Scum preview article up!

By Babaganoosh, in X-Wing

lol almost half of everyone on this forum is reading this topic

I think it'll be a fun card for random games, but not much more.

Oh I don't think he'll become very popular. But given the following conditions I could see using him.

Have a Y-Wing.

Have one open torpedo slot.

Have points for a bomb.

Don't need any other Astromech on that Y-Wing.

It's a decent sized list, and any one of those things being false means he's not useful. But if you meet all those criteria already I can't see why you wouldn't use him. Becomes a bit like gunner at that point, you take it in case you might find a need for it.

Self damage is bad, but there may be a point in the game where you'd be willing to take the hit for the sake of doing even more damage to the other guy.

Edited by VanorDM

I have zero interest in running a Rebel z-swarm.

A Scum Deadman's Switch z-swarm? Why, hello... somebody's got a Gaming Boner!

get a bunch of Z95s all with Dead Man Switch, group them together and rush them into the enemy forward 4. When Z95 #1 dies, he explodes, dealing everybody 1 damage, including all your other Z95s. Then Z95 #2 dies from it and explodes, killing Z95 #3 which then explodes, and you get this chain reaction going, and you will lose all your Zs in exchange for blowing everything in that area 4-5 uncancellable damage

Nice preview. Hotshot blaster and feedback array are pure Phantom hate, especially array. Dead mans switch is for killing swarms, so two out of 3 whales of meta already taken care off, and hell lot of cards left

Hot Shot Blaster on N'Dru: single shot turret that throws four dice at range 1-2 as long as no other friendlies are within Range 2.

Hot Shot Blaster on N'Dru: single shot turret that throws four dice at range 1-2 as long as no other friendlies are within Range 2.

throw Opportunist on her for added fun

Hot Shot Blaster on N'Dru: single shot turret that throws four dice at range 1-2 as long as no other friendlies are within Range 2.

throw Opportunist on her for added fun

Or Expose and EI

A Y-wing with R7-T1 or an Engine Upgrade can boost out of range, I think. I'd have to get my templates out or boot up Vassal to be sure, and I'm at work at the moment. :angry:

@Everyone who noticed that you can't take R7-T1 and Genius on the same ship: shows what you know. There are a lot of upgrades still unspoiled, and one of them easily could be something that lets you equip a second out-of-faction astromech, and when that upgrade is revealed you'll all feel terrible for laughing at me.

Cluster Missiles on N'Dru also sounds like fun. Two four-dice attacks at range 1-2.

Here is something in the article I caught that no one has mentioned yet:

Combined with the fact that it is currently unique to the Scum

Currently unique to S&V. I do not think that this means that we will see it in other factions but they left them self a window,that they could. Maybe more cross over ships that are made for S&V that would also have rebel or imperial pilots.

A Y-wing with R7-T1 or an Engine Upgrade can boost out of range, I think. I'd have to get my templates out or boot up Vassal to be sure, and I'm at work at the moment. :angry:

@Everyone who noticed that you can't take R7-T1 and Genius on the same ship: shows what you know. There are a lot of upgrades still unspoiled, and one of them easily could be something that lets you equip a second out-of-faction astromech, and when that upgrade is revealed you'll all feel terrible for laughing at me.

Nope.

A Y-wing with R7-T1 or an Engine Upgrade can boost out of range, I think. I'd have to get my templates out or boot up Vassal to be sure, and I'm at work at the moment. :angry:

@Everyone who noticed that you can't take R7-T1 and Genius on the same ship: shows what you know. There are a lot of upgrades still unspoiled, and one of them easily could be something that lets you equip a second out-of-faction astromech, and when that upgrade is revealed you'll all feel terrible for laughing at me.

Well, the only way this would work is if it was an Astromech droid slot that gave the Salvaged Droid slot. It won't go the other way around because R2-D2 does not say "Rebel Only." And the QQ about why R2D2 is fighting for scum and villainy would be too loud to ignore. Furthermore, if this type of Astro -> Salvage exists, it would consume the Astromech slot, so once again, you wouldn't be able to put R7-T1 on it. Finally, this Astro -> Salvage won't exist because it's FFG's way of making the S+V unique... an unhinged Y (especially with EU+Turret) is going to fly completely different than a rebel Y wing. So, they won't do that.

