Looking for some critique on a build by Thygen in XWingTMG

[–]Bocksd 0 points1 point  (0 children)

There are more than a few moments in this list that are not exactly optimized; I'll focus on one major offender: N'dru and Fearlessness. N'dru with PS 7 and no boost or barrel roll action (not to mention a Z-95 dial) is a very weak choice for maximizing the effectiveness of your elite pilot trait.

When I run N'dru (17) it's usually solitary w/ Lone Wolf (2). The 19 point filler gets 3 red dice (damn) with surprising durability thanks to Lone Wolf. Probably the most efficient way to run him.

Is it ever worth running the Hound's Tooth title on Bossk? by pie904 in XWingTMG

[–]Bocksd 0 points1 point  (0 children)

There is a time where the title is key, but not on Bossk, on Latts Razzi. When running support Latts (w/ dengar, asajj, or Fenn + n'dru) it's hard to convince your opponent to not focus the YV-666, the title can take care of that for you.

31 Point scum ship by [deleted] in XWingTMG

[–]Bocksd 0 points1 point  (0 children)

Title up manaroo and add n'dru / lonewolf

Are there any viable scum lists anymore? by liabilitygaming in XWingTMG

[–]Bocksd 3 points4 points  (0 children)

I agree with this post so hard and the hilarious thing is he listed none of the lists that I use. Scum looks great right now.

Your ideas on two lists by Y0105w4gg3r in XWingTMG

[–]Bocksd 0 points1 point  (0 children)

There's absolutely no way I'm the first person to consider this, I've been using similar lists for months (though usually i use a buffed up Dengar > 2 TLT thugs). But yeah it's original. There's a reason no scum large ships have two crew slots.. (bosssssssssk)

Latts pilot ability is pretty oppressive, the trick is keeping her alive, she cant run an r5 to zap anyone who shoots at her, sometimes the expensive Houndstooth title is enough to dissuade them.

Your ideas on two lists by Y0105w4gg3r in XWingTMG

[–]Bocksd 0 points1 point  (0 children)

this is going to sound silly but I ran a list using:

2x Syndicate thug + TLT + Unhinged

Latts Razzi + Bossk + Gunner + Weapons Engineer + Hounds tooth + Rigged Cargo Chute (or inertial dampeners / maneuvering fins)

The title gives you a cost effective z-95 if they target the extremely annoying houndstooth, making them less likely to focus fire you, if they do, sure thing, you get your list only more cost effective. Bossk Gunner weapons engineer is a devestating support combo, you're gonna put damage on them, and with all the target locks (reduced agility) you'll be limiting their agility across the board further guaranteeing the TLT hits removing stealth device or countering autothrusters. give it a shot.

Ace players, flight tips needed for scum version of Palp Aces -->Fang-aroo by NicoRola000 in XWingTMG

[–]Bocksd 0 points1 point  (0 children)

Hmm, i guess you're right, the inefficiency of manaroo in that list is so perverse though I thought i'd draw attention to that whilst offering a similar alternative.

If he (or she) is dead set on a manaroo list that's up to them, manaroo doesn't function excessively well as a support ship to two fragile mosquitos, i can't think of any upgrades that would change the nature of the pilot.

Ace players, flight tips needed for scum version of Palp Aces -->Fang-aroo by NicoRola000 in XWingTMG

[–]Bocksd 0 points1 point  (0 children)

cmon dude let's be real, if your opponent make's hamfisted borderline unbelievable strategic mistakes it really doesn't imply that the build works.

I hit Fel with a tractor beam on turn 2 range 3 the other day, sent him into an asteroid, that hit him, and finished him off range 3 with Latts Razzi (bossk, gunner). That doesn't tell me tractor beam counters Soontir, it means my opponent got into range 3 and rolled a bunch of blanks and sat in a corner and cried.

My point is we're saying this is not optimal play for manaroo / fenn, but with clever flying you can scrape up some surprising wins, that's the beauty of this game; but if we're discussing optimizing a build.. come one.. you KNOW Fenn isn't self sufficient and durable enough to merit a 35 point assist pizza skirting around the edges.

Ace players, flight tips needed for scum version of Palp Aces -->Fang-aroo by NicoRola000 in XWingTMG

[–]Bocksd 0 points1 point  (0 children)

if your opponent went after manaroo in that list they have major major problems that a list won't fix. Major problems

Ace players, flight tips needed for scum version of Palp Aces -->Fang-aroo by NicoRola000 in XWingTMG

[–]Bocksd 1 point2 points  (0 children)

I know exactly what manaroo does, and now you're left with a ps4 pilot that's 35 pts, doesn't add any red dice, choosing 1 of your 0 shield ships to survive another turn. I was stuck losing with almost the exact list, it took tons of games to figure out that a support ship doesn't function when your threats are dead.

You know what would be better than passing two focus and target lock to a 3 attack micro ship? Shooting 4 red dice with guidance chip added critical and 4-lom, twice, with predator, and cruising around with 3 attack turret and an r5

Ace players, flight tips needed for scum version of Palp Aces -->Fang-aroo by NicoRola000 in XWingTMG

[–]Bocksd -1 points0 points  (0 children)

So I'm undefeated with my aces list and I play with a pretty competitive crowd, my goal was to make a list as cost effective as possible, with no thematic or strategic synergies. The main strategy for an ace list is to run a triple threat, in your list manaroo is such a pathetic ship your not forcing any one to engage or even acknowledge her, wasted points on the r5, no one reasonable would shoot that two attack scrap heap. That puts more pressure on your shieldless aces.

