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Rakky Wistol

Developing List: A Scarlet Cowgirl

300 posts in this topic

 

 

possibly even downgrading Kath to Krassis and replacing expert handling with gunner.

 

Krassis Trelix + Gunner + Ion Cannon (44)

Omicron Group Pilot + Fire Control System + Gunner + Engine Upgrade (32)

Academy Pilot (12)

Academy Pilot (12)

 

 

You should call this the "Dirty Cowboy".

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I ran my last variant again: Kath + 2 named + 2 academy (Kath's Captive Escort) and beat up a rebel swarm  pretty well.  The increase in ships goes really far.  I wish the vader shuttle variant was as useful, bwings are just killing the 2 big ship lists: they have the HP and firepower at 2:1 cost...seriously... the bwings have 1 too many shields.

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Pretty much every time I have one, I want the other... if only you could get both.

 

Basically, for me, it boils down to- do you want your firespray shot at first or is it your endgame piece.  Recon for the first, endgame for the later.

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I like it, you can really get those big white bison moving with the set up I use. Bank boost with Adv.Sensors and then 2 hard turn can really give your opponent a suprise.

 

Plus looking at dials I'v been able to decide whether to boost and run, run and boost. You get the idea.

 

This list out flew a list with two A-Wings, an X-Wing and a B-Wing. My opponent was horrified when he thought he was going to get in behind the space bison with his A's and the bison turned on him by using rocks :-)

 

Also I had the X sweep by me and end up being shot in the ass at R1 by a bison :-)

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Using the base of Kath + EH + RC; I ran this list in a game today vs the rebel swarm of 3 blues and 2 prototype A's.

 

Kath EH + RC

Mauler Mithel

Backstabber

2 x Academy Ties

 

I won the game with room to breath. Mauler was a beast crushing an A wing in the first pass and stripping a B for Kath to finish off.  

 

I really liked Backstabber and Mauler in this list because of the increase in firepower they bring to the table over the other TIE pilots. Also, like stated before in this thread, it made the target priority of the ties more pronounced; helping Kath to be alive in the endgame.

 

Thanks to this thread I feel like I now have a Firespray list that fits my playstyle.

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Is it just me, or does anyone else think the name of this one sounds like a Porno... lol...

Great ideas so far, and lots of good input.. how does it test out so far...

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possibly even downgrading Kath to Krassis and replacing expert handling with gunner.

 

Krassis Trelix + Gunner + Ion Cannon (44)

Omicron Group Pilot + Fire Control System + Gunner + Engine Upgrade (32)

Academy Pilot (12)

Academy Pilot (12)

 

 

You should call this the "Dirty Cowboy".

 

 

nice. i think ill give Dirty Cowboy a run at e next club day - pairing gunner and ion cannon on a firespray that gets a reroll on its first attack should be interesting - imo the ionizing option is useful in matchups with most squads but when i need to deal max damage ill just use the primary weapon - perhaps in close where the fireprays primary guns get 3 or 4 attack dice :)

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Ok guys. I have a Store Championship tomorrow, and I'm thinking of running this:

 

Kath with EH, Merc, Seismic (44)
OGP with AdvS and Engine (28)
Backstabber (16)

AP (12)

 

I get the Rebel Captive on Kath, but I think merc can be equally as good or better in some cases due to Kath's ability. Plus I like to have the seismic on her for better damage output.

 

I personally like this shuttle load out, as I think you can't go wrong with it. The Buzzsaw comes in at a few too many points for my liking, and I think this set up will suffice. I prefer AdvS over FCS due to being able to take actions before stopping or colliding. Plus combined with engine, it helps with turning around quicker.

 

I always get good damage out of Backstabber, and the AP is a great blocker and damage doer himself.

 

So talk me out of this list. Rebel Captive is only good against one ship, which doesn't do as well vs swarms, whether they be Imperial or Rebel, and we're seeing a lot more of both lately. I mean, I know Rebel Captive is always in play, and Merc is only good at Range 3, but man, you will either be getting stressed or taking that crit, so I think it uses her ability better than RC does.

 

So, is this a viable alternative to Scarlet Cowgirl? Or what have you found when running a list like this one?

The_Brown_Bomber likes this

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Ok guys. I have a Store Championship tomorrow, and I'm thinking of running this:

 

Kath with EH, Merc, Seismic (44)

OGP with AdvS and Engine (28)

Backstabber (16)

AP (12)

 

I get the Rebel Captive on Kath, but I think merc can be equally as good or better in some cases due to Kath's ability. Plus I like to have the seismic on her for better damage output.

 

I personally like this shuttle load out, as I think you can't go wrong with it. The Buzzsaw comes in at a few too many points for my liking, and I think this set up will suffice. I prefer AdvS over FCS due to being able to take actions before stopping or colliding. Plus combined with engine, it helps with turning around quicker.

 

I always get good damage out of Backstabber, and the AP is a great blocker and damage doer himself.

 

So talk me out of this list. Rebel Captive is only good against one ship, which doesn't do as well vs swarms, whether they be Imperial or Rebel, and we're seeing a lot more of both lately. I mean, I know Rebel Captive is always in play, and Merc is only good at Range 3, but man, you will either be getting stressed or taking that crit, so I think it uses her ability better than RC does.

 

So, is this a viable alternative to Scarlet Cowgirl? Or what have you found when running a list like this one?