A Y-wing with R7-T1 or an Engine Upgrade can boost out of range, I think. I'd have to get my templates out or boot up Vassal to be sure, and I'm at work at the moment. :angry:

@Everyone who noticed that you can't take R7-T1 and Genius on the same ship: shows what you know. There are a lot of upgrades still unspoiled, and one of them easily could be something that lets you equip a second out-of-faction astromech, and when that upgrade is revealed you'll all feel terrible for laughing at me.

Well, the only way this would work is if it was an Astromech droid slot that gave the Salvaged Droid slot. It won't go the other way around because R2-D2 does not say "Rebel Only." And the QQ about why R2D2 is fighting for scum and villainy would be too loud to ignore. Furthermore, if this type of Astro -> Salvage exists, it would consume the Astromech slot, so once again, you wouldn't be able to put R7-T1 on it. Finally, this Astro -> Salvage won't exist because it's FFG's way of making the S+V unique... an unhinged Y (especially with EU+Turret) is going to fly completely different than a rebel Y wing. So, they won't do that.

:P

Hot Shot Blaster on N'Dru: single shot turret that throws four dice at range 1-2 as long as no other friendlies are within Range 2.

throw Opportunist on her for added fun

Or Expose and EI

Hot Shot Blaster on N'Dru: single shot turret that throws four dice at range 1-2 as long as no other friendlies are within Range 2.

throw Opportunist on her for added fun
Or Expose and EI
Expose only works on primary attacks, and turns you into a ship with four health and one agility worth at least 24 squad points. You're effectively an unshielded Y-Wing on defense.

Yeah, I forgot that it's only on primaries...lol

Here is something in the article I caught that no one has mentioned yet:

Combined with the fact that it is currently unique to the Scum

Currently unique to S&V. I do not think that this means that we will see it in other factions but they left them self a window,that they could. Maybe more cross over ships that are made for S&V that would also have rebel or imperial pilots.

Exactly! Like I mentioned a few posts earlier about the new droids. Their icon is different on the cards too.

Lets see where and how to get new cards

Hot shot blaster, 2x dead mans switch and maybe 2 feedback arrays and inertial dampeners comes in IG2000 (evil FFG)

Robots come in most wanted.

They put Z-95 cards in IG2000......sad

Well one hot shot blaster comes in Most wanted, but I need my Z-95 to explode, and kill stuff by it

Edited by Redblock

Interesting. I generally really like these upgrades. Quick breakdown.

binayre-pirate.png

No surprise there, it's 12 points, as expected.

ndru-suhlak.png

This looks like the Mauler Mithel of Z-95's to me. 17 points for a 3/2/2/2 flanker isn't bad at all, especially at PS7. Lone Wolf looks like an obvious upgrade here. Rerolling 1 die increases your damage output by around a 30% if you have 3 base attack dice (rule of thumb). I haven't yet run the numbers on how defensive efficiency increases by having a reroll, but with 3 blanks per side on each evade dice, it's probably about halfway between having 2 dice and 3 dice. Either Stealth Device or Hull Upgrade could be a good choice here. Consider:

N'Dru Suhlak + Lone Wolf + Hull Upgrade (17 + 2 + 3 = 22)

22 points for 3/2/3/2 at PS7, with a reroll on offense and defense is quite good. It would be more durable than the X-wing (probably closer to the B-wing but with more variance), but with more damage output because of the offensive reroll. Oh, and it's PS7. This ship REALLY rewards maneuvering it properly to keep arcs on targets while staying out of range 2 of friendlies. If you can do that, this ship is spectacular.

Also, amazing paint job on the artwork.

hot-shot-blaster.png

Meh. I don't see this ever getting taken. I'm going to assume that you would only ever use this on a ship with 2 base attack. Lets look at the three possibilities for its use:

  • You have an enemy ship in arc at range 1. You get 3 dice anyway, so you wouldn't use the card.
  • You have an enemy ship in arc at range 2. If you use this, you are spending 3 points for adding 1 attack die on a one-off shot. That's not worth it.
  • You have an enemy ship outside of arc at range 1-2, AND you have no other attacks this round. This is the only possibility where this card could be potentially useful. However, what would you rather have: 4 one-off attacks, or an extra Z-95? I strongly suspect most people's answer will be the extra Z-95.

