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Developing List: A Scarlet Cowgirl


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#221 RedWilde

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Posted 01 April 2014 - 10:09 AM

@Ringo, it was a fun game — and having flown a list yourself always helps when facing it!

--Cat


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#222 Gargs

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Posted 06 April 2014 - 09:09 AM

Just wanted to add my kudos to this list and thread.  I've been playing around with a Kath build myself that consists of Kath + EH + Merc paired with Howlrunner and three Academies.  Unfortunately, I have yet to pick up the Albino Void Walrus, but I think that will definitely be the next purchase for me so that I can try out some of these other builds.  I certainly think the Cowgirl variations posted here would have better staying power -- at least once I learn to fly the Walrus.



#223 The_Brown_Bomber

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Posted 06 April 2014 - 11:31 AM

This is the thread that never dies. Just when i think ppl have forgotten about scarlet cowgirl and variants it pops back up :)

i still enjoy playing this squad.

 

its the first competitive list that i played which combined both a firespray and a shuttle.

flying 3 diff ship types in the same squad is nothing new, but flying 3 SUCH different ships is.

i gained a real appreciation for just how agile and fast the basic tie-fighters are by using them next to the shuttle - which has the worst dial in the game by a wide margin.

 

Kath Scarlet with expert handling is amazing - you find this out very quickly after paying the squad a few times and u see what she can do. being able to barel roll such a large ship is a massive movement advantage and u occasionally pull off incredible feats of "i barrel roll out of your arc and into mine".

 

imo both hyper-mobile omicron/adv. sensors/boost and buzzsaw loadout are both good fits for this squad and allow the shuttlebus to perform its role as support ship/flanking ship very well. without boost or adv.sensors ur shuttle loses much of its unpredictability and speed of turning/speed of straight outrunning things.

 

One of the strengths of this list is its versatility but also the ease at which it individual parts can be altered - letting u shift the abilities of the squad (ever so slightly) to match ur style of play. u need a lil more offense? put in backstabber for an academy pilot and play the hyper-mobile shuttle (28pts), looking for more consistent damage from ur shuttle? play the buzzsaw loadout on ur shuttle (32pts) and run with 2 academy pilots. Want to try something different with ur firespray? find room for engine upgrade on Kath Sacrlet or even trade out rebel captive for recon specialist on Kath or how about switching out expert handling for veteran instincts, marksmanship or Push the Limit? GO for it and see how it works for you :)


Edited by The_Brown_Bomber, 06 April 2014 - 11:33 AM.

"There will be a substantial reward for anyone who finds the Millenium Falcon. You are free to use whatever means necessary, but I want them alive. No disintegration!".

Lord Vader


#224 Rakky Wistol

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Posted 06 April 2014 - 10:01 PM

The big thing that I am looking forward to is Wingman beside Kath and the shuttle. I don't know if you can do it all here but I will want to try. Early results with wingman and a shuttle are very very good. Wingman and 2 shuttles- awesome.

#225 phild0

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Posted 07 April 2014 - 10:33 AM

To those with more experience with this list, how does it fair against a Tie swarm matchup? More like the 7 tie version.

I can think of a few strategies, but I am unsure of not running Gunner on the Firespray for the Swarm matchup. Maybe the Buzzsaw shuttle variation will give me what I need!

#226 Rakky Wistol

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Posted 07 April 2014 - 10:37 AM

I had pretty decent success vs. the 6 tie swarm and vs. rebel swarm so it's ok.  Vs. the named ties they get 6 shooters before your shuttle, unless dice are ice cold you should kill 1-2 ties off  before they get to fire vs. the 7-8 lists. 



#227 Eltnot

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Posted 08 April 2014 - 07:36 PM

Well after gaining a bit of experience at flying big ships, I decided to give this a try again.  I put the list together from memory so had an Ion Cannon on Kath instead of Expert Handling, but I still loved the list anyhow.  Got a win and a loss out of two games and in the loss, whilst my opponent didn't play great, and had a fairly crappy list, his dice were hot and mine were cold, so I'm not discouraged.  Going to give EH a try instead of the Ion Cannon and might play around with dropping the two TIE's for a Royal Guard Interceptor with PtL.


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#228 hothie

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Posted 08 April 2014 - 08:46 PM

  Going to give EH a try instead of the Ion Cannon and might play around with dropping the two TIE's for a Royal Guard Interceptor with PtL.

I've been having great success of late with Carnor Jax. He is a monster to play against, especially when you add on Hull and/or shield with ptl.

