Will you be running Scum for Store Championships?

By PhantomFO, in X-Wing

With Scum off the boat and expected in stores next week, I'm curious who here is planning on flying the new toys at any future store championships?

As tempting as it is, I probably won't. The two championships I'm planning to attend both take place on the first weekend after the faction is released, so I probably won't have the time and money to actually build a competative list and get comfortable with it. That said, I'm definitely looking forward to seeing some scummy Firespray and Autothrusters lists in place of the current turret meta.

I'd want at least 2-3 weeks of play with the ships before I'd try taking it to something like a a store championship or more.

Sure we know what they do, but that's not quite the same as playing with them. I'd want to play a given list at least 4-5 times before I'd say I know for sure it's ready for the big time.

On one hand, flying a list no one has seen, used or played against gives you an edge, the player who can at least have a few precious days thinking about deployment, flying and overall strategy.

On the other hand, you give up the comfort of playing a personal mettle list.

DECISIONS.

Edited by Mu0n

The question is, will they be legal for the remainder of the Store Champs? Has this been answered yet? As far as I remember, Store Champs were to be run from January to February, making the release of Scum at the end of February make sense. I could be wrong though, too lazy to look it up.

Also, I wouldn't be surprised if they weren't allowed. I think it's only fair to wait for all players to get the new releases before tournament legal. After all, some stores might not stock enough and whatnot.

I wouldn't fly the ships themselves in a championship this season, but the AutoThrusters upgrade, if legal, will be all over my squad

The question is, will they be legal for the remainder of the Store Champs?

They're legal to use as soon as they're released officially. That's typically when FFG marks them with a "in stores" status.

The question is, will they be legal for the remainder of the Store Champs? Has this been answered yet? As far as I remember, Store Champs were to be run from January to February, making the release of Scum at the end of February make sense. I could be wrong though, too lazy to look it up.

Also, I wouldn't be surprised if they weren't allowed. I think it's only fair to wait for all players to get the new releases before tournament legal. After all, some stores might not stock enough and whatnot.

I don't think FFG is particularly worried about that. I mean, if supply issues were a problem, then they would have waited until restocks of Falcons and Firesprays hit the shelves so newer players could have access to Veteran Instincts, Engine Upgrade and Han Solo. I know a lot of players at my local venue who've been struggling a bit due to an inability to find those cards.

I won't fly the scums for the next Store Championship I will attend to because it is too close to their release date and I have yet to play with them and be comfortable with the way they play.

But, I'll definetly fly them at the Regionals. Probably a team including Boba. I flew Soontir to go get his card, I'll fly Boba to get his own.

Given that half the ships already exist, there won't be THAT much of a learning curve. Frankly, I hope to see them swamp the place by early March. Any break from large-base turrets and Phantoms would be a welcome change.

The upgrade cards, like autothrusters would be legal for use, but as of the current Rules for Tournaments, you must field either a Rebel or Imperial fleet. So technically speaking, you wouldn't be able to run a scum fleet until the Tournament Rules are updated.

Given that half the ships already exist, there won't be THAT much of a learning curve. Frankly, I hope to see them swamp the place by early March. Any break from large-base turrets and Phantoms would be a welcome change.

In my opinion, the ships with the biggest learning curves:

- The Aggressor (mid-range PS, large-base but only a forward arc, more nimble than a shuttle)

- Kavil (bonus dice for firing out of arc encourages the Blaster Turret, but will require care to keep him within range 2 while avoiding getting blocked out of that focus)

Everything else roughly flies the same as ships we currently have, but with more dirty tricks.

No, but I will be using them in every league match I can this "season", regardless of my comfort level flying them. I've been playing with these ships in my head since August.

Probably not. I only try competing using squads that I'm very familiar with, and I'm going to be experimenting too much with Scum in the first couple of months to settle on anything. I'll almost certainly bring some kind of Wave 3.5ish Rebel synergy thing and be surprised if I win a match.

Edited by DagobahDave

The question is, will they be legal for the remainder of the Store Champs? Has this been answered yet? As far as I remember, Store Champs were to be run from January to February, making the release of Scum at the end of February make sense. I could be wrong though, too lazy to look it up.

At least regionally, there are a number of SCs taking place in March.

The upgrade cards, like autothrusters would be legal for use, but as of the current Rules for Tournaments, you must field either a Rebel or Imperial fleet. So technically speaking, you wouldn't be able to run a scum fleet until the Tournament Rules are updated.

Which conflicts directly with the instructions saying products are legal as soon as they're released. It's also fairly clear to me in context that the rule in question isn't saying "you must run either an Imperial or Rebel list", it's saying "you're not restricted in your faction choice".

As for the OP, yes: I've been proxying Scum for quite a while now, and IMO the advantage of bringing in a list my opponents haven't seen before outweighs any remaining learning-curve issues on my part.