So, I'm not really impressed with this one. If it had 4 attack then it would be OK. When I eventually (in many months) do a piece on Missiles and Torpedoes I'll throw this one in for comparison as well.

feedback-array.png

This is interesting, but probably still of very limited use. It punishes you twice for using it: once because you gain an Ion token yourself, and again for costing you your attack. The article mentions the scenario where you don't have arcs on a ship anyway, so you don't lose your attack. But in this scenario, it unlikely that you will have a ship in arc next turn either, because you are going forward 1 next turn, and your opponent knows it. If it gave an Ion Token to both you AND the attacker, then you would have something interesting.

dead-mans-switch.png

OK, this one is really interesting, and is mainly anti-swarm tech. The problem is figuring out how to use it. You obviously don't want to be near your own ships when you get taken out, so whatever you put this on had better be away from your fleet. And it had better be durable enough that it can get into range 1 before getting blown to smithereens. At 2 points it seems a little pricey, but I haven't thought through all the combinations yet, and we still haven't seen all the new pilots in this wave.

salvaged-astromech.png

This is a nice idea for a card, and is definitely made for Y-wings with 5 hull. Cost of 2 is about right, because if it works, it is better than a Hull Upgrade, which is worth less than 3 points on a Y-wing. If it was 1 point then it would be too cheap, since most of the cards in the deck (25/33) are ship types. You are still paying for an insurance policy, because how often will this really go off during a game? I'll eventually calculate the exact durability increase that this card provides. I'm already calculating "shots to kill" including the effects of critical hits, so I just need to add another condition to discard the first ship type crit. No ETA on calculating this though, so don't hold your breath waiting for me. ;)

Footnote: HLC laughs at this card.

bomb-loadout.png

Perfect, and long overdue. Two thumbs up! You can now equip one Bomb instead of a Torpedo. The combination of an Ion Cannon Turret, followed up by a bomb next turn is A New Thing, and has some serious potential. TIE Bombers are no longer the best bomb carriers (ironically). That title will now be given to the Y-wing because of the above synergy.

genius.png

I really like this card. It's perfect. Cost 0, so it only has the opportunity cost of consuming the slot. It is literally auto-include otherwise, if you have a Scum Y-wing with a bomb. The only problem is that you'll be in the blast radius of your own bomb.

But wait. There is another way.... what is that card I am thinking of? It's that card that Theorist has in just about every single build he thinks of... Oh yeah, this one:

engine-upgrade.png

  1. Execute maneuver.
  2. Drop Seismic charges.
  3. ??? ... Boost!
  4. ... profit!

Expensive, but downright dirty.

unhinged-astromech.png

Eh. It has to cost something, so 1 point is your only option. I think that it is inferior to the standard R2 astromech, since range 1-2 are more useful for making tight turns.

I only have one conclusion with this card: it means that we will probably never see a ship that has a salvaged astromech slot, and also a 3 K-turn or Sengor's loop. That combination would be insane.

Hot Shot Blaster on N'Dru: single shot turret that throws four dice at range 1-2 as long as no other friendlies are within Range 2.

N'Dru is awesome. Throw Engine on him and he is basically a fast Rookie pilot with one less hull but +5 PS. All you have to do is flank with him. Lone Wolf is also awesome on him.

Here is something in the article I caught that no one has mentioned yet:

Combined with the fact that it is currently unique to the Scum

Currently unique to S&V. I do not think that this means that we will see it in other factions but they left them self a window,that they could. Maybe more cross over ships that are made for S&V that would also have rebel or imperial pilots.

Exactly! Like I mentioned a few posts earlier about the new droids. Their icon is different on the cards too.

I also noticed:

Since this upgrade exists currently only among the Scum’s Y-wings

They like using "Currently" in this article.

Regarding the Kami-Hunters, those + the ability of Prince X will be hilarious.

Area of Effect damage on demand!

I'm really not very enthused by the amount of damage that can be done without dice here. Yes it feels dirty, but it also feels against the game's wonderful reliance on unreliable dice.

This does open up some paths for easily taking out low HP targets like the Phantom however. It could fix the problem, but I think its a little inelegant.

This design team has been pushing for more and more non-dice damage, even in Wave 5, you get Ruthlessness.

Which, does anyone know, is that Imperial only?

More new stuff that will help the Rebel faction, what a surprise. If the "bomb loadout" had been "ywing or tie bomber only" it would have been more fair. Now the Rebels get a traditionally Imperial upgrade option for free. Seems fair to me.

Only one Genius card is in the Most Wanted Expansion. But two of Bomb Loadout for the Y-Wing.

Pity!

Edited by Thrawn on YouTube