I see rebel captive as more of a deterant in the Scarlett Cowgirl build. Since Kath has the most points in the squad she'll probably be target #1. I think that's where having RC pays off by making your opponent think twice about going after her first. Of course, the ability itself is useful (but only for 1 ship), and may buy some time for your other ships to get shots off.

 

I think Merc is a good substitute only because it synergizes with Kath's ability. However, it's not a sure thing and it might never get triggered/used. 

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I guess in my experience, when players see Rebel Captive on the board, they go after that ship first. One, because they have more ships on the board early, so the effect is negated against ships #2,3,etc that attack it. And two, they don't want to see a Rebel Captive endgame, when it's more likely to be one on one. Especially if it's a barrel rolling firespray, they want to take it out quickly before it gets to endgame.

 

So Rebel Captive to my opponents usually means a target painted on that ship early, especially considering it's the costliest ship on my squad.

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Rebel Captive certainly triggers my 'Kill it now!' while my squad is intact response.

 

I've recently begun pondering various BH & Shuttle lists.  Kath is always my favorite of the named BH, and Merc is a nice fit with her.  I like where your list is going Hothie.

 

For my next tournament, I'm torn between something like this, or some variations of a freaky Rebel list from beyond left field that I'm sketching out.

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With the much higher than expected turnout of xwings and Yt's over Bwings the merc co-pilot is a good move. Since it's a timed game RC is a little less important as there will likely be a few matches that don't go to "End Game".

Adding backstabber makes your opponent choose a priority target: kath, shuttle, or BS. Put BS on one side and Kath on the other and make them choose. They might choose Kath so BS is punishing!

This shuttle set up also plays well. Will you get more use out of a buzzsaw build? Maybe. Less Bwings but more YT's. more Y's than expected too. I think the addition of backstabber as a distraction and punisher might well be worth the trade off.

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Ok guys. I have a Store Championship tomorrow, and I'm thinking of running this:

 

Kath with EH, Merc, Seismic (44)

OGP with AdvS and Engine (28)

Backstabber (16)

AP (12)

 

I get the Rebel Captive on Kath, but I think merc can be equally as good or better in some cases due to Kath's ability. Plus I like to have the seismic on her for better damage output.

 

I personally like this shuttle load out, as I think you can't go wrong with it. The Buzzsaw comes in at a few too many points for my liking, and I think this set up will suffice. I prefer AdvS over FCS due to being able to take actions before stopping or colliding. Plus combined with engine, it helps with turning around quicker.

 

I always get good damage out of Backstabber, and the AP is a great blocker and damage doer himself.

 

So talk me out of this list. Rebel Captive is only good against one ship, which doesn't do as well vs swarms, whether they be Imperial or Rebel, and we're seeing a lot more of both lately. I mean, I know Rebel Captive is always in play, and Merc is only good at Range 3, but man, you will either be getting stressed or taking that crit, so I think it uses her ability better than RC does.

 

So, is this a viable alternative to Scarlet Cowgirl? Or what have you found when running a list like this one?

 

thats an intersting version of the squad. u have switched up some firepower from the shuttle (dropping Buzzsaw combo) and  added more firepower with backstabber. i agree merc copilot (usable from the rear firing arc is nice) is a good call but i still like Rebel Captive - its punishing for rebels but then if u have a meta full imperials i think dropping it is not going to hurt u that much - that seismic on Kath is going to hit something good. let us know how u get on.

 

i have a tourney coming up next week and ill likely go with the standard Sacrlet Cowgirl version.

Edited by The_Brown_Bomber

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... but i still like Rebel Captive - its punishing for rebels but then if u have a meta full imperials i think dropping it is not going to hurt u that much...

Why would having an Imperial-heavy meta matter for Rebel Captive? Rebel Captive works against the ship attacking you, it doesn't care if it is a Rebel ship or Imperial ship. It works against your opponent regardless.

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... but i still like Rebel Captive - its punishing for rebels but then if u have a meta full imperials i think dropping it is not going to hurt u that much...

Why would having an Imperial-heavy meta matter for Rebel Captive? Rebel Captive works against the ship attacking you, it doesn't care if it is a Rebel ship or Imperial ship. It works against your opponent regardless.

 

Because Imperials are more likely to have more ships on the board. Meaning ships 2 thru 7 can ignore Rebel Captive altogether. For the Rebels, having 3-5 ships, RC is a little more effective. I think that's what he means.

Edited by hothie

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... but i still like Rebel Captive - its punishing for rebels but then if u have a meta full imperials i think dropping it is not going to hurt u that much...

Why would having an Imperial-heavy meta matter for Rebel Captive? Rebel Captive works against the ship attacking you, it doesn't care if it is a Rebel ship or Imperial ship. It works against your opponent regardless.

 

Because Imperials are more likely to have more ships on the board. Meaning ships 2 thru 7 can ignore Rebel Captive altogether. For the Rebels, having 3-5 ships, RC is a little more effective. I think that's what he means.

 

 

yes, plus rebel ships have less green options on their movement dial to shred stress, more agile ships like intercepters and tie-fighters just laugh at stress and shred it more easily. B-Wings and X-Wings in comparison are slower with less green movement options - so if stressed they get slowed down quite a bit if they want to shred stress.

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Imperials- more ships to spread the stress + more maneuverability to shed it.

Rebels- 4ish ships only to spread stress. Way less green to shed it.

What HE said.

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