-
Content Count
27 -
Joined
-
Last visited
Posts posted by sharkethic86
-
-
13 minutes ago, flooze said:If you expect to have trouble getting your Harpoon off, consider veteran instincts on n'dru.
Apart from that, lone wolf fits n'dru really well.
You could get the points by downgrading BMST / CM to glitterstim
I'm always torn about VI on N'Dru.. yea it may help in some match-ups but then could be almost useless in others. But you're totally right, BMST was only added with the extra point, so if I think I'm going against PS8+ I should VI him to ensure my Harpoons get a shot. Asajj and Pirate at lower PS are not a big deal. (CM I think is a must-have though in case they decide to TL Asajj with Harpoons)
-
Sorry guys back again.. can't stop tweaking lists and theory-crafting for more fun I want to have on TTS while working toward something I can master to fly competitively.
Starting off with Asajj as always since she just seems to be an overall beast and definitely power-creep over my beloved Firespray. Not into running the full Timewalk build we see all over, since PTL will still give great flexibility for Rotate+Evade, Focus+Evade, etc, and still packing Latts and Countermeasures for even further survival. BMST is there because it's likely your opponent wants to wipe your ordinance carriers off the board first, so Asajj may find opportunities to use stress for damage instead of evades.
N'Dru and Karthakk Pirate round out the list with pure offensive punch, with the goal of throwing off your opponent's target priority. N'Dru is going to throw a very beefy Harpoon, and the Pirate has huge potential for devastation with Greedo available for TLT shots. Seems like I should be able to push a lot of damage as long as I am blessed by the dice gods.
Would have to say the weakness is overall mid-low PS for the list so it may be difficult to ever get your Harpoon off if you're against a very high PS list, but you do have your PS1 Scurrg available to use as a bumper in the right match-up. X-Wing can often be a game of Rock/Paper/Scissors with PS battle anyway, so can't win them all right?
Thanks in advance for any fun conversation and suggestions on the list!
Triple Threat (100)
-
Asajj Ventress (PS6) — Lancer-class Pursuit Craft 37
- Push the Limit 3 Latts Razzi 2 Black Market Slicer Tools 1 Countermeasures 3
- Ship Total: 46
-
N'Dru Suhlak (PS7) — Z-95 Headhunter 17
- A Score to Settle 0 Harpoon Missiles 4 Glitterstim 2 Guidance Chips 0
- Ship Total: 23
-
Karthakk Pirate (PS1) — Scurrg H-6 Bomber 24
- Twin Laser Turret 6 Greedo 1 Long-Range Scanners 0
- Ship Total: 31
-
Asajj Ventress (PS6) — Lancer-class Pursuit Craft 37
-
Definitely don't think the issue sounded like you need to tweak the list.....
-
8 hours ago, Jadotch said:A couple of my favorites are (They may not be worth the price, but they are fun):
Scum:
Palob Godalhi (HWK-290)
Attanni Mindlink
Cikatro Vizago
Cloaking Device
Pulse Ray Shield
Here the trick is to cloak Palob, then use Cikatro and remove the cloaking device in exchange for something else. (Maybe a black market slicer?) This way you get the permanent cloak and turns you into a good support ship.So I've tried flying Palob before and he can be kinda cool but never did this trick.. so Cloak on turn 1, then swap it out with Vizago for Contraband Cybernetics.. letting Palob throw 4 green for the rest of the match without ever losing it? But then can't attack, correct?
-
On 4/18/2018 at 10:47 PM, wurms said:Option B. I basically run the same thing only build the scout as anti ghost with score to settle + boba fett
List is great overall.
Been messing with points like plasmas on both fenn and thweek so scout can boba fett earlier.
Now trying asts+boba on manaroo, so an ace can be double focused vs rebel fenns.
Yea the Bumpmaster Aces is definitely the stronger option. I just put together the other for a little more offensive feel. Honestly both spawned after I flew a Fenn + Boba list recently from Reddit and saw how crazy Fenn could be with the right Torps. Talonbane seemed like a clone with Harpoons once modded correctly, and a TLT to putt-putt around and clean up?
