How is everyone loading out the Scum version of Fett? Im just curious about what is working for people with the new version of the famous bounty hunter
how do you load out your Scum Fett Firespray
VI, RecSpec, Seismic, HotShot, Failsafe
Moves after Phantoms and has all the tools to murder them. RecSpec complements his ability and makes him annoyingly tough.
Is hot shot worth the 3 points? I guess it's situational, but if you miss then you've wasted 3 points.
Rec spec is must
Is hot shot worth the 3 points? I guess it's situational, but if you miss then you've wasted 3 points.
Kinda what that 1 point Failsafe is on there for.
Depending on what his roll is.
If it's a small squad lone wolf and recon specialist for sure.
I may throw hlc on him.
Feedback array is another decent option
Deadman switch I don't bother. Id keep that for cheaper ships.
Hot shot Blaster Again I'd likely save the points for something else.
You could put ptl, engine upgrade and K4 security Droid
Edit
I'd like to add that while his ability is better than his imperial variation, I recommend not putting him into range one of multiple ships.
Even with his ability the green dice will fail, and even with his ability, from multiple range one shots he'll die a fiery death.
His ability is good for when ships do get into range one as an extra insurance, but again, I don't recommend just throwing him in there.
Edited by Krynn007I've not fielded the new Fett yet (so many lists - so little time) but considering his ability encourages you to get up close and personal in the thick of the fighting, Recon Spec as crew seems like a decent option to get maximum use out of the re-rolls both offensively and defensively.
Throw Predator into the mix and your attack modification is well and truly sorted, though the Firespray's dial is just about forgiving enough to go for PTL (double focus and evade sounds tasty) and throwing an Engine Upgrade into the mix will deal with any maneuvering shortcomings you might encounter when trying to clear the stress on the following turn.
Is hot shot worth the 3 points? I guess it's situational, but if you miss then you've wasted 3 points.
Kinda what that 1 point Failsafe is on there for.
I just saw that... but still I think 4 (3 hotshot, 1 MF) points could go elsewhere.
Is hot shot worth the 3 points? I guess it's situational, but if you miss then you've wasted 3 points.
Kinda what that 1 point Failsafe is on there for.
I just saw that... but still I think 4 (3 hotshot, 1 MF) points could go elsewhere.
Fully agree on the 4 points else where...even as an EU.
Is hot shot worth the 3 points? I guess it's situational, but if you miss then you've wasted 3 points.
Kinda what that 1 point Failsafe is on there for.
I just saw that... but still I think 4 (3 hotshot, 1 MF) points could go elsewhere.
I'm inclined to agree - HSB is an awesome Hail Mary on redshirts, but if you feel the need to put one on The Fettman, it's almost as if you're not doing it right
I've ran the following twice so far:
Fett w/ Veteran Instincts, K4 Security Droid, Flechette Cannon, Engine Upgrade and Inertial Dampeners
I fly him with 2 Thugs with Ion Cannon Turrets, BTL titles and R4 Agromechs.
I ran VI and Flechette to fight the Phantom menance. The Y-Wings can take care of mostly anything else. K4 is there for action economy (in case I decide to boost) or to get a TL + focus shot.
Edited by bmfVersion 1: PTL, K4 Security, Engine Upgrade
Version 2: Stay on Target, Outlaw Tech
I like them both equally.
I don't understand using K4 Security Droid on a ship that already rerolls dice, and lots of them. You're throwing away points on either Fett's ability or the Droid, depending on the context.
I've only flown him a few times, but I've enjoyed adapting my old Imperial Fett builds. That means I almost always use Veteran Instincts + Engine Upgrade (even better now that you have such an incentive to get to Range 1), and I usually add either Recon Specialist or Gunner. Inertial Dampeners is optional, but fun.
I also like R2ShihTzu's Stay On Target/Outlaw Tech combo, although I've flown it even less than I have the VI/EU version.
I've been considering vi and engine upgrade a must for the only ps10 pilot scum can get. I'd be tempted to put gunner on Or k4 security mech on him too.
If you go up against a 2 ship build, getting into range 1 is not that common. This is speaking from experience vs Phantom lists. Plus you might only get 1 reroll. K4 is a TL and lets you reroll all.
