Kath is epic. Emon could get pricey, but setting up a field of Proximity Mines certainly sounds like fun and a pain for your opponent. I won't get much use out of him, but I know players that are skilled with deploying mines will have a blast with him. Just afraid that he might fall into the Nera trap. The Mandalorian Mercenary is certainly my favorite card in the set. I love running Dual Firesprays. Now, I'll be running Two Mandalorians, both with Stay on Target and Outlaw Tech. Makes 78 points, enough for cheap support like Serissu with Swarm Tactics. The HWK Pilots will also have little trouble pulling their weight. Dace is vicious, and Palob and Torkil are both dirty. Really hoping fear of Torkil will help alleviate the fear of Phantoms, thereby reducing the prevalence of Falcons.
Not a single disappointing card for Scum so far.
Yeah, from what I've seen there don't seem to be any real stinkers so far with scum. I'm dubious about a few, like accuracy correctors and BTL-A4, but the vast majority seem pretty well-considered and useful. Time will tell, of course. I just hope there isn't anything wildly overpowered in there. So far it looks like a very well-constructed faction.
I have had thoughts about both of those, too. Accuracy Corrector is no doubt quite powerful. The real use of it is defensive, I feel, in that with guaranteed hits, you can save tokens for defense. But, it is a way around several disadvantages in this game, including the random nature of dice rolling, which is what makes it good anyway. I will wait til I see it played a lot, but I think it might be undercosted by a point or two.
The A4 has strengths and weaknesses. You'll either have to take one unmodified attack, or fly away with a stressed Y-wing, or make your Y-wing really expensive to solve both issues. And most of the attack options are fairly weak. But maybe that's what makes it good, two weak attacks is better than one weak attack, but not as good as a single really strong attack.