-
4 hours ago, teeg123456 said:How does fearlessness work on her rear arc? Finn on the falcon has to have other ship in Frt arc to trigger. How does this differ they seem to worded the similiar as is dengars pilot ability. Thanks
Because a Firespray has an actual Auxiliary rear arc, whereas the Falcon only has a forward arc, but may fire outside of its arc for being a turret.
-
Interesting that you prefer Cruise over Harpoon for Talonbane, I do something similar with N'Dru because with Harpoons your opponent almost always wants to alpha them off but Cruise makes them question it.
Sounds like we're on the same page though, I just was looking for a little more preference on your filler ship. I kinda like running the Torps now on Fenn so I don't feel like I HAVE to dive into R1 right away, and Protons pair beautifully with Harpoons for an alpha if he and Talonbane are both PS9. That said, I didn't mind having to run my filler as a little more stripped down either, and TLT seemed like the best option.
-
I'm with ya man, I go back and forth on Firespray pilots and never feel satisfied, lol. Flew a loaded out Boba + Fenn Rau and actually kicked *** with it despite seeming like over-investments on respective ships. I also started building lists around Asajj and leaving the Firespray off completely since Asajj can usually be cheaper and tankier.
-
Both lists feature a PTL Fenn Rau because he's an absolute beast. Both lists weigh in at 100, and either could make minor adjustment for a bid if you feel necessary.
The real question then I don't think is Talonbane vs Thweek, but would you rather a Bumpmaster or a TLT Y-Wing?
Option A
Fenn Rau — Protectorate Starfighter 28 Push the Limit 3 Proton Torpedoes 4 Autothrusters 2 Concord Dawn Protector 1 Ship Total: 38 Talonbane Cobra — Kihraxz Fighter 28 Push the Limit 3 Harpoon Missiles 4 Engine Upgrade 4 Guidance Chips 0 Vectored Thrusters 2 Vaksai 0 Ship Total: 37 Syndicate Thug — Y-Wing 18 Twin Laser Turret 6 Unhinged Astromech 1 Ship Total: 25 Option B
Fenn Rau — Protectorate Starfighter 28 Push the Limit 3 Plasma Torpedoes 3 Autothrusters 2 Concord Dawn Protector 1 Ship Total: 37 Thweek — StarViper 28 Advanced Sensors 3 Glitterstim 2 Autothrusters 2 StarViper Mk. II -3 Virago 1 Ship Total: 33 Contracted Scout — JumpMaster 5000 25 Intimidation 2 Intelligence Agent 1 Ion Projector 2 Ship Total: 30 -
6 hours ago, flooze said:Won convincingly against a tie swarm. Was able to outfly my opponent and the list worked like a charm. Will report further
FYI almost anything beats a TIE swarm these days. Other than that, based on your Kath setup it seems like you want to pilot more like Boba though, easily obtained by dropping RCC off Asajj. Firespray + Shadowcaster has done well with quite a few variations, glad to hear you're comfortable with what you've put together.
-
2 minutes ago, polmoneys said:19 points Ion cannon Sunny > N’dru. All awful small base ships (Miranda,Nym,Shaetpeade...) hate the little guy.
I also feel the shadowcaster title is a must (on a rock, no shots +2 possible damage) so I’d take PTL over expertise and use those two points shaved fron N’Dru.
my 2 cnts
Never had much luck with Sunny, and that would also be lowering from PS7 to PS1, reducing my chances of that ship even getting to shoot. As it stands now N'Dru will almost always get his missile off unless high PS chooses to alpha him, which I THINK actually benefits me if they decide to waste a Harpoon or anything of the sort.