(Y-wing/Firespray list, here I come!)

(Y-wing/Firespray list, here I come!)

3 proton bomb Emon!

The Aggressor's unpredictability:

-using D in your list improves that substantially

-using Adrenaline Rush also improves it a bit (combined with a potential boost as well)

-using Inertial Dampeners (not combo-able with A.Rush though) is also a good staple

-using Advanced Sensors multiplies the previous unpredictable effects globally

-using Hot Shot Blaster removes the need to point at something well during 1 "relaxation/repositioning round".

I'd say it's FAIRLY different from flying a shuttle

Edited by Mu0n

Since I won't be purchasing any of wave 6, my answer should be fairly obvious.

There are players who have gotten some practice in the new meta with Scum on Vassal. This will give these players an upper hand in the first few weeks. Flying Scum ships and using Scum cards are two different questions entirely. I suspect Autothrusters will be finding their way into many many list.

Given that half the ships already exist, there won't be THAT much of a learning curve. Frankly, I hope to see them swamp the place by early March. Any break from large-base turrets and Phantoms would be a welcome change.

In my opinion, the ships with the biggest learning curves:

- The Aggressor (mid-range PS, large-base but only a forward arc, more nimble than a shuttle)

- Kavil (bonus dice for firing out of arc encourages the Blaster Turret, but will require care to keep him within range 2 while avoiding getting blocked out of that focus)

Everything else roughly flies the same as ships we currently have, but with more dirty tricks.

SV will be a bit tricky not having a K-turn at all. You'll have to setup the segnors in advance. Also Scum Kath might take a few matches to get the most out of. You'll want to do a lot of flying away from your opponent.

There is the HWK pilots that you'll want to fly fairly aggressively, but not so much that they will get burned down quickly.

The Aggressor's unpredictability:

-using D in your list improves that substantially

-using Adrenaline Rush also improves it a bit (combined with a potential boost as well)

-using Inertial Dampeners (not combo-able with A.Rush though) is also a good staple

-using Advanced Sensors multiplies the previous unpredictable effects globally

-using Hot Shot Blaster removes the need to point at something well during 1 "relaxation/repositioning round".

I'd say it's FAIRLY different from flying a shuttle

Just being able to pull hard turns with impunity makes it somewhat different. It handles like a YT-1300 from a movement standpoint, only it actually cares about firing arcs.

I do find myself contantly wishing for crew members on it. A Recon Specialist would be amazing. IG88B brings a Gunner effect to the table and allows for Buzzsaw builds, but the others really need a Focus token to make the most of their red and green dice. If you boost or evade with them, your damage output will really drop.

The upgrade cards, like autothrusters would be legal for use, but as of the current Rules for Tournaments, you must field either a Rebel or Imperial fleet. So technically speaking, you wouldn't be able to run a scum fleet until the Tournament Rules are updated.

Which conflicts directly with the instructions saying products are legal as soon as they're released. It's also fairly clear to me in context that the rule in question isn't saying "you must run either an Imperial or Rebel list", it's saying "you're not restricted in your faction choice".

The rules simply say all components are legal, meaning you can use any cards released are legal for use in tournaments as long as they are used by a Rebel or Imperial squad. Maybe FFG never intended Scum to be a tournament faction and they are limited to casual play only. You can't say that it's clear to you that the context is that you aren't restricted or they wording would have been "Field a single faction" or something along those lines. The wording they use is very unquestionable, "Each player may choose to field either a Rebel or Imperial squad, as tournament seeding ignores the player’s faction". So as of the current rules, a TO would be able to DQ someone if they show up with a Scum Squad.

A friend of mine pointed this out to me the other day. Unless they update the Tournament FAQ it says that each player fields a Rebel or Imperial squad. Well I understand that the last FAQ was released before scum was even announced he has a point. Rebel or Imperial not Scum. Although a argument can be made for FFG's policy of once it's announced on the homepage it is legal. But it leaves a big question of if it is or not.

So as of the current rules, a TO would be able to DQ someone if they show up with a Scum Squad.

Technically you may be correct, if you wanted to argue purely RAW then there's some merit to that, the rules do say you have to field either a rebel or imperial list.

But it also says that all products are legal once released, and there was an email from FFG that I can't find now that said TO's can't actually refuse to let someone use S&V ships once they've been released.

Undoubtedly they'll update the tournament doc and FAQ about the same time that S&V is released.

What about Debris Fields, they are a legal replacement to asteroids in casual play, but can't be used in tournaments because tournament rules strictly say Asteroids.

I would be VERY surprised if a TO would DQ someone for bringing a scum list and take notes to self to never go play there. And what kind of player would really go as low as contesting the inclusion of a player because he brought a scum list? Is winning so much important that he would be okay to prevent other players to enter the same tournament just for a technicality? That would be very low.