 

My latest variant, which I haven't played yet but hope to soon, is:

 

Kath with EH, Rebel Captive
Carnor Jax with PtL, Shield
Captain Yorr

 

I have toyed with Yorr and Jax together, and man, being able to K-turn, then Ptl and have none of the stress associated with either is incredible. I have been playing squads of Jax, Backstabber, Yorr (or Doomshuttle), Zoomshuttle (OGP w/AdvS and Engine), and I have been doing well with that. But I just am not getting the shots I want in mid-game. So I have gone back to a Firespray (Kath) for more rear-arc shots. I have played 2 games with Kath/Jax/Backstabber, but Backstabber has been one-shotted both games for me (I still came back for the win both times.) So I am trading out Backstabber for Yorr, which combines the 2 lists a little bit. I figure if I get 3 shots out of Yorr, he will be worth bringing, because that's more than I am getting out of Stabber. Plus he can pull stress even when he's not attacking, so he's still useful as a support piece. And hopefully he will be in the fight enough that he will pull more shots away from Kath and Jax than BS did.

 

So I guess my point with all of this is see if you can find the points for Jax, because in my few games with him, he has been game-changing. He moves late, so can reposition out of arcs. He shoots early with minimum 3 dice, often enough to kill a ship before it fires (I one-shotted a full A-wing for the first time ever with him. And almost did it TWICE in the same game.) Plus his ability is absolutely a pain to play against, which often serves to keep him alive longer, (especially when paired with Hull and/or shield) and make his attacks more potent if your opponent can't spend focus or evade tokens.


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#229 phild0

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Posted 09 April 2014 - 07:54 AM

I was working on an Escalation Tournament version of this list, which I am going to provide a writeup about at some point, as it was quite the adventure to create! I won't get to test it any time soon, as family life is going to prevent me from going to the escalation tourney.

However I have moved to these list variations for 100pt play:

Kath + EH
Shuttle + Darth Vader
Academy Pilot x 3

I wanted 1 more Tie to take on B wings, and Vader Shuttle could draw enough aggro or dish out enough damage to get me to late game a bit faster.

OR

BH + HLC
Shuttle + Darth Vader
Academy Pilot x 3

Could be a nice variation with more up front damage. This list originally had 5 x Academy Pilot, but again, having the Vader Shuttle could draw aggro for the BH to get extra shots in. I prefer using rear arc on Firespray, but could be fun!

Edited by phild0, 09 April 2014 - 07:54 AM.


#230 Englishpete

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Posted 09 April 2014 - 08:33 AM

@ Hothie. I like your list and your thoughts on why it may well be a good flight to have.

 

One risky suggestion would be to drop the shield on Jax and put EU on Yorr?

 

That may get you more shots and extra utility from him?


Edited by Englishpete, 09 April 2014 - 08:33 AM.

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To every man upon this Earth Death cometh soon or late. And how can a man die better than facing fearful odds, for the ashes of his fathers, and the temples of his Gods?
(Horatius: Captain of the Gate)


#231 hothie

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Posted 09 April 2014 - 08:48 AM

Well, I want to keep jax alive moreso than trying to get a lot of use out of yorr. So I would rather use the points for a shield. I'm still not sure about the 24 points on yorr, but I want to try it out a few times and see how it works. I mean, I see that yorr isn't really built well as a fighter, and I get that, but I'm just hoping to get a few shots out of him and use his ability to support the other two. I could use the points differently, and in the end I may, but I want to try this out and see what I think.

And the other reason is I plan on yorr being stressed, so he won't get to take boost often or even likely at all before he dies. With him taking greens, he will likely collide when he does remove stress, so I'm not worried about trying to make him into a better fighter. I think if anything I would put fcs on him, but that would be it.

Yorr is in there to make the other two more unpredictable and draw some shots away from them. Getting shots out of him is a bonus. And I certainly don't want to make him Into an endgame ship.

Edited by hothie, 09 April 2014 - 09:18 AM.


#232 The_Brown_Bomber

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Posted 09 April 2014 - 10:28 AM

Hothie, what about DoomShuttle instead of Yorr for 24pts. its often a big target and should get in a crit or two b4 it goes down.


"There will be a substantial reward for anyone who finds the Millenium Falcon. You are free to use whatever means necessary, but I want them alive. No disintegration!".

Lord Vader


#233 Englishpete

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Posted 09 April 2014 - 10:30 AM

Great counter argument to mine Hothie. The stress on Yorr does make EU redundant really.


To every man upon this Earth Death cometh soon or late. And how can a man die better than facing fearful odds, for the ashes of his fathers, and the temples of his Gods?
(Horatius: Captain of the Gate)


#234 hothie

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Posted 09 April 2014 - 10:50 AM

Hothie, what about DoomShuttle instead of Yorr for 24pts. its often a big target and should get in a crit or two b4 it goes down.

It's a possibility. I'll add it to the queue of what to do with the points. Initially I had Backstabber, proton bomb, and hull on jax. But BS has a high propensity of being one-shotted for me, even the Bareback Scarlet Cowgirl version. So I'm looking for something that will have a little more staying power. And I like the way yorr and jax work together. Add in a barrel rolling Kath, and I think yorr is my top choice at the moment. But like I said, I'll test it out and see what I think.

