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Rhoaran

"Mux be a Slaver to-night"

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I've been a huge fan of the 666 since it came out. While my game counts are limited, I definitely have a winning record with it. The 180 arc is fantastically versatile. Rarely have enemies gotten behind my 666 - whether this is due to my handling or poor planning on opponents' end, I am unsure.

Perhaps it's my stressful life at the moment (two kids under 2, studying for professional exams, and working), but I'm always on the lookout for ships that can deal stress out and manage it well themselves. The 666 can be excellent at both. Scum is rife with excellent crew synergies which the space whale has ample slots for. For one, I cannot bring myself to run Bossk as a pilot because his crew version is amazing. It's nothing new to say that gunner, tactician, and Bossk are mean / effective combo. This seems to be the mainstay of all of my lists these days.

I haven't played the 3 Slaver list as yet, but I thought a double slaver with Mux might be interesting. The following list has lots of control elements (I always enjoyed a good blue MtG deck). It can also deal some decent damage too.

YV-666: Trandoshan Slaver (29)

Tractor Beam (1)

· Dengar (3)

Tactician (2)

· Zuckuss (1)

Inertial Dampeners (1)

YV-666: Trandoshan Slaver (29)

Gunner (5)

Tactician (2)

· Bossk (2)

Inertial Dampeners (1)

HWK-290: · Torkil Mux (19)

Ion Cannon Turret (5)

This build aims to PS-kill, block, stress, ion, and tractor beam its way into the heart of the opponent. My only wish is that I had room for APL or Ion Projectors. I think these slaver loadouts should inspire the kind of dread a Trandoshan flesh merchant would.

Defensively, this list is a wreck. But I'm usually happier to tank damage rather than having to outfly or out-roll the opponent. Not that I can't fly well but I'd rather block than arc-dodge (just my style). Also, I try not to rely on a particular interaction to win a game, instead, I favor overlapping debuffs and difficult target priorities.

I'd love to hear your feedback.

P.S. The list name is a play off of Frank Sinatra's "Luck be a Lady tonight"

Edited by Rhoaran

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Interesting concept. Do you think loosing a slaver in 2 turns could be enough to disrupt the build? Or will Mux be able to hold onto the game even after a quick slaver kill?

Depends on damage output prior to slaver going down. If Mux does his job, there should be some heavy blows landed before that occurs.

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These are three incredibly difficult-to-maneuver ships. Even the HWK has trouble turning around. If something were to get behind you you would have a mighty difficult time bringing your guns to bear.

I suppose, however, that this is somewhat mitigated by being able to cover a large swathe of the board with the YV firing arcs... The trouble is that in a game situation, with rocks and debris and whatnot in the way, it may still take you a few turns to set up the proper kill box, only to have to spend two turns turning your entire team around for a second pass.

I really like the idea though and, once I borrow a second YV off a mate I'll be giving this one a go!

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I feel you will get more mileage from this list with a third tactician on mux instead of the IDs.

In my experience, the dampeners are crucial, especially when you are stressed from Boba or Zuckuss.

@Scrubby. I've never had a problem with either ship's maneuvers. The art of self bumping and deliberately slow deployment ate key. I actually set up a YV facing a corner at R2. This allows you to do two 1-banks for the first moves to hug the edge of the board (leaves little room behind you). I suppose with 2 space whales, I'll position the 2nd behind 1st still facing the corner and do a 3-hard.

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