Scum Firepower

By Scactha, in X-Wing Squad Lists

MJ has shown some interesting numbers concerning Scum. Here's a list to maximise the stuff.

Boba Fett (39)

Kavil + Blaster turret + Agromech (30)

N'Dru Suhlak + Lone Wolf (19)

Binayre Pirate (12)

All of these have ridiculous jousting values apart from the pirate chump. Kavil gives 360 offense and N'Dru flanks for 4 attack dice with Focus and a reroll up close. Just all to the face hitting power.

I'd look at dropping the Pirate and pimping out Fett a bit.

N'Dru Suhlak (17)

Lone Wolf (2)

Dead Man's Switch (2)

Boba Fett (Scum) (39)

Veteran Instincts (1)

Recon Specialist (3)

Inertial Dampeners (1)

Engine Upgrade (4)

Kavil (24)

Blaster Turret (4)

R4 Agromech (2)

Total: 99

View in Yet Another Squad Builder

This gives you a PS10 Fett that has some ability to react to your opponent's moves, either by boosting or by hitting the Inertial Dampeners and not moving. The Recon Specialist crew works great to enhance the durability of Firesprays and if Fett is getting rerolls for having targets in range one having a focus for offense and one defense will help get the most of them.

I tossed a Deadman's switch on N'Dru since you'll be doing everything you can to keep the rest of your crew away from him and he is going to likely be the first target since he's the easiest thing to burn down. The Deadman's switch might buy him an extra round or two if your opponent switches targets to keep him from dealing damage to a couple of ships. Going with a Hot Shot Blaster instead gives him an option for dealing damage outside of his arc as well.

Thanks for the reply, but I rather want the option to block plus the extra wounds over move shenanigans on Boba. It does much the same yet gives the fleet extra durability. The lovely thing about these scum is that they are so lethal out of the box. I hesitate to frill them out because of this.

the agromech makes scum ys with blaster mini falcons, and kavil is even better. Definately going to be bringing me some ys with agro and blaster turret. tough, a 3 attack dice with a 360 attack with a accuracy boost from the agromech. Can't wait.

Thanks for the reply, but I rather want the option to block plus the extra wounds over move shenanigans on Boba. It does much the same yet gives the fleet extra durability. The lovely thing about these scum is that they are so lethal out of the box. I hesitate to frill them out because of this.

Having the extra body that is adecent blocker is nice and all but looking at the lists that are currently popular your list doesn't really have an answer for them. Any of the big base turrets with Engine Upgrade will be able to dictate range against Kavil and dodge your other arcs fairly well. Phantoms are going to be a pain to deal with as well.

Also, the more ships you have on the board the more likely that N'Dru will end up being just an expensive Z-95 when it counts because he's just barely in range 2 of one of your ships.

N'Dru and Fett are also likely to come into conflict over their abilities. Fett really wants to be in close to get his rerolls but if he is it will make if harder for N'Dru to keep enough range for his ability and Lone Wolf to trigger. I think they are both excellent choices but that's something that anyone flying those two together will need to keep in mind every time they set their dials.

Edited by WWHSD

How about this:

Kavil (24)
Veteran Instincts (1)
Blaster Turret (4)
R4 Agromech (2)

Boba Fett (Scum) (39)
Veteran Instincts (1)
Recon Specialist (3)
Inertial Dampeners (1)

Torkil Mux (19)
Ion Cannon Turret (5)

Total: 99

View in Yet Another Squad Builder

VI on Kavil makes it easier to keep ships in range and Torkil can effectively shut down ACD phantoms

How about this:

Kavil (24)

Veteran Instincts (1)

Blaster Turret (4)

R4 Agromech (2)

Boba Fett (Scum) (39)

Veteran Instincts (1)

Recon Specialist (3)

Inertial Dampeners (1)

Torkil Mux (19)

Ion Cannon Turret (5)

Total: 99

View in Yet Another Squad Builder

VI on Kavil makes it easier to keep ships in range and Torkil can effectively shut down ACD phantoms

I could be wrong but I don't think Mux is going to be of much use against Phantoms unless you are playing against someone that isn't very good with them. He's either going to act as area denial for Phantoms or be the thing you dangle in front of them to shift their target priority.

I could be wrong but I don't think Mux is going to be of much use against Phantoms unless you are playing against someone that isn't very good with them. He's either going to act as area denial for Phantoms or be the thing you dangle in front of them to shift their target priority.

Really? I think Mux will be the single most important factor in the decline of PS 9+ ships. Give him an ICT and it creates a range 1-2 no-go-zone for phantoms. If they get caught in there, they've got to endure an ion shot on only 2 agility, plus whatever else is pointing that direction.

