Jump to content
Sign in to follow this  
SDCC

Starviper Squad

Recommended Posts

Yesterday I failed spectacularly at a tournament. But I'm not one to stay down for long.

 

I'd like to run at least one Starviper in my next squad. But Scum doesn't really seem to do synergy.

 

Currently my idea is 2 x Black Sun Vigo's with AT, then Bossk with...stuff. Tactician? Weapons Engineers? Calculation? Who knows.

 

Anyway, any thoughts on a good Starviper build? I'll always try to run ships I like, so some squads get discounted purely because I don't like the look of it. 

 

But I'm open to all your thoughts and suggestions!

 

If I was going to go with 1 SV I'd take Guri I think. Get stuck in.

Share this post


Link to post
Share on other sites

I've found the StarViper pairs well with the Kihraxz Fighter. Here are some ideas:

 

Black Sun Enforcer (Autothrusters)  x 2

Cartel Marauder

Black Sun Ace (Predator)

100 points

 

Guri (Virago title, Predator, Advanced Sensors, Autothrusters, Inertial Dampeners)

Talonbane Cobra (Lone Wolf, Glitterstim, Engine Upgrade)

Syndicate Thug (TLT)

100 points

 

Moralo Eval (HLC, Outlaw Tech, K4 Security Droid)

Black Sun Ace (Glitterstim)

Black Sun Vigo (Autothrusters)

100 points

 

As ficklegreendice mentions, the low-PS StarVipers are amazing blockers.

Edited by admat

Share this post


Link to post
Share on other sites

I've had good success with this build (2nd out of 16) before wave 7.

 

3x Black Sun Vigo + Autothrusters

Black Sun Soldier

 

I would be interested to try it again in our current meta, with all those generic pilots running around. I think it would be especially deadly versus a 4 TLT team, thanks to PS3 and Autothrusters.

 

But if you want to run only 1 Viper, I think that Guri is your best bet, or Xizor with a swarm. Guri with Lonewolf/Sensor Jammer/Autothrusters can be very deadly... or you can replace Sensor Jammer for FCS if you want to be more offensive.

Share this post


Link to post
Share on other sites

I've had some fun with Xizor and his pals

 

Xizor w/VI,title,ID,FCS,AT

2 x blk sun s  w/cluster m

2 x pirate w/feedback A

100 pnts

 

flown in formation pirates in front, then blk sun,followd by Xizor close behind.

Only tried it a few times, but it's not bad against TLT's or palp lists.

Fly in fast and smash em in the donut hole or fly in fast and kill that shuttle asap, tying up the aces if you can...

This list takes timing and practice...being aggressive seems to be best to avoid being gunned down at long range, unable to use FA or clusters.

 

food for thought...

Share this post


Link to post
Share on other sites

Yesterday I failed spectacularly at a tournament. But I'm not one to stay down for long.

 

I'd like to run at least one Starviper in my next squad. But Scum doesn't really seem to do synergy.

 

Currently my idea is 2 x Black Sun Vigo's with AT, then Bossk with...stuff. Tactician? Weapons Engineers? Calculation? Who knows.

 

Anyway, any thoughts on a good Starviper build? I'll always try to run ships I like, so some squads get discounted purely because I don't like the look of it. 

 

But I'm open to all your thoughts and suggestions!

 

If I was going to go with 1 SV I'd take Guri I think. Get stuck in.

 

 

 

**Prince X and AutoKavil**

 

 

Prince Xizor(31)

Starviper

-Predator(3)

-Autothrusters(2)

-Advanced Sensors(3)

 

Black Sun Soldier(13)

Z-95 Headhunter

 

Black Sun Soldier(13)

Z-95 Headhunter

 

Kavil(24)

Y-wing

-Predator(3)

-Autoblaster Turret(2)

-Unhinged Astromech(1)

-Engine Upgrade(4)

 

 

This is my answer to you! I have had good succes with it, but I never tried it in tournment yet but I would, but there is still others to try before this. But if you don't feel good about that AutoKavil, chance it to bad ass Talonbane Cobra and most likely you still have some extra points to spare for something. But I disagree with the synergy thing, it is there, but it is so much diffrerent than with Rebels or Imperial that people fails to see it. I love how 'irregular' Scums are and that is where to look that synergy! :ph34r:

 

Scums are such a lovely faction!!! :lol:

Share this post


Link to post
Share on other sites

Quite a few different ideas there guys!

