Scum: List Critique

By Palimpsest, in Imperial Assault Skirmish

So I've been thinking about a list and was wondering if I could get the communities input.

Scum and Villainy:

Trandoshans - 7

Trandoshans - 7

Trandoshans - 7

Gideon - 3

Saboteurs - 5

Nexu - 4

Elite Nexu - 6

Alliance - 1

Gives me seven deployment cards which seems to be a huge advantage. Not sure what to do on the command deck yet; suggestions would be excellent.

I would go two Elite Nexu and Mak. think Mak is better than the sabs in this.

I would go two Elite Nexu and Mak. think Mak is better than the sabs in this.

I don't think Mak is necessarily better than the saboteurs, but Mak + elite Nexu might be better than Saboteurs + regular Nexu, depending on the scenario and opposition. The elite Nexu's free Cleave 2 is a huge upgrade from Surge: Cleave 1. And the upgrade from surge: Pierce 2 to surge: 2 damage is noteworthy, and Mak is good if your opponent fields several regular Imperial Officers for activation advantage. But the Saboteurs bring two chances to stun a round, and the Saboteurs bring an extra figure that can interact with mission objectives.

But I haven't gotten to play a lot of skirmish yet, so it's hard for me to tell which set of advantages will come in to play most often. Give both versions some playtesting, and figure it out from there. And let us know what you find.

The saboteurs die fast and his other guys dont have a lot of meat. I think using the Nexu as a blocker/bait to get his other guys in place. Then Mak since he is a good fit with Strain and Shadow ops is amazing. Mak can shoot 6 away more if he surges.

That can be pretty good with a focus.

Edited by Jonnyb815

The problem I have with Nexu in Skirmish is they can not interact correct?

A lot of the Skirmish missions revolve around interacting with crates/terminals etc?

Since the rules for picking a scenario are to shuffle all of one players in and pick randomly you are putting yourself at a huge disadvantage by adding two units that can not compete for the non player kill points.

Non-sentients cannot "Interact" but they can "Control". In most of the missions, control is enough.