New Scum preview

By chilligan, in X-Wing

Well not actually a preview, but some designer commentary and two builds.

http://www.fantasyflightgames.com/edge_news.asp?eidn=5335

The twin Agressors list is like many we've seen over on the forums. I prefer HLC variants though.

The other list is very weird, I don't know how I would play that list, with those Y-wings that have to be both close to the action but sufficiently far away to not be burned by DMS.

Edited by chilligan

I like that dual IG list better than the HLC ones. I feel like the HLC variants will get rocked by Vader, Soontir and both phantoms.

Well not actually a preview, but some designer commentary and two builds.

http://www.fantasyflightgames.com/edge_news.asp?eidn=5335

The twin Agressors list is like many we've seen over on the forums. I prefer HLC variants though.

The other list is very weird, I don't know how I would play that list, with those Y-wings that have to be both close to the action but sufficiently far away to not be burned by DMS.

That list would completely destroy phantoms...

Just in case anyone was still wondering what the name of that card was....

"Luke, Leia, Lando, and Dash Rendar had to contend with machinations of the cruel and calculating Prince Xizor"

Well not actually a preview, but some designer commentary and two builds.

http://www.fantasyflightgames.com/edge_news.asp?eidn=5335

The twin Agressors list is like many we've seen over on the forums. I prefer HLC variants though.

The other list is very weird, I don't know how I would play that list, with those Y-wings that have to be both close to the action but sufficiently far away to not be burned by DMS.

That list would completely destroy phantoms...

Not so sure. Movement PS still plays a big role, and those ships all have firing arcs or range 1 turrets. Only Torkil has a range 2 turret. As is the case now, skill will play a big factor.

Well not actually a preview, but some designer commentary and two builds.

http://www.fantasyflightgames.com/edge_news.asp?eidn=5335

The twin Agressors list is like many we've seen over on the forums. I prefer HLC variants though.

The other list is very weird, I don't know how I would play that list, with those Y-wings that have to be both close to the action but sufficiently far away to not be burned by DMS.

That list would completely destroy phantoms...

Not so sure. Movement PS still plays a big role, and those ships all have firing arcs or range 1 turrets. Only Torkil has a range 2 turret. As is the case now, skill will play a big factor.

You can't tell me that shutting down Whispers CPS to 0 won't mess up their plans critically.

Agree with Chilligan. If Echo loses to that list I think he did something wrong.

Well not actually a preview, but some designer commentary and two builds.

http://www.fantasyflightgames.com/edge_news.asp?eidn=5335

The twin Agressors list is like many we've seen over on the forums. I prefer HLC variants though.

The other list is very weird, I don't know how I would play that list, with those Y-wings that have to be both close to the action but sufficiently far away to not be burned by DMS.

That list would completely destroy phantoms...

I don't see that list doing anything but getting systematically picked apart by Phantoms. FFG has a pretty bad record as far as their previews actually containing decent builds.

I liked everything about the dual IG-2000 list except for the Shield Upgrades. I understand they work well with IG-88A, but even against an 8 TIE Swarm you're only regenerating four shields apiece at most. I'd much rather slap on a pair of Autothrusters and Flechette Cannons for the same cost. Still neat though!

The other list looked great, I think that's a fantastic way to use Torkil. He's got the bodies to apply fire, the Y-Wings will have some fun with their Autoblaster Turrets, and I like the idea of the three Deadman Switches. I really expect a pair of DS Zs to fit nicely into a lot of Scum lists, they can block and make the opponent second-guess target priority a bit.

Well not actually a preview, but some designer commentary and two builds.

http://www.fantasyflightgames.com/edge_news.asp?eidn=5335

The twin Agressors list is like many we've seen over on the forums. I prefer HLC variants though.

The other list is very weird, I don't know how I would play that list, with those Y-wings that have to be both close to the action but sufficiently far away to not be burned by DMS.

That list would completely destroy phantoms...

Not so sure. Movement PS still plays a big role, and those ships all have firing arcs or range 1 turrets. Only Torkil has a range 2 turret. As is the case now, skill will play a big factor.

You can't tell me that shutting down Whispers CPS to 0 won't mess up their plans critically.

How are you going to do that? You've got to get a ship with maybe the worst dial in the game into range two of a highly mobile ship that has a higher PS. Any round that Mux is in range two of a Phantom the Phantom player will know that going into it and will have planned accordingly.

For Mux to actually be as effective as a lot of people seem to think he will be, his ability really needs his ability to affect out to range 3.

Well not actually a preview, but some designer commentary and two builds.

http://www.fantasyflightgames.com/edge_news.asp?eidn=5335

The twin Agressors list is like many we've seen over on the forums. I prefer HLC variants though.