I've used PTL on Asajj a bunch but was toying with Expertise as the more offensive option to push damage if they decide to focus the Scurrg down due to Dengar TLT. And yea the title can be super fun to roll someone onto a rock, but it also becomes completely useless against a lot of popular big base ships.. seemed like I could spend those 3 points to better round out the list. -
Long story short, I've been trying to build a list that I am happy enough with to spend time mastering for quite a while now. I didn't want to simply take 2 big base Scum Aces and run Asajj-Boba, Asajj-Dengar, Dengar-Kath, etc. because I always felt like 3 ship lists just offered a little better versatility and confusion for your opponent on targeting. I've also spent a ton of time wrestling with whether or not I NEED Harpoons and TLT to make a strong list. I even gave up my stubbornness of trying to jam a Deadeye-Harpoon Quinn Jast into every list, and put to bed the idea of a TLT HWK being anything more than casual jank.
Full list is below, but here are some of the justifications around selections:
-
Finally managed a few wins yesterday after I think the key being.. abandoning the full "Timewalk" Asajj setup. Came to the realization that the Shadowcaster title was a novelty buff that was chewing up 3 points, and that with so much green on the dial I could be more consistent across the game with Expertise than some Glitterstims. Latts and Countermeasures still do work for survival, but what I noticed about this list is I think I finally have thrown off target priority. Asajj has those survival tools if targeted, but if not should be spitting out Expertise damage.
-
Scurrg is very reliable and tanky TLT carrier, just need to pilot carefully and use your barrel rolls to stay at R3. Dengar on board makes it worthy of their focus fire, but Scurrg should do well at kiting. Other choice to replace Dengar, I tried going with FCS and then that extra 1 point can be used for BMST on Asajj for early game when her stresses aren't being used defensively, and Expertise means you don't need to take focus.
-
Last but not least a Cruise Missle N'Dru? Who would waste their time targeting a non-Harpoon Z-95 with their alpha? Not many will, and you'll be rewarded with pretty nice 5 red missile. BMST could ALSO go on him if you feel you can keep him alive and Asajj doesn't need those stress for defense.
Karthakk Pirate — Scurrg H-6 Bomber 24 Twin Laser Turret 6 Dengar 3 Long-Range Scanners 0 Ship Total: 33 Asajj Ventress — Lancer-class Pursuit Craft 37 Expertise 4 Latts Razzi 2 Countermeasures 3 Ship Total: 46 N'Dru Suhlak — Z-95 Headhunter 17 Deadeye 1 Cruise Missiles 3 Guidance Chips 0 Ship Total: 21 Triple Threat (100)
-
-
16 hours ago, DanteStorm said:My favorite Kath Scarlet Build is actually this one:
Kath Scarlet (Scum) (38)
Expertise (4)
Heavy Laser Cannon (7)
Dengar (3)Total: 52
Was literally about to say, this is the Kath build I put next to Asajj with most success. Not only does Kath then throw minimum 4 red from any attack, but they will likely target priority her due to the HLC, allowing you to turn and run, taking advantage of rear arc, all while pushing damage and limiting opponent through stress with Asajj.
I like this setup so they're both at PS7, still very close to a normal Timewalk Asajj, but since your opponent will likely try to take down Kath first, you can use BMST early on to help push damage from the stress Asajj is adding.
Asajj Ventress — Lancer-class Pursuit Craft 37 Adaptability 0 Latts Razzi 2 Black Market Slicer Tools 1 Glitterstim 2 Countermeasures 3 Shadow Caster 3 Ship Total: 48 Kath Scarlet (Scum) — Firespray-31 38 Expertise 4 Heavy Laser Cannon 7 Dengar 3 Ship Total: 52 -
5 hours ago, SithTimmy said:Thank you for your suggestions.
Your comment about the thermal detonator is a good one. I will also try a couple games with the Heavy laser canon.
Sticking to Emmon tho? I guess if you're still looking to include bombs in some way that's the best option, but HLC Expertise Kath throws 4 red at any range, and 5 if you catch them R1 out the back. Since she's the obvious target to focus down first over Asajj it works perfectly with her wanting to be running away and shooting from the rear. HLC is there for alpha and so that they don't feel so safe just outright jousting you down.
-
Haha, the list was originally 666, with Palob running a simple Dorsal Turret and the title to just keep stripping tokens with his pilot ability and have a pile for offense or defense. Realized needed a more formidable turret to make the HWK worth fielding but guess I've just never been a big TLT guy. I'll shuffle things around again, maybe the 666 variant truly is better for the extra order flexibility you mentioned.
