Tag Archives: Kath Scarlet

Play by Play with Interceptors

If you follow The Tabletop General on Facebook, you may have seen a recurring post every couple of weeks about tuning in to watch X-Wing Miniatures streamed on the store’s Twitch feed. This isn’t something that I’ve organized myself, but I’ve thrown my full support behind the guys that do run it as a part of our regular league nights there as well as for tournament play, I never turn down an opportunity to play on the stream, and you’ll occasionally hear me doing commentary behind the scenes too. Last night, I had a chance to do both, playing a feature match, then acting as color commentary for a second game. As much as I find it interesting to listen to our commentators try to guess what is going on at any given time, it drives me crazy to listen to it because the significance of a lot of moves and maneuvers can be missed. So in an attempt to show the method behind my madness, today I’ll be breaking down that feature match from last night with a bit of play by play.

Our streaming coordinator, Engine25, takes player submissions leading up to the event and tries to find interesting matchups. So these games don’t show lists customized to play each other, but are hand picked to show something more exciting than two swarms of un-upgraded Scimitar Squadron Pilots going head to head.  I toyed with bringing out my Suicide Bomber Z-95 Headhunter list that I posted months ago, but it had fallen a little flat in practice the night before, and I’ve had lots of success with TIE Interceptors now that I’ve put away the TIE Phantoms for a little while, so I brought the same list that I discussed last week. Spamer, my opponent, has been doing really well with a pair of the new Firespray-31 variants for Scum & Villainy, but hadn’t faced any ultra-maneuverable opponents yet. Big arcs with auxiliary arcs vs arc dodgers sounded like a fun matchup to Engine25, so into the arena we went.

Stars & Blood Stripes AKA Can’t Touch This

Soontir Fel -27 (TIE Interceptor)
Royal Guard TIE – 0 (Imperial Aces)
Push the Limit – 3 (A-Wing /  Imperial Aces)
Autothrusters – 2 (Starviper)
Stealth Device – 3 (M3-A / Slave 1)

Carnor Jax – 26 (Imperial Aces)
Royal Guard TIE – 0 (Imperial Aces)
Push the Limit – 3 (A-Wing /  Imperial Aces)
Autothrusters – 2 (Starviper)
Stealth Device – 3 (M3-A / Slave 1)

Royal Guard Pilot – 22 (Imperial Aces)
Royal Guard TIE – 0 (Imperial Aces)
Push the Limit – 3 (A-Wing /  Imperial Aces)
Autothrusters – 2 (Starviper)
Stealth Device – 3 (M3-A / Slave 1)

 

Spamer’s “Dat Booty

Boba Fett – 39 (Slave 1 AND Most Wanted required)
Predator – 3 (TIE Defender)
Recon Specialist (TIE Phantom / HWK-290)
Mangler Cannon (IG-2000 / M3-A)
Inertial Dampeners – 1 (IG-2000 / Starviper)

Kath Scarlet – 38 (Slave 1 AND Most Wanted required)
Predator – 3 (TIE Defender)
Recon Specialist (TIE Phantom / HWK-290)
Mangler Cannon (IG-2000 / M3-A)
Inertial Dampeners – 1 (IG-2000 / Starviper)

I’ve posted the video here, and will reference a timestamp for each turn with its’ discussion below.

Initial setup (0:00): Winning the initiative roll, I declined and gave it to my opponent – having Carnor Jax able to react to Boba Fett’s positioning was much more important than shooting first. I didn’t put a lot of thought into asteroid placement, but looking at two Firesprays, I knew I didn’t want to give them a clean lane to joust across the middle of the table, so I set up a loose triangle with my tokens, hoping to force a turn. It was only at the end that I noticed Spamer’s tokens formed such a clean wall and approach lane, but it was too late to block it in any way. I didn’t want to commit to a side of the battlefield yet, so I placed the Royal Guard Pilot where he could go to either side of that wall. Seeing the Firesprays line up as they did aligned towards the alleys in the center of the field, I decided to see if I could drag him through those asteroids, and deployed Carnor and Soontir Fel on the bottom side of the map.