That's huge board control from a ship that costs half as much as a high-end Whisper build. They might be able to finagle range 3 shots at first, but some aggressive piloting from the HWK will make it really hard to both stay out of that area and still accomplish what you need to with the phantom.

I could be wrong but I don't think Mux is going to be of much use against Phantoms unless you are playing against someone that isn't very good with them. He's either going to act as area denial for Phantoms or be the thing you dangle in front of them to shift their target priority.

Really? I think Mux will be the single most important factor in the decline of PS 9+ ships. Give him an ICT and it creates a range 1-2 no-go-zone for phantoms. If they get caught in there, they've got to endure an ion shot on only 2 agility, plus whatever else is pointing that direction.

That's huge board control from a ship that costs half as much as a high-end Whisper build. They might be able to finagle range 3 shots at first, but some aggressive piloting from the HWK will make it really hard to both stay out of that area and still accomplish what you need to with the phantom.

If Mux was in a more durable or mobile ship think it would be a bigger problem for Phantoms. A HWK isn't going to be able to stand up to any sort of focus fire and doesn't have a particularly good dial. Mux will create a zone that Phantoms will want to stay out of but it won't take much to remove him from the board. What Mux will do against Phantoms is influence target priority. He's a fairly cheap ship that is going to generate a lot of hate. I see him filling the Biggs role to some extent for Scum.

I think that he'll see limited use mostly because his ability isn't as universally useful as Palob's and he doesn't bring extra damage like Dace. He's ability is great against ACD Phantoms if you can take advantage of the area denial he provides but it is only moderately useful against other high PS opponents and has almost no value against lists with low PS targets. Stealing tokens on the other hand is always going to be useful. It not only increases your action economy but it hurts your opponent's at the same time. Palob is the Scum HWK that's probably going to see the most table time.

I'd love to be wrong about Mux's effectiveness against Phantoms. I think Mux would have been more interesting and much more useful had his ability effected Pilot Skill during the Activation phase instead.

For Scum Boba Fett, bear in mind that my numerical assumption was he gets 1 reroll all the time. This is almost certainly optimistic. Kath + K4 is also a very powerful ship.

When we say "phantoms", I think its fairly safe to say we're generally referring to Whisper. Palob won't do all that much there. Whisper could use her action to barrel roll into a better position, then fire on Palob, gain a focus (that he's now missed his opportunity to steal), and jump up to 4 agility.

I agree that Palob is more generally useful, but his ability's success will depend more on your opponent making mistakes then it will be your own skill. With target locks becoming more and more prevalent, ships can still dish out damage without him tinkering with it.

And as you say, HWKs aren't terribly sturdy ships, but that's the same no matter which pilot you choose. The difference is Palob will tend to be much more expensive when you throw opportunist, rec spec, and/or moldy crow on him so you'll feel the blow much more when he dies--which will often happen before he gets to shoot.

When we say "phantoms", I think its fairly safe to say we're generally referring to Whisper. Palob won't do all that much there. Whisper could use her action to barrel roll into a better position, then fire on Palob, gain a focus (that he's now missed his opportunity to steal), and jump up to 4 agility.

I agree that Palob is more generally useful, but his ability's success will depend more on your opponent making mistakes then it will be your own skill. With target locks becoming more and more prevalent, ships can still dish out damage without him tinkering with it.

And as you say, HWKs aren't terribly sturdy ships, but that's the same no matter which pilot you choose. The difference is Palob will tend to be much more expensive when you throw opportunist, rec spec, and/or moldy crow on him so you'll feel the blow much more when he dies--which will often happen before he gets to shoot.

Any match-up without a Phantom you would have probably been better off bringing a Syndicate Thug with an Unhinged Astromech for the same cost as Mux as your ICT platform. In the matches that you do face Phantoms, Mux is such a high threat target that he is going to be taken out of the game quickly or avoided completely. Palob on the other hand has a nice ability but it's not such a strong counter that he jumps to the top of the kill list. You can sink a lot of points into any HWK but unless you totally deck him out Palob doesn't need to cost much more than Mux.

Mux will see some success against Phantoms with players that are able to use him as bait and board control against Phantoms but he's so situationally useful that he won't be common enough to shift the meta. No one decides not to use Rebel Captive because they might face Keyan or Ibtisam and people don't eschew Stealth Device because they might run into Blount. It'll be the same thing with Mux. No one is going to stay away from high PS pilots or Phantoms on the off chance that they'll run into Mux.

Until Wave 6 drops this is all just speculation but I really do think a lot of folks are hyping Mux up and will be disappointed that he's not the savior from the high PS meta.

Yup MJ, but Boba works both in defense and offense which I really like.