 

I already struggle to fit Defenders into Imperial lists due to their PS and cost. Now I've got these to deal with this too!

 

Two Vipers seems cooler. A couple of knife fighting arc dodgers! It's a very light squad at that point and I've not proven myself a good flyer recently.

 

I'll come back to this again tomorrow, thanks for the messages so far. 

 

Tinkering before bed...

 

Tansarii Point Veteran (26)
M3-A “Scyk” Interceptor (17), “Heavy Scyk” Interceptor (2), Heavy Laser Cannon (7)
 
Guri (37)
StarViper (30), Virago (1), Autothrusters (2), Sensor Jammer (4)
 
Latts Razzi (37)
YV-666 (33), Weapons Engineer (3), Intelligence Agent (1)
 
All same PS. Latts TLs two ships and can see where one is going.
 
Guri and Tansarii action accordingly. Then between their hefty guns and Sensor Jammer, they bring the pain.
 
I have no clue if it's usable, but it could be fun.
Edited by SDCC

Share this post


Link to post
Share on other sites

I ran this list in a tourney a couple weeks ago, made it to the final four before I came up against a TIE f/o swarm that was beyond my ability to manage. At any rate, this one comes down to manauvering although the capability for nasty tricks certainly exists

Xizor- Veteran Instincts, AT, Virago, FCS, Glitterstim

Guri- Predator, AT

2x Black Sun Soldiers

-100pts-

This works principally by keeping the Z95's close to Xizor as a damage soak while Guri gets into position to take out specific trouble makers. It's not a set up that forgives bad maneuvers, but when positioned properly you'll see some mean fireworks!

Share this post


Link to post
Share on other sites

I disagree that Scum doesn't do synergy well. It doesn't pay off as much, but the individual pieces are stronger on their own.

 

http://geordanr.github.io/xwing/?f=Scum%20and%20Villainy&d=v3!s!101:57,-1:16:15:U.44,U.-1;126:135,38,-1:-1:-1:;125:57,135,-1,-1:3:-1:

 

I have been posting this build a lot, and for a good reason: It is really strong. Those hyper accurate TLTs make everyone cringe and Guri is safe to go nuts.

Share this post


Link to post
Share on other sites

 

I disagree that Scum doesn't do synergy well. It doesn't pay off as much, but the individual pieces are stronger on their own.

 

http://geordanr.github.io/xwing/?f=Scum%20and%20Villainy&d=v3!s!101:57,-1:16:15:U.44,U.-1;126:135,38,-1:-1:-1:;125:57,135,-1,-1:3:-1:

 

I have been posting this build a lot, and for a good reason: It is really strong. Those hyper accurate TLTs make everyone cringe and Guri is safe to go nuts.

 

 
That is weird Deathrain. In isolation I just made a TLT team. Two Y's that can get round and take a hit, chipping away, whilst Guri pops out and gets in close to finish the job.
 
Guri (40)
StarViper (30), Predator (3), Virago (1), Autothrusters (2), Advanced Sensors (3), Inertial Dampeners (1)
 
Syndicate Thug (29) x 2
Y-Wing (18), Twin Laser Turret (6), Unhinged Astromech (1), Engine Upgrade (4)

Share this post


Link to post
Share on other sites

I disagree that Scum doesn't do synergy well. It doesn't pay off as much, but the individual pieces are stronger on their own.

 

http://geordanr.github.io/xwing/?f=Scum%20and%20Villainy&d=v3!s!101:57,-1:16:15:U.44,U.-1;126:135,38,-1:-1:-1:;125:57,135,-1,-1:3:-1:

 

I have been posting this build a lot, and for a good reason: It is really strong. Those hyper accurate TLTs make everyone cringe and Guri is safe to go nuts.

I have a similar list too! ;)

I don't consider it 'strong' though because it has weaknesses that I feel could result in a less than stellar tourney experience if you got too many bad matchups.