Turn 1 (3:35): As planned, Royal Guard Pilot joins his big brothers on the bottom edge of the map, boosting around the first asteroid to get closer to the enemy, doesn’t take a second action because we shouldn’t be in firing range and I don’t want to limit the dial with stress. I have faster maneuvers set with Carnor & Soontir just in case something crazy happens and I can Boost and Barrel Roll into an unopposed shot. But with Boba having moved up slower than Kath, I figure we’re out of range and take Focus, again not stressing to keep the dial clear. Sure enough, we’re at about range 3.05, and we’re back to dials.

Turn 2 (6:10): With no solid idea of what my opponent’s plan is yet, the Royal Guard Pilot moves up as slowly as possible, and takes a Stress token to Focus & Evade. He may end up being the only one that can be shot at this turn, so I definitely wanted the cover of that asteroid and all defensive options available. Beyond that, I wanted to get in some shots, but not get too close; if I could take 3 shots and only receive 1 in return, that would be great. So a bank for Carnor to get a good angle, Soontir would need to go straight to avoid a collision – Interceptors that don’t get actions tend to get blown up.

With both Firesprays turning away and inviting a chase, Carnor Jax would be going 1-on-1 with Boba Fett this turn. The Royal Guard didn’t have arc, and Soontir might have gotten himself into a poor position by trying to force the shot. But at range 3, I’m happy with that exchange, defending with 5 dice, one auto-conversion, one Evade token, and having Focus available was a lot better deal for me than the return shot of 3 Focused dice vs 3 Focused dice, even though Boba had a focus for both rolls and a Predator reroll. Sure enough, the Interceptor dodges, and two shields get stripped off of Slave 1.

Turn 3 (10:20):  Stressed and pointed at an asteroid, Carnor Jax is the first move I plot for the turn. A 2-bank in either direction would probably clear the rock, but… this looks like a death trap. Not a lot of options for dodging out of either Firespray’s arc, and if I come in with the Royal Guard, he’s bound to pop his Inertial Dampeners if he wouldn’t otherwise have a shot with his chosen maneuvers. The other thing that comes to mind at this point is that I really don’t want to be chasing Kath Scarlet. With Boba in the way, I can’t get close enough to narrow the arc and be able to dodge out of it, and that extra attack die she gets really makes a difference. So instead, I bail out, hoping for a bit of range instead.

So this is the first mistake I can point to in my game. I realized too late that my chosen maneuvers would cause a three Interceptor pile-up, and if Boba chose to put on the brakes, he’d have his choice of shots on any of them. So I quickly changed my mind from Focus/Evade on the RGP to Focus/Barrel Roll (not something I would ask to do in tournament play, but we’re all friends here). In doing so, I compounded that error slightly by moving the RGP closer, and soon paid for it with a damage and a lost Stealth Device. The other two Interceptors just spread out a bit and got better positions for subsequent turns.

Turn 4 (14:30): With some interesting (and mildly inaccurate, Spamer and I didn’t play the day before) commentary in the background, I lined the RGP on targets once again, “turtling up” with Focus & Evade again, just out of Kath’s range if she used Inertial Dampeners, and using the asteroid to replace his Stealth Device. Seeing where the Firesprays ended up, I played it careful with Jax, because he would be in Fett’s arc and without Focus or Evade had I used a Boost and a Barrel Roll to get into a firing position. So instead, I just lined up my next move with him. Fel, on the other hand, hadn’t stressed the prior turn, and was able to find a gap and go on the offensive. Since Boba banked to ensure a shot, I had an angle where I could approach him from the side with Fel, taking a Boost into range, then a Barrel Roll out of the Firespray’s arc, and getting a Focus for my shot from the ensuing Stress token. No damage, but it burned one of Boba’s Focus tokens. With everyone else out of range, it didn’t end up mattering, but it was still the right move in my book.