The other list is very weird, I don't know how I would play that list, with those Y-wings that have to be both close to the action but sufficiently far away to not be burned by DMS.

That list would completely destroy phantoms...

Not so sure. Movement PS still plays a big role, and those ships all have firing arcs or range 1 turrets. Only Torkil has a range 2 turret. As is the case now, skill will play a big factor.

You can't tell me that shutting down Whispers CPS to 0 won't mess up their plans critically.

Might mess up their plans, but it's almost like having Roark with Swarm Tactics on everyone.

Besides, I play a PS3 Sigma list which has no problem staying uncloaked for long periods of time, I play a PS6 Echo sometimes, it's still quite possible. Most of the time this list will be at 4x2 dice + Ion shot. A phantom will withstand half of that in a round most of the time. Especially if the Ion is out of range. Of course there's the problem of having the mini-swarm close by, which will get eaten to bits by DMS. I'd have to see it on the table, though, because at this point it's just theorycrafting and I don't "get" the Scum from the Most Wanted pack yet.

That's true. I'd keep Turky and maybe go with a couple YIONs...

I'd probably add a tactician to turky where i could.. eh experimentation on lists later.

In other news i wonder if a whisper echo sigma swarm tactics build would work...

edit: answer - no, not enough points for 3 advance cloaking devices in a 100 point game with swarm tactics on 2 ships.

Edit edit: possibility - i use a couple black squadrons maybe?

Edited by DariusAPB

Well not actually a preview, but some designer commentary and two builds.

http://www.fantasyflightgames.com/edge_news.asp?eidn=5335

The twin Agressors list is like many we've seen over on the forums. I prefer HLC variants though.

The other list is very weird, I don't know how I would play that list, with those Y-wings that have to be both close to the action but sufficiently far away to not be burned by DMS.

That list would completely destroy phantoms...

Not so sure. Movement PS still plays a big role, and those ships all have firing arcs or range 1 turrets. Only Torkil has a range 2 turret. As is the case now, skill will play a big factor.

You can't tell me that shutting down Whispers CPS to 0 won't mess up their plans critically.

How are you going to do that? You've got to get a ship with maybe the worst dial in the game into range two of a highly mobile ship that has a higher PS. Any round that Mux is in range two of a Phantom the Phantom player will know that going into it and will have planned accordingly.

For Mux to actually be as effective as a lot of people seem to think he will be, his ability really needs his ability to affect out to range 3.

Wow I forgot that Torkil is only range 2. Then he's not too difficult to avoid.

Everyone just jumped to phantoms on that list. It will struggle against them, but against turrets I think it has potential. (but swap the auto blasters for ion so you have abit more reach, or even take the modification for the gunner effect.) popping a ship to PS 0 is effectively the same as army wide PS 12, without the swarm tactics cost. It could work against some matchups, though I think dropping the headhunters for an aggressor or sycks would allow for more punch

Also he gimps turr phenir and cracken an awful lot.

That's still a 17'' circle that you know the Phantom will do anything in his power to avoid. Denying that kind of space to my enemy that rely on mobility to survive is what I would consider a great control.

IG-88 is going to be good. Competitive. Y-wings and HWKS etc are going to be fun. And i'm not just talking about these two particular lists.

That's still a 17'' circle that you know the Phantom will do anything in his power to avoid. Denying that kind of space to my enemy that rely on mobility to survive is what I would consider a great control.

I agree that Torkil's best use will be area denial and messing with your opponents' normal targeting priority. It just seems like ever since he was announced people have been touting his ability as the death-knell for Phantoms since it denies them ACD. Against a good Phantom player, the only times that Torkil's ability will hit the Phantom is when the Phantom is safely out of arcs.

I think that one of the strongest applications of Torkil's ability will be in lists that make heavy use of Predator.

Whether or not Echo shoots first or last doesn't matter if there's nobody with arc to shoot at him.

Whether or not Echo shoots first or last doesn't matter if there's nobody with arc to shoot at him.

Well, Torkil can equip a turret so there will at least always be someone shooting at her... probably giving a ion token in the process.

Can't believe that I never noticed that unhinged astromech gives the scum y-wing a green K-turn. Am I reading that right?

-edit- ignore me. I had googled y-wing maneuver dial and it returned an unlabeled picture that turned out to be a Z-95 dial. My mistake.

Edited by gamblertuba

Can't believe that I never noticed that unhinged astromech gives the scum y-wing a green K-turn. Am I reading that right?

Y-Wings don't have a 3 k-turn. They have a 4 k-turn.

Y-Wing K-Turn is a speed 4

Still no MA-3 Scyk dial :(