A lot of people haven't learned the secret to beating TLT it seems, but its not hard. First you need a favourable opening engagement where not all TLT have a shot. Then you want to be R1 of at least one or two TLT next turn. Since most TLT carriers have no movement action, this is relatively easy to do with ships that do have Boost or BR. So to counter this 'easy' counter, I've been putting engine on my TLT carriers. I feel its even more essential on HWK given that its dial is slightly more restricted than the y-wing dial.

Boost makes a big difference because it opens up a movement option that you wouldn't otherwise want to do: that is, move fast towards the enemy and boost passed them. Because of this, it makes your ships more unpredictible and harder to combat (for forward arc-firing enemies, other turrets don't care as much). For example, lets say the opponent has positioned to get R3 shots on one of your TLT carriers and the other looks like it might be just out----booost it in range for the extra shots. Next turn, the opponent will expect you to turn away from his ships (because TLT usually turn away to maintain R2/3). Instead, you can fly towards the enemy and then boost passed them. Unless they reveal a k-turn, they won't have any shots, and even if they did k-turn, they have no action...

My Guri + TLT list is:

Guri w/ lone wolf, virago, sensor jammer & autothrusters = 39

2 thugs w/ R4 agromech and engine upgrade = 30 x 2

99

I really wish I had the points for hired guns, but the R4 agromech is too good to pass up. It works so well with engine because if you get a decent turn of shooting and don't need the TL, you just keep it for next turn when you know you are likely going to be boosting (still have the TL to modify one shot).

I've other TLT lists with Torkhil and/or Palob, but the problem for them is durability. They really don't stand up to focus fire, and if swarms make a resurgence, they do poorly since their abilities matter less against 5+ ships and without boost, they have a tough time avoiding those devestaing R1 shots against them. That's been my experience though, YMMV

 

 

That is weird Deathrain. In isolation I just made a TLT team. Two Y's that can get round and take a hit, chipping away, whilst Guri pops out and gets in close to finish the job.

 

Guri (40)

StarViper (30), Predator (3), Virago (1), Autothrusters (2), Advanced Sensors (3), Inertial Dampeners (1)

 

Syndicate Thug (29) x 2

Y-Wing (18), Twin Laser Turret (6), Unhinged Astromech (1), Engine Upgrade (4)

Share this post


Link to post
Share on other sites

So it seems a few of us have had the same idea. I've got some learning to do. Need to figure out their dials!

 

Have you guys used S-Loops much? With a boost or barrel roll and then the S-Loop that is a lot of different places you can end up!

Share this post


Link to post
Share on other sites

So it seems a few of us have had the same idea. I've got some learning to do. Need to figure out their dials!

 

Have you guys used S-Loops much? With a boost or barrel roll and then the S-Loop that is a lot of different places you can end up!

With advanced sensors, S-loop is crazy.  That's why I prefer Xizor w/ Push & adv sensors.  I try to only use push the limit when making a green move (because with advanced sensors, you get two actions before revealing the dial and then end up with no stress).  I only push on a white move if its to save Xizor's ass or arc-dodge (typically only necessary by the endgame).  Ideally you want to get an early target lock so that by the time you need to do a segnor's loop, you still have a modified shot if you have to use advanced sensors for a boost or barrel roll before looping.  And if you don't need to, then you have Focus + TL for your shot :)

 

Guri on the other hand I prefer sensor jammer.  Xizor's ability gives him early game protection so he can make it to endgame without as much difficulty.  Guri however needs protection early on so you don't lose her.  I also prefer lone wolf, although I've used predator on her as well.  Both are good, but again, I want her to survive, and lone wolf helps with that.

 

When I run her with the TLT boosting y-wings, I either flank with her or if I set her up close to the y-wings, she always splits off to get that lone wolf bonus once combat begins.  Its best when my opponent goes after her because she can maintain R3 pretty good, giving her the holy trinity of damage mitigation (LW, SJ & AT).  Meanwhile my 2 TLT with agromechs are putting damage on.  Once my opponent switches to the y-wings, the boost away for R3 and Guri comes in behind.  R1 TL + focus never lets me down :)

Edited by blade_mercurial

Share this post


Link to post
Share on other sites

 

So it seems a few of us have had the same idea. I've got some learning to do. Need to figure out their dials!