-
I think Deadeye + Synced is my way of cost saving the list vs TLT tbh, and kind of expect a TLT nerf soon anyway.
Definitely some thinking to do though. If I remove PTL off Asajj, and Ketsu + CC off Palob, I have 5 points to reallocate, but will probably take a few games with it to see what really works best. -
1 hour ago, Burius1981 said:I wouldn't take it to a competitive tournament, Quinns and Palob would get melted pretty fast against the current top tier stuff.
Casual critique:
I've tried Asajj with PtL and I'm not a big fan. Her greens are fast, so fast that you will run away from the fight whether you intend to or not. Try Lonewolf or Expertise.
Quinns has a solid build. You need to try and flank with her and not joust, if her green dice fail her early in a match rather than later you wont get your value out of her. Preferably your opponent attacks Asajj or Palob first. Cruise missiles and ion pulse missiles are fun too and a point cheaper if you are looking for some extra points for Asajj or Palob.
I don't think you will get much use out of Ketsu crew on Palob, the HWK is painfully slow and Asajj is going to be moving pretty fast. I'd try Intel Agent or maybe Boba Fett if your feelin' cheeky. You could go 4-LOM and Pulsed Ray Shield(4-LOM their token, then trigger Pulsed Ray Shield in the end phase since Palob is already ionized to regen a shield) while dropping Contraband Cybernetics if you can find one more point, like giving Asajj Lonewolf or putting cruise missiles on Quinns.
Recommended changes without changing the flavor of the list:
Asajj: Lonewolf, Latts, Countermeasures, Shadow Caster 47
Quinn Jast: Deadeye, Harpoon, Chips, Hvy title 25
Palob: Deadeye, Synced Turret, 4-LOM, Pulsed Ray Shield 28
Thank you very much for the detailed response. I agree it's not going to necessarily win a tournament, but I also have never played outside casual play with friends, and I'm aware that if you want to compete in X-Wing you need to pretty much run Meta-Wing builds or really catch people by surprise with good luck to boot.
That said, PTL Asajj I've found pretty strong since you can Focus+Evade basically every turn, and I've found relatively easy to stay engaged with 3-hard being green so you can almost fly in a circle around your opponent, pending obstacles. Figured Contraband on the HWK would help a little at making use of Ketsu, but yea I definitely was aware it would be janky and tough to line up. Was hesitant to make Asajj look TOO offensive with something like Expertise, as I like to try to keep target priority confusing for my opponent. 4-LOM may be almost just as janky on Palob since he's shooting last anyway and they may have no tokens left? -
665, Almost Evil (100)
-
Asajj Ventress (PS6) — Lancer-class Pursuit Craft (37) Push the Limit (3) Latts Razzi (2) Countermeasures (3) Shadow Caster (3)
-
Ship Total: 48
-
-
Quinn Jast (PS6) — M3-A Interceptor (18) Deadeye (1) Harpoon Missiles (4) Guidance Chips (0) "Heavy Scyk" Interceptor (Missile) (2)
-
Ship Total: 25
-
-
Palob Godalhi (PS5) — HWK-290 (20) Deadeye (1) Synced Turret (4) Ketsu Onyo (1) Contraband Cybernetics (1)
-
Ship Total: 27
-
Glaring weaknesses? What would you change? Feel like there should be great synergy all around between PS balance, Asajj with Title working with Ketsu on the HWK, sneaky Harpoon reload on Quinn. Also feel like PTL Asajj should do just fine without the Glitterstims that most people normally run for her.
-
-
I've had good success with Asajj + Kath, just slight variations off of this list below. I only run 1 Glitterstim on Asajj to open up options elsewhere.
Asajj Ventress — Lancer-class Pursuit Craft 37 Adaptability 0 Latts Razzi 2 Glitterstim 2 Countermeasures 3 Shadow Caster 3 Ship Total: 47
Kath Scarlet (Scum) — Firespray-31 38 Expertise 4 Heavy Laser Cannon 7 Dengar 3 Black Market Slicer Tools 1 Ship Total: 53
-
9 hours ago, jwilliamson12 said:Sorry, good catch. I’ve been flying Ketsu lately. Got them mixed up.
