Back in January I posted a squad which I'd had a bit of success with here. I didn't have a clue what I was going to run at the local Civil War event, and rather than try and re-invent the wheel with a squad I wouldn't have time to play test at all, I'd run the same chassis, with some minor changes.
Before attending a friendly local X-Wing tournament recently, I was completely stuck on squads.
I wanted something flexible, unique, and capable of dealing out the hurt. Just as importantly, I needed something which wasn't going to disintegrate after the first volley from the enemy. Within a few days of play-testing with my trusty wingman, Todd, as well as my kids, this is what I came up with:
I'm a huge fan of the contested Firespray and don't hide that fact on this blog at all with the amount of squads, battle reports and content I generate for the ship. I've run them with Kath Scarlet in the pilot seat before, but these times called for Boba Fett himself.
When the Elite Pilot Talent Expertise first was spoiled, I didn't really think anything of it. Fast-forward to when I physically had the card in front of me, and right away I thought about the nightmare my opponents would face if Boba Fett was in range 1 of a target, gaining not only an extra attack die and one-plus re-rolls from his pilot ability, but then all of his focus results become hits (without Glitterstim!). For 4 points, I think it is an absolute bargain and allows the bounty hunter to either take evades as an action or use the engine upgrade to boost into a range 1 position.
Latts Razzi is a crew card I really enjoy and was selected for a few reasons. I knew I'd run into some Push the Limit-type aces at the event, but with the stress-generating Asajj flying with Boba, it would create an ideal situation to increase his survivability.
Finally, Burnout Slam is a great illicit choice to use when Boba Fett has made an attack run and needs to re-position; or if he's taken too much damage and needs to run away. In a few test games, making a 3-turn followed by another 3-turn was a great way to navigate through obstacles or set up another run at the enemy. I feel it is often overlooked, but I'll keep advocating its use on the Firespray.
I'll admit, this is far from a typical Asajj Ventress build. Once upon a time, the early concept had Glitterstim filling both Illicit slots and Veteran Instincts as the EPT to ensure that, if I scored a tractor beam token on an enemy ship, Boba could take advantage of the lowered agility value.
As I played more with the squad, I soon realised it wasn't so much the lowered agility value which was the greatest value of the Shadow Caster title, but the re-positioning of the ship. This opened up points to make the current version of the ship.
Dengar is a solid crew upgrade for any ship, and while Ketsu Onyo is the go-to choice to keep the tractor beam tokens glued to the enemy ship, the re-rolls provided by Dengar when 'ace hunting' is critical to the success of the build. If a sneaky pilot manages to avoid the firing arcs, Feedback Array is the backup.
From the defensive point of view, Asajj relies on Counter Measures. This is fantastic for shaking off a target lock if someone is about to launch ordnance into the Lancer. Glitterstim also provides a boost offensively, but when it is combined with Counter Measures, Asajj will likely survive a sticky situation at least once.
I ran this squad at the local tournament today and ended up placing second with a 3-1 record. I'll be posting up a tournament report in the near future – you can subscribe on the right to stay informed of all future posts.