Turn 5 (18:50): RGP needs to turn, and doesn’t want to get too close, especially without the Stealth Device. Speed 2 bank and “turtle”, locked in. Carnor has no stress, needs to get re-engaged, dialed up a 5 straight there, the asteroid shouldn’t be a factor. After seeing the enemy’s movements (so glad I gave up initiative), I know I’ll be potentially trading fire from there, so another “turtle” maneuver. A speed 2 bank ensures that Soontir Fel is safe from fire unless the Firesprays drastically changed their behavior (and they didn’t). Reacting to positions, I had Fel boost in and Focus, taking a Focus and some shields off of Boba Fett. Royal Guard shrugs off a long range shot, Carnor strips the other Focus from Boba, and then the Royal Guard gets the last shield. It’s taking forever at this range, but I’ve done four damage while only taking one, and I can keep this up all night.

Turn 6 (23:30): Now these Firesprays HAVE to turn, and that’s my favorite time to engage them. As wide as their firing arcs are, they’ve got blind spots the same size on either side. Time to pounce! Royal Guard zooms in, takes a Barrel Roll (don’t want to sacrifice him to a well-timed usage of Inertial Dampeners), then snags a Focus for his shot via Push The Limit. Carnor Jax comes in at full (green) speed, and I go ahead and set a hard turn for Soontir Fel because I don’t want him pointing away from the fight next turn. Given where the Firesprays go, I decide it’s better to take shots on Kath with the named pilots and not take any return fire at all, so I temporarily change targets, don’t bother stressing Fel, and cut Kath’s shields in half with the first shot. Jax ends up having a shot on Fett though, so I take it, although to no avail. Royal Guard Pilot earns his pay though, landing a total of four damage on Boba. Six damage dealt, no return fire… definitely happy with that turn.

Turn 7 (29:40): I still don’t want those Inertial Dampeners to foul up my moves, and it’s time for Boba to go away. So a speed 2 forward and from the Royal Guard Pilot not only guarantees a shot on Boba wherever he goes (even if he stays put), but it also places me in the blind spot of both ships if they choose not to move. I “turtle” with that ship again because Kath might have a shot available after the move, hard to judge those big arcs and long movements. RGP has been all over Boba thus far, so I trust him to finish the job, and point Soontir towards Scarlet with a tight turn, bringing Carnor Jax forward to keep Boba’s actions locked down. Those all turn out to be exactly the right moves, because Boba tries to cut me off. He fails to do so, but it leaves Soontir stuck where he can’t dodge both ships’ arc. Looking at both options, Kath throws more dice and may not have any other valid choice for a shot, and Boba won’t be able to spend his focus, so I dodge Kath and slide in close for range one warning shot on her (no damage). Fett fails to claim his bounty on Baron Fel, and Carnor finishes off the first of the bounty hunters. In retaliation, Kath takes her first shot of the game, and manages to land a hit on Carnor — This is why I’ve been denying her shots all game!

Turn 8 (36:10): 3 on 1 now. Royal Guard needs to turn hard to get into the fight, but I REALLY don’t want those Inertial Dampeners to be used this turn, because Soontir would end up out in front and without a shot, so I Barrel Roll for one of my actions, making it look like the stop maneuver wouldn’t give my opponent a chance to fire. I’m not 100% sure if Kath will oblige though, so I set relatively slow moves on both of my other ships. She does, which lets Soontir cruise right along beside her, no reason to take any more than a Focus, so I do so, already plotting ahead for the tight turn that the next move will require to avoid that asteroid. Soontir cleared her shields, Carnor was out of range, and the other two shots failed to hit.

Turn 9 (39:25): My gut says this would be a great time for those Inertial Dampeners to get used, and I really don’t see a way to move the Royal Guard Pilot that would tempt him into changing his mind, even without a good shot it’s a positional play. So I plan accordingly, knowing good and well that so long as I keep the moves close, even if Kath does make a move and turn the corner, I’ll still be outside her firing arcs. Royal Guard sets up for the next turn, and Kath plays along nicely, finally using the full stop. Carnor comes forward quickly, which narrows the firing arc and allows him to scoot out of it, and Soontir turns and waits for the next round. No shots.

