Scarlet Tide: Scum Kath ideas

By Rhoaran, in X-Wing

Like many others I'm keen to see the release of Scum. I've been playing Z's and Y's as my primary squad since Wave 4, so I was thrilled with the faction's introduction.

Anyway. Kath interests me. It will be hard to pass up Boba's great ability for 1 point more, but he forces an aggressive playing style that I'm not always up for.

I'm looking for Scum Kath builds that will allow her to move forward early then either turn away or K-turn and spend much of the game moving away from a central conflict. She will get wide arcs and strong shots with her auxiliary arc damage boost.

This is the build I'm considering.

Kath: Expose, K4 Droid, Experimental Interface

Five or six dice attacks with target lock & focus/evade. The trick will be the rest of the squad blocking the enemies in the center. Or use Kaato with Bodyguard to shadow her.

Thoughts.

Your list title makes me think of menstruation.

***flies away***

Similar to a developing list post I'll be putting up tonight if the Internet doesn't go out.

Your list title makes me think of menstruation.

***flies away***

This is why I need feminism.

I have thought about a good way to fly Scum Kath and I think when it comes time, I will primarily fly the first turn towards my opponent and then K-Turn next turn. I can then move slowly to keep them in my back arc as needed.

I would go with outlaw tech and predator. Press gives you rerolls, outlaw tech gives you you focus when you kturn. kath want to shoot backwards, so you will be kturning a bit with her

I would go with outlaw tech and predator. Press gives you rerolls, outlaw tech gives you you focus when you kturn. kath want to shoot backwards, so you will be kturning a bit with her

I like this combo, but I'm not sure she actually needs to K-turn alot.

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(okay, that's actually an alot of segnors, sue me)

One of the things I like about ImpKath is she's a great option for high-PS bombing, ScumKath is even better, and the Andrasta title is just above and beyond.

44 - Kath+Andrasta+3xSeismic

56 - 4x Binayre Pirate+Feedback Array

Kath's essentially getting a 5-die rear attack here for three hits, with one die each time guaranteed. Optimally, she swoops in, gets a shot, drops a bomb and gets another on the way out, rinse, repeat.

Binayres are PS1, so they get to be fantastic blockers, and here's where Feedback Array comes into its own. Blockers can be wasted firepower if the ship they block is the only one in arc. Feedback Array is not an attack and is not hampered by base contact.

Welcome to Guaranteed Damage.

Everyone is talking about koiograning with her. To me, this is lacking.
I would attempt to put her out as a center-of-the-board flanker. When I expect combat to start happening, I would have her turn away from combat, as this means very few of my opponents maneuvers would be out of her arc. Moreover, from a position of 90* off the angle, using her 1 banks to adjust her rear arc would consistently encapsulate most of the enemy's possible positions.

This is also how to win with Imperial Fett, by the way.

Predator and Recon for me.

Fire-sprays really aren't about K-turning as much as either Flanking or "jousting" with the butt-arc (most ships have to stress, but the Fire-spray just moves on foward)

Edited by ficklegreendice

I dig it. Thanks for giving me a reason to theory craft scum lists.

Kath and Pirates (100/100)

=========================

Firespray-31: Kath Scarlet (38 + 11)

+ Expose (4)

+ K4 Security Droid (3)

+ Experimental Interface (3)

+ Inertial Dampeners (1)

Z-95: N'dru Suhlak (17 + 6)

+ Lone Wolf (2)

+ Engine Upgrade (4)

Z-95: Binayre Pirate (12 + 2)

+ Dead Man's Switch (2)

Z-95: Binayre Pirate (12 + 2)

+ Dead Man's Switch (2)

I actually quite like the idea of Kath with HLC; 4 attack dice all day every day from both arcs. Expensive, yes, but awesome.

I've been thinking of doings something along the lines of...

Kath Scarlett w/ Stay on Target & Outlaw Tech

Allows for K-turns, when appropriate, or for fixing your maneuver to keep the extra dice from the aux. arc.

Yeah I'm thinking about feedback array now instead of dead man switch. Hmm.

I've been thinking of doings something along the lines of...

Kath Scarlett w/ Stay on Target & Outlaw Tech

Allows for K-turns, when appropriate, or for fixing your maneuver to keep the extra dice from the aux. arc.

I hadn't considered outlaw tech and stay on target. That is quite good combo. Would also be good on HWK.

Tipperary's bomber build is also something I would consider using. I had the same though but ran out of points for bombs with my expensive Kath.

If you are kturning more than on e a game with a firesprays I think you're doing IT wrong. I'm looking at K4 and expert handling. Shedding TL's is a nice bonus, nearly tripiling hour arc coverage is the real deal, and K4 keeping the free TL's coming so you can BR/Evade/focus as needed is nice since you were probably doing a green 1 anyway with K4

I've been thinking of pairing:

Kath + PTL + Recon

T Slaver + Hounds Tooth + Bossk + Gunner + Tactician

Binary Pirate Z

-I like to keep Kath cheap and efrective. PTL allows to turtle with evade and 2 focus tokens. Or go offense with a focus + TL (still allowing a defense focus).

-Slaver Bossk allows for some reliable damage that can skirt the board. And double stressing ships is huge.

-Cheap Z for blocking plus the 2nd Z when the Hounds Tooth dies to help finish the game.

A big question I'm having is do I drop the Tactician and Hounds Tooth for a HLC on the slaver.

Wow major thread necro

Expose on a Firespray is going to hurt. I'd recommend Opportunist instead: you'll be clearing that stress to trigger K4 anyway.

Focus and Evade in your way? Bring Palob to the party.