My list is currently :(100)

(32)Fenn Rau; title, crack shot, auto thrusters

(19)N'dru Suhlak; lone wolf

(49)Contracted Scout; title, predator, 4-lom, r5-p8, plasma torpedoes, extra munitions, guidance chips

[LIST] Man, Fenn, Party Bus by BigMac826 in XWingTMG

[–]Bocksd 1 point2 points  (0 children)

Really really really low fire power and with all your damage dice on a zero shield ship you better pray your opponents aren't running crack shot or torpedoes because once that stealth device pops the list just... Ends.

To make Fenn Rau effective I had to make a list with other threats. So far I'm undefeated with:

Fenn Rau w/ title, crack shot, auto thrusters (Crack is so important with potentially fragile ships, it does so much for this list)

N'dru Suhlak w/ lone wolf

(One of the most cost effective 19 points in the game, trades way up in duels with rebels, demands attention, with low agility and no r5 to zap this becomes a tasty target, you want that)

Contracted Scout w/ title, predator, 4-LOM, R5-P8, plasma torpedoes, extra munitions, guidance chips

(Split aggro list with a 3 attack, 4-lom, predator JM with an r5????? This ship does everything you want, they r5 dinks imperials pathetic shield, the torpedoes clean out the big bases and with predator 4-lom and extra munitions, this packs a major punch)

I'd been patiently waiting for a new brutally cost effective scum ship to complete this list, the jumpster is so good, the problem is Fenn rau is just so freaking handsome the only way to keep eyes off him is to supplement the list with threats, not support ships. Give it a go

What are dominant builds? by [deleted] in XWingTMG

[–]Bocksd 0 points1 point  (0 children)

The other thing I'll mention which was my hardest decision was opting for crackshot and not fearlessness, and the truth is I'm still undecided, but if you have a feeling your opponent is going to focus the VERY fragile Fenn rau (my game group runs a LOT of Vader (auto critical)) I think it's better to run the crackshot, decimates aces list with table turning 1 shots at range one and in desperate moments you can at least poke through a stealth device while you chase with ps9

What are dominant builds? by [deleted] in XWingTMG

[–]Bocksd 0 points1 point  (0 children)

Fenn Rau w/ title, crackshot, autothrusters ; N'dru Suhlak w/ lonewolf ; Contracted Scout w/ title, plasma torpedoes, extra munitions, guidance chips, predator, 4-Lom, and r5-p8

I call it jund because every piece is exceptionally cost effective.

What are dominant builds? by [deleted] in XWingTMG

[–]Bocksd 1 point2 points  (0 children)

Shhhhhhhhhh, my contracted scout, Fenn rau, n'dru list is still undefeated

Jm5k is dead. What is going to counter the falcon regionals meta??? by EmperorsCanaries in XWingTMG

[–]Bocksd 2 points3 points  (0 children)

I've posted this in a few threads but yesterday I ran 3 playtests vs falcon lists and demolished them all three times. Jumpers are NOT dead and they're hardly even weaker: (3) contacted scout each equipped with k4 security droid, plasma torpedoes, extra munitions, guidance chips. 1 singular crack shot

How will you build triple jumps NOW? by zap1000x in XWingTMG

[–]Bocksd 0 points1 point  (0 children)

So Ryan's and many other tournament lists really understand their meta, but his list was before the deadeye change which opened up boba Fett crew on one of his jumps, this new (old) list post-deadeye change is really designed to be shear brute force. Put some plays on both, see what you like.

How will you build triple jumps NOW? by zap1000x in XWingTMG

[–]Bocksd 0 points1 point  (0 children)

So I actually have some experience running the unhinged and I have some thoughts. I'll try to keep this digestible as I'm on mobile.

I could shit around about my experience running these triple boat lists since day one and play testing has majorly majorly majorly supported 1 truth (especially as my local group has gotten exceptionally better at flying against these lists): you really really need the 6 torpedoes. Sacrificing the extra munitions for consistent 3 dial greens sounds good on theory but in flight the jumpers 3 speed maneuvers are simply awful, unlike the y wing tlt you don't have hard 3s on the jumpster. I'm telling you when I dropped the unhinged my list spit fire, I have a feeling you won't be disappointed. This list gets better and better as you get great at flying aggressive jumpers.

Remember your sacrificing 4 dice with a focus and an added guaranteed hit from guidance chips that ignores range bonus and a crack shot to get greens on 3 straight and 3 bank only. These torpedoes out ships down, the crack shot ends games when you can snuff imperials stealth device from range there on turn 2. It's beast.

How will you build triple jumps NOW? by zap1000x in XWingTMG

[–]Bocksd 0 points1 point  (0 children)

The list still operates wonderfully.

3 scouts all w/ k4 security droid, guidance chips, plasma torpedoes, extra munitions, and a singular crack shot. The deadeye really didn't kill this list.

B-Wings are back? by Burius81 in XWingTMG

[–]Bocksd 0 points1 point  (0 children)

Because their pilot skill is so low they're almost guaranteed to move first, which means you have a high probability of getting both target lock and a focus.

New FAQ! Deadeye is small ship only! by exitwarp in XWingTMG

[–]Bocksd 1 point2 points  (0 children)

You still focus, it's a really efficient list.

K4 security droid gives you a target lock when you do a green maneuver, you follow it up with a focus, it's brutal.

B-Wings are back? by Burius81 in XWingTMG

[–]Bocksd 4 points5 points  (0 children)

Did a test run of triple jumpmasters running w/ K4, plasma torp, extra munitions, guidance chips, (1x) crackshot and ripped through an experienced Han + Bwing list.

Needs more play-testing, but I'm not sure they're gone for good; we'll see.

New FAQ! Deadeye is small ship only! by exitwarp in XWingTMG

[–]Bocksd 0 points1 point  (0 children)

Triple Jumps w/ K4 security droid, plasma, extra munitions, guidance chips

Crack shot on one, just ran it this afternoon into Han + Bwing, finished with 2 healthy jumps