Turn 10 (42:00): Here’s mistake #2. Ten turns, two mistakes… I can probably deal with that. I got really aggressive with my Royal Guard Pilot here. I forgot about the stress from the Inertial Dampeners, and this fully expected Kath to take a bigger move, giving the RGP a nice clean side shot after I used the Boost and Barrel Roll to slide onto the other side of the asteroid. Even if Kath DID take a short move, I expected a collision at worst. Instead, Kath stopped just short of the Royal Guard, and it proved to be the end of his day. Again, expecting a bigger move, Carnor Jax got left hanging out to dry with no shot available… and then I panicked.

The commentators didn’t pick up on this, but you can see it in my actions as I start to hand Spamer the dial for Soontir, I had slotted in a K-Turn with him to get a shot, some range, and just to keep everybody on their toes, but I forgot to pick up Carnor’s stress token, and momentarily thought it was on Soontir! Fortunately, we figured out what happened before we made any further moves, and we resolved it as intended. I moved that stress to Carnor even though it had been cleared, but in that moment I didn’t care, I hadn’t screwed up royally for the second time in one turn in front of ~50 strangers on the internet, and that made me feel better. Soontir loves to K-Turn when appropriate, as it was here, because it got him a shot that he wouldn’t have otherwise had, and with a Focus no less. He scored a hit and crit on Kath; the Direct Hit was nice, but it wasn’t the Blinded Pilot that would have kept the Royal Guard alive.

Turn 11 (46:50): 2 on 1 now. I set my dials for one of two things: Kath flies by, I pray, turtle and shoot, or Kath creeps forward, and we bump, giving me a free shot with Soontir. The latter happens, but not having a focus was the difference between scoring 3 damage and scoring none. Moving on…

Turn 12 (48:35): Have to turn to follow Kath here, but that same situation again would be bad, she gets actions, I don’t, and she would be throwing 5 attack dice. So I set different speed turns for the Interceptors, and “bump safely”. Moving on again…

Turn 13 (49:50): This turn would mark mistake #3. Carnor didn’t bump, and was staring down Kath’s lasers. There wasn’t room to Barrel Roll to his right, to the left didn’t get out of arc, and I wanted to shoot so I stubbornly refused to boost past, not wanting give up a chance to finish this. But Soontir did collide, leaving it a 1-on-1 fight for the turn. Carnor came one damage short of finishing off the Firespray, and then took all of Kath’s pent up rage in return, receiving a whopping three uncanceled crits. Ouch.

Turn 14 (52:50): 2 ships, 10 minutes left on the game clock, plenty of time to spare. I’m not worried about bumping again if I need to, and I set a bank to keep myself pointed in the right general direction. Kath finds a new gear and flies forward, looking to keep arc and hoping for a poor attack roll from Soontir. She gets neither, as I barely slip out of arc, and score the kill.

Bonus content: Post game interviews with both players – Spamer at 57:45, and yours truly at 1:04:35.

Interceptors for the win. Officially tired of typing.

– The Tabletop General

Scum & Villainy X-Wing Lists, Part 2

Last week I posted a few sample lists for the new Scum & Villainy faction for X-Wing Miniatures, and it has proven to be one of the most popular things I’ve posted in quite a while.  So I thought it might be a good idea to provide a follow-up article detailing how those lists have performed, as well as adding in a few more concepts that I’ve seen and liked.

Let’s start with the results for last week’s lists:

Aggressors All Over

IG88-B – 36 (IG-2000)
Expert Handling – 2 (TIE Advanced / X-Wing)
Advanced Sensors – 3 (Lambda Shuttle / E-Wing)
Ion Cannon – 3 (B-Wing / Slave 1 / TIE Defender)
Autoblaster – 5 (B-Wing)
Inertial Dampeners – 1 (IG-2000 / Starviper)
IG-2000 – 0 (IG-2000)

IG88-C – 36 (IG-2000)
Expert Handling – 2 (TIE Advanced / X-Wing)
Advanced Sensors – 3 (Lambda Shuttle / E-Wing)
Ion Cannon – 3 (B-Wing / Slave 1 / TIE Defender)
Autoblaster – 5(B-Wing)
Inertial Dampeners – 1 (IG-2000 / Starviper)
IG-2000 – 0 (IG-2000)

Results: 1 loss

I love this build. But I can’t run it as-is. The ships handled beautifully, and between Expert Handling, Advanced Sensors, and the built-in boost, these ships moved like big TIE Phantoms. Thanks to relatively extensive experience flying said Phantoms, I was able to put these ships exactly where I wanted them on a consistent basis, only hitting one asteroid through the course of the game, and that was halfway intentional (I accepted that a collision was likely, but it was still the best move available).

