Jump to content
Epixca

Jabba?

Recommended Posts

On 3/28/2017 at 7:32 PM, FisherSpassky said:

Does the Kihraxz make a tremendous jousting platform? Nope. But I'm still very interested in the raw versatility offered here by Cikatro; you're essentially getting three free glitterstim on those Kihraxz, with the versatility to then situationally equip any illicit except for hotshot that might fit the moment. 

If nothing else, this is extreme jank.  

"Jankka The Hut"

Trandoshan Slaver — YV-666 29
Jabba the Hutt 5
Cikatro Vizago 0
Ship Total: 34
   
Cartel Marauder — Kihraxz Fighter 20
Glitterstim 2
Ship Total: 22
   
Cartel Marauder — Kihraxz Fighter 20
Glitterstim 2
Ship Total: 22
   
Cartel Marauder — Kihraxz Fighter 20
Glitterstim 2
Ship Total: 22
 

man, this may be a wait and see when we get or khz and starv hero pack...

Share this post


Link to post
Share on other sites

I love Jabba, just a lot of Scum ships can't equip illicits for some reason. Maybe a few crew will come out that let you equip illicits to ships that normally couldn't have them, or a modification at least.

I recently flew a list with Jabba on the YV-666 and escorted by Talonbane and Torkil (it was a huge troll list, and worked great to upset combat plans of my opponent(s)).  Talonbane kept dying first, so I lost all my firepower.  My new build is going to be Ventress and Bossk (carrying Jabba).

Burnout SLAM on YV-666 is amazing. Lets you zoom across the board and get ships back in your 180 arc.  I also put Engine Upgrade on mine and haven't regretted it.

Ventress can carry two illicits, so I put Interial Dampeners and Glitterstim on her.  Should be fun to try out.

Share this post


Link to post
Share on other sites
On 15/6/2017 at 11:22 PM, Darth Vicious said:

man, this may be a wait and see when we get or khz and starv hero pack...

 

Something like this in the future maybe?

 

YV-666: Trandoshan Slaver (34)
  •Jabba the Hutt (5)

Kihraxz Fighter: Cartel Marauder (22)
  Guidance Chips (0)
  Munitions Failsafe (0)
  Vaksai (0)
  XX-23 S-Thread Tracers (0)
  "Hot Shot" Blaster (2)

Kihraxz Fighter: Cartel Marauder (22)
  Guidance Chips (0)
  Munitions Failsafe (0)
  Vaksai (0)
  XX-23 S-Thread Tracers (0)
  "Hot Shot" Blaster (2)

Kihraxz Fighter: Cartel Marauder (22)
  Guidance Chips (0)
  Munitions Failsafe (0)
  Vaksai (0)
  XX-23 S-Thread Tracers (0)
  "Hot Shot" Blaster (2)

Total:  100/100

 

Share this post


Link to post
Share on other sites
3 minutes ago, Flaren48 said:

 

Something like this in the future maybe?

 

YV-666: Trandoshan Slaver (34)
  •Jabba the Hutt (5)

Kihraxz Fighter: Cartel Marauder (22)
  Guidance Chips (0)
  Munitions Failsafe (0)
  Vaksai (0)
  XX-23 S-Thread Tracers (0)
  "Hot Shot" Blaster (2)

Kihraxz Fighter: Cartel Marauder (22)
  Guidance Chips (0)
  Munitions Failsafe (0)
  Vaksai (0)
  XX-23 S-Thread Tracers (0)
  "Hot Shot" Blaster (2)

Kihraxz Fighter: Cartel Marauder (22)
  Guidance Chips (0)
  Munitions Failsafe (0)
  Vaksai (0)
  XX-23 S-Thread Tracers (0)
  "Hot Shot" Blaster (2)

Total:  100/100

 

I had that thought, it's neat.

I suspect though that going with 4 HSB Zs and a HSB on the Slaver as well woudl actually be better.  THe Ks are gonna get focussed down quick.

Share this post


Link to post
Share on other sites

Sabine Wren might work. Her ability isn't bad but needs reliable, multiple [focus] to [evade] modification to work. With Jabba in play, Ms Hair-dye can spend 4 combat phases off her face on glitterstim, which should be enough to see you through the main bulk of the game.

Meanwhile, Jabba's ride can be used much more aggressively than Palpatine's - there's no need for him to survive once the tokens are down.

 

Sabine Wren - Dengar, Glitterstim, Glitterstim, Gyroscopic Targeting

Bossk - Hound's Tooth, Marksmanship, Cluster Missiles, K4 Security Droid, Jabba The Hutt, Guidance Chips

Bossk zooms in and blows a target to bits, gets toasted in return, and then legs it in the Pup. Sabine loops round, and basically does what Asajj normally does - circle at speed, keeping the auxiliary arc on the enemy (whilst huffing vast quantities of mind-bending chemicals). With her ability + glitterstim + evade token she's TIE interceptor/defender elusive, but with focus+reroll modification on shots back.

