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Hi all, stmack here.
I've been around the scene for a while but kind of surprisingly have never written a battle report, and I still haven't, I actually started to write this as one but I got caught up talking about the list building which is what I enjoy most.
Well yesterday I went to a small Winter Kit tournament, just 12 people so we did 4 rounds with no cut, and had fun (and won) with a new list so thought I'd share my experience at the tournament building this list.
Alright so how did I start off? First I really like the Bossk crew card, I've been shoehorning it into a lot of YV-666 Gunner Tactician lists but to be honest I generally find the combo too expensive for what it is.
The first thing Bossk needs to make him worth it is multiple attacks (and obviously a crew slot). For Scum that currently leaves two options, the previously mentioned gunner second crew slow (ie the YV-666), or a ship with a turret and crew slot, the HWK!
The second thing that helps a lot is some kind of assurance the focus won't go to waste if you don't use it offensively, higher pilot skill helps as it means there's a chance you'll use it defensively, but to really make sure Bossk pays for himself the Crow title is perfect. Now while shooting at an ace like Soontir, not only are you hopefully getting him to burn his defensive tokens, you're producing your own at the same time (or you're hitting him, that's legit as well).
Now, while the Bossk twist might be new (at least I hadn't seen it before), the TLT HWK is not a new concept. I will say this though, every time I see a Spice Runner in a list where it could've been Mux, I think it's a goddamn tragedy.
Mux's ability may be the best ability in the game, and I don't say that lightly there are some great ones out there. But here's the thing, Mux's ability can benefit every ship in your list, including himself, which is something not even Howlrunner can say. Every single time you drop a pilot from above you in the shooting order to below you it gives you a chance that may not have existed previously to kill it before it fires. This is huge in X-wing and the best part is if you try and make sure you're in range, it can always be the biggest threat that's getting knocked down, which not only lowers there offense but can increase yours. How? Because it can mean you're able to get an extra shot from a ship that would've died otherwise. So not only is it giving you the ability to make your opponent lose a shot, it also can gain you one. This all for 3 points and you get the bonus PS anyway.
Alright so we have one ship, and we know that with it's ability we can go for value low-PS ships and not be negatively effected too much by it. So first let's try filling it with Z-95s. Unfortunately we only have 70 pts available so we can't do 6, and there's not too much I want with in upgrades if we do 5 10 pts elsewhere so what are our other options/needs? We know Mux is probably going to be target #1 for our opponents so we want three things aside from the previously mentioned cheap value, we want firepower, blocking and control.
Now control is best when you have stress and ion but given that S&V don't have a lot of stress options I'm cool settling with just ion, especially when it's got the firepower of the Y-wing warthog build backing it. The R4 agromech on the warthog build is great for action economy but would leave us we 20 pts left if we had two warthogs (I always like to double up my ion sources, one for big ships, and two just for the extra control in general). If we drop those though it leaves us with 24, just enough to fit in 2 Z-95s to use as blockers and extra firepower.
Finally the list:
- Torkil Mux: Moldy Crow, Twin Laser Turret, Bossk (30)
- 2x Syndicate Thug: Ion Cannon Turret, BTL-A4 (2x 23)
- 2x Binayre Pirate (2x 12)
(Total: 100)
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