My problem was the damage output, or lack thereof. With so many upgrades and actions dedicated to movement, there wasn’t any way to improve the quality of my attack rolls. And with only a forward firing arc available, a wrong guess on the opponent’s maneuvers means 50% or 100% of the list’s firepower for the turn floats into the aether. My test match for the list was Rexler Brath and a TIE Swarm, which seems like a good matchup for the Aggressors – Two TIEs should get ionized on the initial round, and finished with Autoblasters on the next; rinse, repeat, and then work on Rexler from turn 5 on. However, that didn’t pan out, as despite putting the ships exactly where I wanted them, I couldn’t roll anything except a few (cancel-able) critical hits with the autoblasters, and only killed a single TIE the whole game! That disastrous result made me move to plan B for the Aggressors, which I’ll detail further below.

Three Loners

Kath Scarlet – 38 (Slave 1 AND Most Wanted required)
Veteran Instincts – 1 (Slave 1 /  Millennium Falcon)
K4 Security Droid – 3 (Most Wanted)
Engine Upgrade – 4 (Millennium Falcon)

N’Dru Suhlak – 17 (Most Wanted)
Cluster Missiles – 4 (A-Wing / TIE Advanced)
Lone Wolf – 2 (YT-2400 Outrider)

Drea Renthal – 22 (Most Wanted)
Ion Cannon Turret – 5 (Y-Wing / HWK-290)
R4-B11 – 3 (Most Wanted)
BTL-A4 Y-Wing – 0 (Most Wanted)

Results: 2 wins

This one has been a little tricky. Drea has put in good work, but it’s not what I expected yet. So far, I’ve used that Y-Wing to clear a single TIE fighter from the board (much less than expected) and as a severe aggro magnet. Players respect the double-shot Y-Wing way more than I would have expected. But that’s just left the door wide open for N’Dru to do his thing. Rolling 4 dice on each Cluster Missile shot, with partial rerolls from Lone Wolf, he can stack on a LOT of damage.

What I haven’t fully figured out yet is how to work Kath into the equation. N’Dru needs her to stay away, and she needs to be pointed away from the battle to use her pilot ability as much as possible, but that often takes her out of the fight entirely. I’m thinking that Daredevil may be a better option for her Elite Talent slot, giving more options for a tight turn to get back into the fight if she doesn’t have a shot, because planning a K-Turn is committing to losing out on her pilot ability if the enemy does end up following her, whereas Daredevil can be used to line up an unexpected shot too. Before it’s all said and done, I may end up dropping her out of circulation for Guri in a fully loaded Starviper that will stay closer to the fight, and keep the enemy from easily being able to isolate any particular part of my force.

—–

I tried out a few other things over the past week, and I’m semi-shamelessly stealing a couple of things I’ve seen others bring to the table too. Here’s some new lists and ideas:

Dice Are Optional

IG88-B – 36 (IG-2000)
Predator – 3 (TIE Defender)
— OR —
Push The Limit – 3 (A-Wing /  Imperial Aces)
Accuracy Corrector – 2 (Starviper)
Ion Cannon – 3 (B-Wing / Slave 1 / TIE Defender)
Autoblaster – 5(B-Wing)
IG-2000 – 0 (IG-2000)

IG88-C – 36 (IG-2000)
Predator – 3 (TIE Defender)
— OR —
Push The Limit – 3 (A-Wing /  Imperial Aces)
Accuracy Corrector – 2 (Starviper)
Ion Cannon – 3 (B-Wing / Slave 1 / TIE Defender)
Autoblaster – 5(B-Wing)
IG-2000 – 0 (IG-2000)

Results: 3 wins, 1 loss

So this is the other flavor of Aggressors All Over, closer to my original design, and without quite so many crazy maneuver options. Instead, it just brings the pain. Accuracy Corrector with an Autoblaster is just nasty – Roll your attack. Did you get at least two hit results? Continue. Otherwise, you get two hit results. Oh, those results can’t be canceled. You’re guaranteed to deal two or more damage for every shot at range 1.