Share this post


Link to post
Share on other sites

Marksmanship is still terrible.

Better to replace it with Scavenger Crane and Fearlessness or VI.

I'd also note that I'd seriously question any use of Jabba that didn't provide at *least* 5 points of extra copies of illicits.  He's costing 5 points and two of the best slots the game has to offer - Scum crew.  If you're not reliably getting more than 5 points of utility out of him, you'd have been better off spending those 5 points on something else.

Share this post


Link to post
Share on other sites
Quote

Marksmanship is still terrible.

Normally, yes.

On Cluster Missiles-armed Bossk, you'd be surprised how scary effective it is.  Its not like you'd get much mileage out of the focus defensively, so that's not a loss, and you're not ending up stressed like glitterstim. Plus, you end up with a very high probability of a critical on both cluster attacks, which pairs lethally well with Bossk's pilot ability.

Fearlessness is nice but limited to range 1, and the Tooth lacks the speed and repositioning ability to guarantee that.

If I was going to trade anything, I'd probably trade the title - Hounds Tooth, despite being Bossk's iconic ship, is best paired with Latts Razzi, as she's the only pilot whose ability is still reasonably effective in a Z-95.

 

Share this post


Link to post
Share on other sites

I just played this list against two jump masters and fenn and the person I was playing said they were really confused how to play against this list.  I ended up losing but I had incredibly bad dice and it came down to my bus verse one jump master.  Had the dice had the cold spell, I think I could have won this game.

The only issue was surviving long enough with the Z-95 to get the Thread Tracers to trigger.  Thoughts?

Trandoshan Slaver (42)
Dengar
Jabba
"Hot Shot" Blaster
Ion Projector
 
Binayre Pirate #1 (16)
XX-23 S-Thread Tracers
“Hot Shot” Blaster
Guidance Chips
15 points
Binayre Pirate #2 (21)
Homing Missiles
“Hot Shot” Blaster
Munitions Failsafe
16 points
Binayre Pirate #3 (21)
Homing Missiles
“Hot Shot” Blaster
Munitions Failsafe
 
Total: 100

 

Share this post


Link to post
Share on other sites
28 minutes ago, player2148077 said:

I just played this list against two jump masters and fenn and the person I was playing said they were really confused how to play against this list.  I ended up losing but I had incredibly bad dice and it came down to my bus verse one jump master.  Had the dice had the cold spell, I think I could have won this game.

The only issue was surviving long enough with the Z-95 to get the Thread Tracers to trigger.  Thoughts?

Trandoshan Slaver (42)
Dengar
Jabba
"Hot Shot" Blaster
Ion Projector
 
Binayre Pirate #1 (16)
XX-23 S-Thread Tracers
“Hot Shot” Blaster
Guidance Chips
15 points
Binayre Pirate #2 (21)
Homing Missiles
“Hot Shot” Blaster
Munitions Failsafe
16 points
Binayre Pirate #3 (21)
Homing Missiles
“Hot Shot” Blaster
Munitions Failsafe
 
Total: 100

 

If you're Banana Pirates 2 & 3 are focusing, and firing Homing Missiles with Target Lock (from tracers) and Focus why would you not have guidance chips? In this scenario I'd be pushing the hurt, rather than trying to save a missed shot...

Share this post


Link to post
Share on other sites

I dug through the forum to find this thread...

New thought:

Trandoshan Slaver (42)

Dengar
Jabba
XX-23 S-Thread Tracers
"Hot Shot" Blaster
Ion Projector
 
Binayre Pirate #1 (19)
Homing Missiles
Scavenger Crane
Guidance Chips
15 points
Binayre Pirate #2 (19)
Homing Missiles
Scavenger Crane
Guidance Chips
16 points
Binayre Pirate #3 (19)
Homing Missiles
Scavenger Crane
Guidance Chips
Total: 100
 
The thinking is that you stand to put out more damage with Homing Missiles than with a Hot Shot Blaster (especially if you can get the XX-23s for the first set for TL + Focus attack). The drawback is you're now equipping Jabba to just help your scavenger crane hang around if it breaks, this list is a lot better if the token remains usable if Jabba dies (saw someone mention there may be a note to this effect in the C-ROC pamphlet under "new rules" but I cannot confirm at the moment). Getting 4 dice shots in arc with Zeds is better than 3 dice shots out of arc - plus, as long as you're killing things (or being killed) you can get your spent missiles back! :) 

Share this post


Link to post
Share on other sites

Must picked up the Jabba card, and I'm looking to build based on it.  Here's what I was thinking

 

Bossk (50)

Veteran Instincts

Mangler Cannon

Jabba the Hutt

IG-88D

Hot Shot Blaster (Or possibly Glitterstim)

Maneuvering Fins

IG-88B (50)

Push the Limit

Arc Caster

Mangler Cannon

Hot Shot Blaster

IG-2000

Autothrusters

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.


×
×
  • Create New...