is the logic: With the tremendous base of the Firespray, a barrel roll is actually a free movement. You can dance into range 1 (use the autoblaster) or dance out of range 2 and into range three if need be. Additionally, if you do a one forward manuver and then BR, you can actually move BACKWARDS!

I'd go with Expert Handling on Kath instead. Barrel Rolling in a Firespray is ridiculous!

I definitely appreciate the advice and the idea of EH. I think I need to bit better pilot as things get pretty cluttered and while I can see the advantage of it with a big ship, I need to figure out ways to use it better. Maybe playing more with it would do the trick.

Glad to hear that Gunner isn't the no brainer which means I'm not crazy.

I'm thinking of Howl instead of one of the Alphas, too.

an added bonus of using EH in a "cluttered" area as you put it...as per the rules if when you measure out for a BR and it is an illegal move then you cant perform it. this becomes a great tactic (some may call it cheating, cheesey, etc) to see which manuver to use NEXT round to get around pesky asteroids.

For now, I'll be trying out the following:

Kath w/rebel captive

Howlrunner, swarm, stealth device

Alpha x2

At some point I may switch over to EH from the stealth device.

I have done some of the math crunching for the effectiveness of Gunner, and though it is not finished, I am fairly certain that the probability differences between 1 Agi and 3 Agi ships is fairly negligible. Let us not forget that when not using your focus to flip eyes to hits, you have the same odds of rolling 3 hits, 2 hits, or 1 hit. Just some food for thought, I am not quite convinced it is the right card for a firespray, at least.

However, I do like your newest version of the squad. I would definitely drop SD for EH. Your opponent will likely prioritize the Alphas the same as Howl, even more so the one you didn't Swarm Tactics this turn.

I have done some of the math crunching for the effectiveness of Gunner, and though it is not finished, I am fairly certain that the probability differences between 1 Agi and 3 Agi ships is fairly negligible. Let us not forget that when not using your focus to flip eyes to hits, you have the same odds of rolling 3 hits, 2 hits, or 1 hit. Just some food for thought, I am not quite convinced it is the right card for a firespray, at least.

However, I do like your newest version of the squad. I would definitely drop SD for EH. Your opponent will likely prioritize the Alphas the same as Howl, even more so the one you didn't Swarm Tactics this turn.

Thanks for the response. I'm excited to give this list a go. It seems like EH is extremely popular, so I may have to alter the list one last time....

I'll be interested to see your numbers on gunner. My point with the 1 agility is that you're less likely to actually use it since it is unlikely to be evaded.

I have played some games with the following list:

Kath Scarlet (Marksmanship, Gunner)

Backstabber

Avenger

Alpha

My recommended changes to this list would be:

1) Drop Backstabber to an Academy Pilot. I love Backstabber (and DC), but here you need a blocker and you don't want to pay 18 points for action denial when you could pay 12.

2) Drop the Gunner. I like it a lot, and I like it a lot on Kath, but you're right that it doesn't activate very often.

3) Drop the Avenger to an Alpha. It might not stay there, but I like the advantage of having multiple ships on the same PS if I can.

So that leaves you with 11 points to spend. I'd actually keep Marksmanship on Kath, since it's a great action for her, and add a Rebel Captive to enhance her survivability and/or restore your chance to apply two stress tokens to a target. That leaves you with 8 points, which I'm tempted to spend on making your Interceptors into Sabers with either Adrenaline Rush (further enhancing their maneuverability) or Veteran Instincts (which helps ensure they get a few shots off before they're torn up). So it turns into this:

  • Kath Scarlet (38) + Marksmanship (3) + Rebel Captive (3)
  • Saber Squadron Pilot (21) + Adrenaline Rush (1)
  • Saber Squadron Pilot (21) + Adrenaline Rush (1)
  • Academy Pilot (12)

EDIT: Two more notes. First, you could easily swap Kath + Marksmanship + Rebel Captive for Fett + Expert Handling + Rebel Captive, and I don't really have an opinion on which is better--both sound like a lot of fun to me.

Second, @phildo and others interested in the benefit of Gunner, I posted on that very topic a while back at BoardGameGeek. Basically you're right that provides a pretty constant boost regardless of the target's Agility; the only thing that's missing from that post is the effect of actions, and it is worth pointing out that a Gunner often looks a lot like an extra action. But on a Firespray (already fairly expensive), I think the 3-point options are more efficient--and if not better , are IMO more fun to play with when you're shooting at targets with 1 Agility.

Edited by Vorpal Sword