The choice between Predator and Push The Limit is a up to you, and depends on what you’re looking to do – PtL gives you more defense, as you can essentially “turtle” up with Focus + Evade every turn, you’ll rarely need that focus on offense; Predator gives higher damage output, acting as a free target lock, and gives you slight flexibility in maneuvering, as you’re less likely to be stressed at any given time, as well as being just as effective as normal on offense even when you do take stress from a maneuver.

Where this list will suffer is against HP tank builds, multiple Y-Wings or B-Wings, where you’re not bypassing much by cutting out a single defense die. In a “I just want to see if I can do it” game, this list gleefully escorted a Decimator all the way across the map and off the board, but something like the semi-infamous BBBBZ rebel swarm that is currently making the rounds should make short work of the 2x Aggressor build in just about any configuration, especially this one.

Triple HWK

Torkhil Mux – 19 (Most Wanted)
Ion Cannon Turret – 5 (Y-Wing / HWK-290)
Tactician – 2 (TIE Phantom)
Inertial Dampeners – 1 (IG-2000 / Starviper)
Stealth Device – 3 (M3-A / Slave 1)

Palob Godalhi – 20 (Most Wanted)
Opportunist (4)
Autoblaster Turret (2)
K4 Security Droid – 3 (Most Wanted)
Inertial Dampeners – 1 (IG-2000 / Starviper)
Stealth Device – 3 (M3-A / Slave 1)

Dace Bonearm – 23 (Most Wanted)
Predator – 3 (TIE Defender)
Ion Cannon Turret – 5 (Y-Wing / HWK-290)
Tactician – 2 (TIE Phantom)
Inertial Dampeners – 1 (IG-2000 / Starviper)
Stealth Device – 3 (M3-A / Slave 1)

Results: 1 win (by a hair’s breadth)

I can’t believe I was willing to fly this. Don’t get me wrong, it’s kind of interesting and fun, but it’s not competitive. All three pilots work really well together, but HWK-290s still maneuver like drunken banthas, even more so when you look at building your list around abilities that cause stress on two of the three ships. If you happen to have 3 HWKs available, pull out something like this for a casual game and see if you can make it work, but don’t buy more just to fly this. Any one of these 3 ships can do a great job as support for a different list, but HWK’s aren’t meant to carry the load alone. A small part of me does wonder how this would fare against the 4x HWK Rebel list that was flown at a recent local tournament though… I might have to make that challenge.

HLC Scyk Swarm

Cartel Spacer -14 (M3-A)
“Heavy Scyk” Interceptor – 2 (M3-A)
Heavy Laser Cannon – 7 (Lambda Shuttle / Slave 1 / YT-2400)

Cartel Spacer -14 (M3-A)
“Heavy Scyk” Interceptor – 2 (M3-A)
Heavy Laser Cannon – 7 (Lambda Shuttle / Slave 1 / YT-2400)

Cartel Spacer -14 (M3-A)
“Heavy Scyk” Interceptor – 2 (M3-A)
Heavy Laser Cannon – 7 (Lambda Shuttle / Slave 1 / YT-2400)

Serissu – 20 (M3-A)
Swarm Tactics – 2 (TIE Fighter / TIE Advanced)
“Heavy Scyk” Interceptor – 2 (M3-A)
Heavy Laser Cannon – 7 (Lambda Shuttle / Slave 1 / YT-2400)

Results: Haven’t flown yet

I’m borrowing this list, and in more ways than one. This list was one of the first victims of Dice Are Optional, above, which wasn’t really a fair fight, because the Autoblasters are such a hard counter to the delicate little Scyk Interceptors. As a result, I didn’t get to see how this group would perform in a fair fight, but it has a lot of promise, and made me go back and buy two more of the M3-A‘s. It’s dangerously fickle, with low hit points, little to no ability to adjust and adapt to the opponent’s positioning, and an obvious target to take down first. But it’s also throwing 16 attack dice at range 2-3, and has lots of defense dice. So if you feel lucky, push this out there and see what happens.