This is a rough draft of a list idea im toying with

Xizor

Predator

Autothrusters

Virago

Accuracy corrector

Kavil

Determination

Blaster turret

Engine upgrade

BTL-A4-Y-Wing

Unhinged Astromech

Black Sun soldier x2

And how about:

Torkil Mux — 19

Blaster Turret 4

Recon Specialist 3

Kavil — 24

Veteran Instincts 1

Blaster Turret 4

R4 Agromech 2

Binayre Pirate — 12

"Hot Shot" Blaster 3

Munitions Failsafe 1

Laetin A'shera — 1 8

" Heavy Scyk" Interceptor (Cannon) 2

Heavy Laser Cannon 7

This is a rough draft of a list idea im toying with


Xizor

Predator

Autothrusters

Virago

Accuracy corrector


Kavil

Determination

Blaster turret

Engine upgrade

BTL-A4-Y-Wing

Unhinged Astromech

Black Sun soldier x2

Kavil don't work well with y-wing title ;)

Edited by Thagg

And how about:

Torkil Mux — 19

Blaster Turret 4

Recon Specialist 3

Kavil — 24

Veteran Instincts 1

Blaster Turret 4

R4 Agromech 2

Binayre Pirate — 12

"Hot Shot" Blaster 3

Munitions Failsafe 1

Laetin A'shera — 1 8

" Heavy Scyk" Interceptor (Cannon) 2

Heavy Laser Cannon 7

This is a rough draft of a list idea im toying with

Xizor

Predator

Autothrusters

Virago

Accuracy corrector

Kavil

Determination

Blaster turret

Engine upgrade

BTL-A4-Y-Wing

Unhinged Astromech

Black Sun soldier x2

Kavil don't work well with y-wing title ;)

If not its ok im just trying to figure out if i found a way to bypass an ability so Kavil can maybe duble tap with an attack. I would be greatful if someone can confirm this or not. Thanks

Edited by Grave13

And how about: Torkil Mux — 19 Blaster Turret 4 Recon Specialist 3 Kavil — 24 Veteran Instincts 1 Blaster Turret 4 R4 Agromech 2 Binayre Pirate — 12 "Hot Shot" Blaster 3 Munitions Failsafe 1 Laetin A'shera — 1 8 " Heavy Scyk" Interceptor (Cannon) 2 Heavy Laser Cannon 7

This is a rough draft of a list idea im toying with

Xizor

Predator

Autothrusters

Virago

Accuracy corrector

Kavil

Determination

Blaster turret

Engine upgrade

BTL-A4-Y-Wing

Unhinged Astromech

Black Sun soldier x2

Kavil don't work well with y-wing title ;)
In most cases true but wouldnt blaster turret ignor the title card alowing it to shoot outside its firing arc?

If not its ok im just trying to figure out if i found a way to bypass an ability so Kavil can maybe duble tap with an attack. I would be greatful if someone can confirm this or not. Thanks

Nope. BTL-4A restricts you from shooting outside of your arc. It only works with turret secondary weapons which all normally ignore your arc. The Blaster Turret isn't a loophole.

And how about:

Torkil Mux — 19

Blaster Turret 4

Recon Specialist 3

Kavil — 24

Veteran Instincts 1

Blaster Turret 4

R4 Agromech 2

Binayre Pirate — 12

"Hot Shot" Blaster 3

Munitions Failsafe 1

Laetin A'shera — 18

"Heavy Scyk" Interceptor (Cannon) 2

Heavy Laser Cannon 7

With all of those Blaster Turrets this list is going to be susceptible to action denial and have a really rough time against Carnor Jax, Dark Curse and anything that can steal or strip tokens (Palob and Wes Janson, not sure if I'm missing someone).

And how about:

Torkil Mux — 19

Blaster Turret 4

Recon Specialist 3

Kavil — 24

Veteran Instincts 1

Blaster Turret 4

R4 Agromech 2

Binayre Pirate — 12

"Hot Shot" Blaster 3

Munitions Failsafe 1

Laetin A'shera — 18

"Heavy Scyk" Interceptor (Cannon) 2

Heavy Laser Cannon 7

With all of those Blaster Turrets this list is going to be susceptible to action denial and have a really rough time against Carnor Jax, Dark Curse and anything that can steal or strip tokens (Palob and Wes Janson, not sure if I'm missing someone).

Maybe you right, but how many of them i seen on table? And how many at once? If 1 i could fly quite far from each other, and destroy this ship in other way. And if i swap VI on Kavil into ion turret for Mux, for oponent it will be simple choice... And for Kavil i thinking about new turret, but its only 1 range weapon... :/

Looking at the Worlds final I came up with this:

Boba + VI + Boosted Engine (44)

Serissu (20)

3 x Binayre Pirate (36)

An extra survivable miniswarm a'la Reids Howlrunner crew plus a big movable brawler a'la Fat Hans. Also kudos to WWHSD to for the inspiration.