 

Have you guys used S-Loops much? With a boost or barrel roll and then the S-Loop that is a lot of different places you can end up!

With advanced sensors, S-loop is crazy.  That's why I prefer Xizor w/ Push & adv sensors.  I try to only use push the limit when making a green move (because with advanced sensors, you get two actions before revealing the dial and then end up with no stress).  I only push on a white move if its to save Xizor's ass or arc-dodge (typically only necessary by the endgame).  Ideally you want to get an early target lock so that by the time you need to do a segnor's loop, you still have a modified shot if you have to use advanced sensors for a boost or barrel roll before looping.  And if you don't need to, then you have Focus + TL for your shot :)

 

Guri on the other hand I prefer sensor jammer.  Xizor's ability gives him early game protection so he can make it to endgame without as much difficulty.  Guri however needs protection early on so you don't lose her.  I also prefer lone wolf, although I've used predator on her as well.  Both are good, but again, I want her to survive, and lone wolf helps with that.

 

When I run her with the TLT boosting y-wings, I either flank with her or if I set her up close to the y-wings, she always splits off to get that lone wolf bonus once combat begins.  Its best when my opponent goes after her because she can maintain R3 pretty good, giving her the holy trinity of damage mitigation (LW, SJ & AT).  Meanwhile my 2 TLT with agromechs are putting damage on.  Once my opponent switches to the y-wings, the boost away for R3 and Guri comes in behind.  R1 TL + focus never lets me down :)

 

 
So, as I prefer Guri's ability, something like this.
 
 
Syndicate Thug (30) x 2
Y-Wing (18), Twin Laser Turret (6), R4 Agromech (2), Engine Upgrade (4)
 
Guri (40)
StarViper (30), Lone Wolf (2), Virago (1), Autothrusters (2), Sensor Jammer (4), Inertial Dampeners (1)
 
100 points
 
The two problems I forsee are :-
 
1. Not having the upgrade cards. Lone Wolf and enough Argo's could be a problem
2. Getting up to speed with the Viper dial. Practice I guess.
 
For some reason I can't see why SJ is as awesome as people say. They roll hits, you change one to focus. They can't TL it, but they can focus it. Hopefully they don't have one, but if they do they've used it and the Y's can come in? Is that the gist of it?
Edited by SDCC

Share this post


Link to post
Share on other sites

I've used Palob before with Moldy Crow and Recon. He had so many Focus tokens! Pooped an EU on him too, which got him out of trouble or at the correct range a few times. 

 

Plus, I do love me a HWK. Ever since Dark Forces.

 
 
Syndicate Thug (30)
Y-Wing (18), Twin Laser Turret (6), R4 Agromech (2), Engine Upgrade (4)
 
Guri (40)
StarViper (30), Lone Wolf (2), Virago (1), Autothrusters (2), Sensor Jammer (4), Inertial Dampeners (1)
 
Palob Godalhi (30)
HWK-290 (20), Recon Specialist (3), Moldy Crow (3), Engine Upgrade (4)
Edited by SDCC

Share this post


Link to post
Share on other sites

You could do 2 two ps1 vipers with AT and pair it with one IG whichever you like. They work well. People ignore the Vipers and go for the IG and they come in and do work.

 

So rather than Brobots, 3 S-Loopers! That is interesting.

Share this post


Link to post
Share on other sites

 

 

So it seems a few of us have had the same idea. I've got some learning to do. Need to figure out their dials!

 

Have you guys used S-Loops much? With a boost or barrel roll and then the S-Loop that is a lot of different places you can end up!

With advanced sensors, S-loop is crazy.  That's why I prefer Xizor w/ Push & adv sensors.  I try to only use push the limit when making a green move (because with advanced sensors, you get two actions before revealing the dial and then end up with no stress).  I only push on a white move if its to save Xizor's ass or arc-dodge (typically only necessary by the endgame).  Ideally you want to get an early target lock so that by the time you need to do a segnor's loop, you still have a modified shot if you have to use advanced sensors for a boost or barrel roll before looping.  And if you don't need to, then you have Focus + TL for your shot :)

 

Guri on the other hand I prefer sensor jammer.  Xizor's ability gives him early game protection so he can make it to endgame without as much difficulty.  Guri however needs protection early on so you don't lose her.  I also prefer lone wolf, although I've used predator on her as well.  Both are good, but again, I want her to survive, and lone wolf helps with that.