Torkhil Swarm

Torkhil Mux – 19 (Most Wanted)
Ion Cannon Turret – 5 (Y-Wing / HWK-290)
Tactician – 2 (TIE Phantom)
Stealth Device – 3 (M3-A / Slave 1)

Binayre Pirate – 12 (Most Wanted)

Binayre Pirate – 12 (Most Wanted)

Binayre Pirate – 12 (Most Wanted)

Binayre Pirate – 12 (Most Wanted)

Serissu – 20 (M3-A)
Push The Limit – 3 (A-Wing /  Imperial Aces)

Results: Haven’t flown yet

Borrowing concepts from two of the previous lists, we have Serissu and Torkhil Mux operating in tandem as support ships for a very generic swarm. Serissu should be the hardest to kill out of all of these ships, as he’ll be positioned at the rear of the squadron, and using Push the Limit for full defensive actions, and is really only here to give the rest of the squad a defensive boost. Torkhil, on his own, doesn’t do much except a little bit of control, using the Ion Cannon and Tactician to stress and ionize a single ship, but he also drops the pilot skill of a single enemy ship to zero each turn, the hope being that you can kill that ship before it fires.  The list becomes a little less effective as any one piece is destroyed, but there’s no one key “I have to keep that alive to win” piece here, keep it together and fly it right at the enemy. I’m interested to see if Serissu or Torkhil gets shot at first.

—–

That’s all I’ve got for the day, I’ve got a couple other ideas brewing but nothing worth sharing yet. If you’ve got some great and wonderful S&V lists that you’re really enjoying, doing well with, or having a tough time against, by all means, leave a comment below, I’d love to see what’s being done elsewhere!

Next time I should have a couple ideas for including S&V ships in the unofficial Furball (33pt free for all) format, and updates on the performance of the lists from above. I’ll also have some photos from a HUGE upcoming store championship; I’m going to have my hands full as TO, I’m expecting somewhere between 40 & 50 players! Wish me luck!

– The Tabletop General

Scum & Villainy X-Wing Lists

With the imminent release of the new Scum and Villainy faction for Star Wars: X-Wing Miniatures, I figured it was about time to go back and take another pass at creating some lists using ships from the new faction. We’ve seen a lot of new toys since I first put together a screwball list of Z-95 Suicide Bombers.

I don't know how this picture got here... but imagine there's one more Z-95 here, and all the pilots are wearing suspiciously bulky flight jackets...
I don’t know how this picture got here… but imagine there’s one more Z-95 here, and all the pilots are wearing suspiciously bulky flight jackets.

So what’s new?

I think my favorite build right out of the box is a double Aggressor list. I’ve heard horrible things about how they’ve been doing in Vassal tournaments that could care less about shipping delays, but I haven’t seen any lists reported that are “doing it right”, so to say. Allow me to make the following suggestion of a build.

Aggressors All Over

IG88-B – 36 (IG-2000)
Expert Handling – 2 (TIE Advanced / X-Wing)
Advanced Sensors – 3 (Lambda Shuttle / E-Wing)
Ion Cannon – 3 (B-Wing / Slave 1 / TIE Defender)
Autoblaster – 5 (B-Wing)
Inertial Dampeners – 1 (Starviper)
IG-2000 – 0 (IG-2000)

IG88-C – 36 (IG-2000)
Expert Handling – 2 (TIE Advanced / X-Wing)
Advanced Sensors – 3 (Lambda Shuttle / E-Wing)
Ion Cannon – 3 (B-Wing / Slave 1 / TIE Defender)
Autoblaster – 5(B-Wing)
Inertial Dampeners – 1 (Starviper)
IG-2000 – 0 (IG-2000)

(Artists' concept sketch)
(Artists’ concept sketch)

For those of you who haven’t read up on the IG-2000 / Aggressor, there’s four different versions of IG-88 that, assuming you take the free IG-2000 title on the ship, share the pilot abilities of all the others in your list. In a 100 point game, you can only fit two of the four, but that leaves you with plenty of room for upgrades.