If I find that I need a better endgame ship, I can always drop the shield to a hull and bring in a RGP with ptl instead of yorr. But the rgp will have the same one shot problem as BS, but costs a lost more.

Edited by hothie, 09 April 2014 - 11:19 AM.


#235 hothie

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Posted 09 April 2014 - 09:18 PM

Well, I played a vassal game tonight vs a Kath/Krassis list, and Yorr did exactly what I wanted him to do. He got some shots in, pulled shots off of the other 2, and pulled stress from them as well. He also got some timely blocks in. All 3 survived the game, albeit on some sick defense rolls. Jax was 1 hull, Yorr was 2 hull. Kath was horrible shooting all game long, made me wish I could find the points for a gunner instead of a RC.


Edited by hothie, 09 April 2014 - 09:32 PM.

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#236 Rakky Wistol

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Posted 10 April 2014 - 10:08 PM

I really hate games when Kath goes cold.

#237 berusplants

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Posted 12 April 2014 - 01:34 AM

Regarding the original cowgirl list, I was thinking about swapping in Boba Fett. 

 

I've run the Cowgirl list a few times and never had Kath's ability trigger. Given Kath's role as flanker / finisher Im wondering if Fett's ability (esp in combination with EH) and extra 1PS might be more useful. Yes there is a risk I will lose initiative but  I still think it might be work. I also love the idea of flying Boba with a Prisoner, very apt. Actually I've been thinking that there should be a Han in Carbonite crew card that is similar to Captive, but maybe a point more and some extra ability, maybe stripping focus.

 

Anyway I digress, Has anyone tried subbing in Boba? I've scanned this thread and not found a similar question but I may have missed it so sorry if I have. 


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4 Ties, 1 Advanced, 2 Bombers, 3 Squints (inc Aces), 2 Defenders, 1 Phantom, 1 Firespray and a Shuttle.

3Xs, 2Ys 3Bs, 2A (inc Aces), 1E, 2Z95s, 1 HWK, 1 YT1200 and a Transport.

 


#238 TheGreedyMerchant

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Posted 14 April 2014 - 10:24 AM

Regarding the original cowgirl list, I was thinking about swapping in Boba Fett. 

 

I've run the Cowgirl list a few times and never had Kath's ability trigger. Given Kath's role as flanker / finisher Im wondering if Fett's ability (esp in combination with EH) and extra 1PS might be more useful. Yes there is a risk I will lose initiative but  I still think it might be work. I also love the idea of flying Boba with a Prisoner, very apt. Actually I've been thinking that there should be a Han in Carbonite crew card that is similar to Captive, but maybe a point more and some extra ability, maybe stripping focus.

 

Anyway I digress, Has anyone tried subbing in Boba? I've scanned this thread and not found a similar question but I may have missed it so sorry if I have. 

I just ran a list with Fett with Navigator and EH plus two shuttles. Omnicron with Vader and Omnicron with FCS/Engine Upgrade and Gunner. Out of about 3 games I've only lost once with it because I accidently flew Fett off the board. There were times I was outflying tie fighters and being able to react to an opponent is pretty sweet with the navigator plus Fett's pilot ability. I am considering swapping out Fett for Kath with the rebel captive and EH for my own large base take on cowgirl so I can stress out those annoying B-wings with advanced sensors.


Edited by TheGreedyMerchant, 14 April 2014 - 10:31 AM.


#239 TheGreedyMerchant

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Posted 14 April 2014 - 10:36 AM

Also to give my take on the list a name I dub it......

 

Fat Bottom Cowgirls!!!! 


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#240 The_Brown_Bomber

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Posted 14 April 2014 - 12:07 PM

Im working on a new Kath variant - it doesnt really resemble the original cowgirl but here it is anyway...

 

Scarlet Bombers (100pts)

Kath Scarlet + Expert handling + Gunner + Shield Upgrade+ Proton Bombs (54)

Gamma Squadron + Proton Bombs (23)

Gamma Squadron + Proton Bombs (23)

 

its untested but i think it could have some nice early punch with multiple bombs making tight formation flying risky for your enemy. I like the PS4 Gamma's over say Scimitar's because they move/fire before most low PS ships eg. Rookie X-Wings, Blue B-Wings.

 

Gunner on Kath gives her ability two chances to trigger which i think is some rather underused synergy. the extra shield on Kath is needed as she will be targeted early and often. holding her bomb until late would be one option - just depends on how the early rounds play out - if i get a chance to drop a 'Bermuda Triangle' of bombs to catch multiple enemies i'll go for it.

 

still not sure about the squad name. maybe Explosive Cowpats?  :(  :ph34r:  ;)

 

[edit: Ooops, original post was listed as 98pts, it should be 100pts]


Edited by The_Brown_Bomber, 14 April 2014 - 12:43 PM.

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"There will be a substantial reward for anyone who finds the Millenium Falcon. You are free to use whatever means necessary, but I want them alive. No disintegration!".

Lord Vader





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