 

When I run her with the TLT boosting y-wings, I either flank with her or if I set her up close to the y-wings, she always splits off to get that lone wolf bonus once combat begins.  Its best when my opponent goes after her because she can maintain R3 pretty good, giving her the holy trinity of damage mitigation (LW, SJ & AT).  Meanwhile my 2 TLT with agromechs are putting damage on.  Once my opponent switches to the y-wings, the boost away for R3 and Guri comes in behind.  R1 TL + focus never lets me down :)

 

 
So, as I prefer Guri's ability, something like this.
 
 
Syndicate Thug (30) x 2
Y-Wing (18), Twin Laser Turret (6), R4 Agromech (2), Engine Upgrade (4)
 
Guri (40)
StarViper (30), Lone Wolf (2), Virago (1), Autothrusters (2), Sensor Jammer (4), Inertial Dampeners (1)
 
100 points
 
The two problems I forsee are :-
 
1. Not having the upgrade cards. Lone Wolf and enough Argo's could be a problem
2. Getting up to speed with the Viper dial. Practice I guess.
 
For some reason I can't see why SJ is as awesome as people say. They roll hits, you change one to focus. They can't TL it, but they can focus it. Hopefully they don't have one, but if they do they've used it and the Y's can come in? Is that the gist of it?

 

That is my list exactly.  Except no inertial dampeners.  I've never found them useful on Guri, so I just don't bother taking them anymore.

 

 

I've used Palob before with Moldy Crow and Recon. He had so many Focus tokens! Pooped an EU on him too, which got him out of trouble or at the correct range a few times. 

 

Plus, I do love me a HWK. Ever since Dark Forces.

 
 
Syndicate Thug (30)
Y-Wing (18), Twin Laser Turret (6), R4 Agromech (2), Engine Upgrade (4)
 
Guri (40)
StarViper (30), Lone Wolf (2), Virago (1), Autothrusters (2), Sensor Jammer (4), Inertial Dampeners (1)
 
Palob Godalhi (30)
HWK-290 (20), Recon Specialist (3), Moldy Crow (3), Engine Upgrade (4)

 

The problem here is no turret on Palob.  The easiest fix would be to drop an engine upgrade (preferably off the y-wing) to add blaster turret to Palob.

 

You could do 2 two ps1 vipers with AT and pair it with one IG whichever you like. They work well. People ignore the Vipers and go for the IG and they come in and do work.

This is something I've recently considered, but not yet tried.  The problem I see here is 'only' 46 points for IG88.  I feel that he's best in the 48 - 52 pt range.  Will have to give up something to fit in the pair of star vipers, but this list idea certainly has potential!

Share this post


Link to post
Share on other sites

There's so much going on here now. Looks like I've got two lists I'd really like to try. Thanks guys.

 

100 points
 
Syndicate Thug (26)
Y-Wing (18), Twin Laser Turret (6), R4 Agromech (2)
 
Guri (40)
StarViper (30), Lone Wolf (2), Virago (1), Autothrusters (2), Sensor Jammer (4), Inertial Dampeners (1)
 
Palob Godalhi (34)
HWK-290 (20), Blaster Turret (4), Recon Specialist (3), Moldy Crow (3), Engine Upgrade (4)
 
or
 
 
Black Sun Enforcer (27) x 2
StarViper (25), Autothrusters (2)
 
with either an Aggressor or a Firespray.

Share this post


Link to post
Share on other sites

 

EU on the HWK can be replaced with the upcoming Cloaking Device

 

it has that utterly bull rng attached to it, but it will only sink half the points

Yeah, but I'd rather stick it on Guri or Xizor! 

 

 

On Guri/Xizor that would be crazy!

 

Out of interest, which Firespray would you put with 2 AT Enforcers? I like the idea of Boba with a little bomb, VI, and Inertial Dampeners.

Edited by SDCC

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

×
×
  • Create New...