Do you find yourself able to get into R1 enough to activate Ketsu's ability vs Asajj? I guess maybe VI+EU.
-
6 hours ago, jwilliamson12 said:I usually run VI on Asajj so I have VI on N'Dru to keep them the same. If you keep them both at 7, I'd probably do Deadeye on N'Dru. But VI lets you do a target lock you can use to reroll and you'll have stim's to mod your focus results.
VI Asajj puts her at 8 FYI, so could run Adaptability and free up a point if just getting her to 7 is the goal of your combo there.
-
18 hours ago, Danomight said:The issue with pairing higher pilot skill missile carriers with Shadow Caster Title Asajj is that Asajj isn't able to shoot first to add a tractor beam before the missiles go off. You could go with VI Ketsu instead and keep the higher PS missile carriers or you could go with Asajj and lower PS missile carriers. Something like either:
Ketsu: VI, Dengar, Title, Countermeasures, Glitterstim (50)
N'Dru: VI, Harpoon, Glitterstim, Chips (24)
Genesis Red: VI, Harpoon, Title, Chips (26)
or
Asajj: PTL, Latts, Title, Countermeasures (48)
2x Cartel Brute: Harpoon Missiles, Long Range Scanners (26 ea.)
You can use the tractor beam to move the target into the bullseye firing arcs of the brutes. Alternately drop title and CM to upgrade the Brutes to Deadeye Executioners with Chips.
Edit: Or just use Jostero and Quinn like you did originally since they're actually equal or lower PS than Asajj. Woops haha.
Yep, saw your edit after I replied as well haha. How do you feel about Quinn and Jostero tho? Do you actually prefer Kimo’s?
-
1 hour ago, jwilliamson12 said:I kind of like N'Dru as a harpoon carrier. High PS so it gets the missle off pretty quick and you get an added die if you send him off by himself. Glitter/Guidance to maximize effectiveness.
N'Dru Suhlak (17)
Veteran Instincts (1)
Harpoon Missiles (4)
Glitterstim (2)
Guidance Chips (0)Total: 24
I'm a big fan of N'Dru (maybe because I also have a Z-95 custom painted like his) but kind of liked the idea of Jostero's pilot ability having better Harpoon synergy. Not to mention being an overall slightly stronger fighter than a Z once the Harpoon is launched. Also how do you feel about Deadeye vs VI? I guess either can end up being useless depending on your match-up?
-
Thoughts on a super efficient Harpoon setup alongside Asajj?
-
Asajj Ventress — Lancer-class Pursuit Craft 37 Push the Limit 3 Latts Razzi 2 Countermeasures 3 Shadow Caster 3 Ship Total: 48
-
Captain Jostero — Kihraxz Fighter 24 Deadeye 1 Black Market Slicer Tools 1 Harpoon Missiles 4 Guidance Chips 0 Munitions Failsafe 1 Vaksai 0 Ship Total: 27
-
Quinn Jast — M3-A Interceptor 18 Deadeye 1 Harpoon Missiles 4 Guidance Chips 0 "Heavy Scyk" Interceptor (Missile) 2 Ship Total: 25
-
List Total: 100
PTL Asajj still gives her versatility for defense and offense taking Focus + Evade basically every turn as long as I can keep them in my mobile arc. Title to really help push Harpoon damage [through agi debuff] and/or pulling a small ship into arc seems like a no-brainer with both other pilots equal or under her PS. Countermeasures always a requirement, and perhaps does me overall better than any Glitterstims. BMST because hey why not if I end up with a free action available with PTL?
That brings us to Jostero and Quinn. Are there any better Harpoon carriers for Scum? Quinn with the sneaky reload if they don't focus him down, and Jostero with potential free attacks? Deadeye them both for insurance against any difficulty with TL's? Bring on the discussion and thanks for stopping by!
-

Favorite Single-Ship Combos
in X-Wing Squad Lists
Posted
Scum Kath with Expertise and Dengar.