The Aggressor’s dial is wide open and generous, boasting the new S-turn, a K-turn, and lots of green maneuvers. Pair that up with the native Boost (+ free evade from IG88-C), Expert Handling’s Barrel Roll (+ ditching a target lock), Advanced Sensors, and the new Inertial Dampeners upgrade that lets you choose to cancel your maneuver once per game, and these Aggressor go wherever you want them to go. Period.

But where do they go? Well, first, they slide into long range, and disable an enemy ship via their Ion Cannons, then they lunge in for the kill with uncancle-able Autoblaster shots once they know where that target will be. Both of those shots get the added benefit of second chance attacks from IG88-B’s pilot ability, which means you’ll very seldom miss your mark.

The list will have some weaknesses. Specifically, high(er) PS ships with a lot of maneuvering actions (like Dash Rendar) will be hard to pin in for Autoblaster shots even once ionized. And a well-flown swarm will make you second guess your maneuver options, but there should be plenty of chances to adjust with all the extra little abilities that are inserted for maneuvers.

Next up is less teamwork, more “every pilot for themselves”.

Three Loners

Kath Scarlet – 38
Veteran Instincts – 1 (Slave 1 /  Millennium Falcon)
K4 Security Droid – 3 (Most Wanted)
Engine Upgrade – 4 (Millennium Falcon)

N’Dru Suhlak – 17 (Most Wanted)
Cluster Missiles – 4 (A-Wing / TIE Advanced)
Lone Wolf – 2 (YT-2400 Outrider)

Drea Renthal – 22 (Most Wanted)
Ion Cannon Turret – 5 (Y-Wing / HWK-290)
R4-B11 – 3 (Most Wanted)
BTL-A4 Y-Wing – 0 (Most Wanted)

Kath showing off her best side.
Kath shows off her best side.

Drea Renthal is the ultimate angry Y-Wing. Shooting twice per turn with the BTL-A4 title, and taking and spending four target locks (and four stress) per turn thanks to the combo of Drea’s pilot ability and R4-B11, something in particular stays put and gets pinged away at until it dies, or Drea does. If you get lucky, you might get to switch your target lock when you finish your victim. Otherwise, don’t expect any form of action again.

N’Dru Suhlak is a cheap X-Wing so long as you keep him away from his “squadmates”, but he also gets to pick on something with low evasion using his Cluster Missiles. Assuming no extra damage from critical hits, he can strip half the health of a Decimator with a single attack, as his pilot ability adds an extra die to both attack rolls!

Last, but not least, is Kath Scarlet. Kath’s special ability is getting extra dice when firing from her rear arc, which makes for 4 die primary attacks. To make her a little on the dodgy side, Veteran Instincts bumps her up to pilot skill 9, letting her see the field when picking a Boost to aim that shot, and she can pick up free target locks as needed with the K4 Security Droid.

In this set-up, everyone’s doing something completely different – picking on a small ship, picking on a big ship, and running away while blasting something. There’s certainly a risk of one piece getting isolated from the others, but that’s a known risk when flying “loner” style ships.

I’m working on a swarm list, but I can’t figure out the right combo of Z-95’s and M3-A’s yet. I want to use the Starviper, because it’s a beautiful model, but it just doesn’t fit right with anything else.

What else do I have cooking up? I can’t give away all the secrets, but I suppose I could show off some the ingredients…

Scum & Villainy Armada
Using the cheapest pilots and no upgrades, it’s around 350 points. I might have a problem…

Here’s to hoping you all get your hands on your copies of the Scum and Villainy ships soon, and I look forward to seeing what everyone else comes up with!

– The Tabletop General