If you use up your EPT slot with VI, then K4 is the only option that will give you some action economy. VI and Engine are pretty essential to combat the phantom menace...doesn't leave you with many options. Scum don't have many high PS pilots to counter Whisper. Serissu is the only other PS8 pilot but super fragile, and I guess Kavil/Dace with VI and initiative could also work.
Edited by bmfIs hot shot worth the 3 points? I guess it's situational, but if you miss then you've wasted 3 points.
Kinda what that 1 point Failsafe is on there for.
Exactly ![]()
I don't understand using K4 Security Droid on a ship that already rerolls dice, and lots of them. You're throwing away points on either Fett's ability or the Droid, depending on the context.
I've only flown him a few times, but I've enjoyed adapting my old Imperial Fett builds. That means I almost always use Veteran Instincts + Engine Upgrade (even better now that you have such an incentive to get to Range 1), and I usually add either Recon Specialist or Gunner. Inertial Dampeners is optional, but fun.
I also like R2ShihTzu's Stay On Target/Outlaw Tech combo, although I've flown it even less than I have the VI/EU version.
I can kind of see k4 working if you're more concerned with going for a PS bid and less concerned with capitalising on his ability - but with swarms becoming a thing again I don't really see PS as so much of a deciding factor as it was a week ago
Edited by FunkletonIs hot shot worth the 3 points? I guess it's situational, but if you miss then you've wasted 3 points.
I /could/ spend the 4pts for HSB+MF on EU or something, I guess. As it is it's partially deterrent, partially bubble scare.
Phantoms don't want to be at R3 of him since with 4v3 they won't damage him fast, and I move after them so I know if I want evade at r3. They also are guaranteed to take a shot at r2, regardless of arc. Boba doesn't have any movement adjust here and I prefer the hotshot to having to make a big movement jump with EU, which could potentially take him out of r1 of whatever cluster I was trying to dive into.
Plus, like bombs, people tend to forget he has it.
Like I said in another thread, Calculation plus Rec. Spec. appeals to me. Mind you, I think I'm more excited about Miss Four-Dice-Rear-Arc than Boba, I think maybe Lone a Wolf for her?
And Engine Upgrade, obviously!
Is hot shot worth the 3 points? I guess it's situational, but if you miss then you've wasted 3 points.
Not on a Firespray, which has two arcs.
I don't understand using K4 Security Droid on a ship that already rerolls dice, and lots of them. You're throwing away points on either Fett's ability or the Droid, depending on the context.
I've only flown him a few times, but I've enjoyed adapting my old Imperial Fett builds. That means I almost always use Veteran Instincts + Engine Upgrade (even better now that you have such an incentive to get to Range 1), and I usually add either Recon Specialist or Gunner. Inertial Dampeners is optional, but fun.
I also like R2ShihTzu's Stay On Target/Outlaw Tech combo, although I've flown it even less than I have the VI/EU version
For me, the K4 is simply there for those turns where Range 1 isn't an option (or not the best option) to ensure re-rolls and get some form of action economy, especially against the two ship builds (where you aren't likely to get more than 1 Boba reroll if that). Further, it triggers even if you are still stressed (more legit of a concern with the abundance of Tacticians, Fletchettes, Stress Droids, etc.) I've also considered Gunner in the same role and am fine with that as well. Really, I prefer crew that aren't action-dependent. As much as RecSpec is good, it is limiting in that you MUST take a Focus action. With PTL/K4, I can boost/evade, boost/focus and still have a TL.
I don't understand using K4 Security Droid on a ship that already rerolls dice, and lots of them. You're throwing away points on either Fett's ability or the Droid, depending on the context.
I've only flown him a few times, but I've enjoyed adapting my old Imperial Fett builds. That means I almost always use Veteran Instincts + Engine Upgrade (even better now that you have such an incentive to get to Range 1), and I usually add either Recon Specialist or Gunner. Inertial Dampeners is optional, but fun.
I also like R2ShihTzu's Stay On Target/Outlaw Tech combo, although I've flown it even less than I have the VI/EU version
For me, the K4 is simply there for those turns where Range 1 isn't an option (or not the best option) to ensure re-rolls and get some form of action economy, especially against the two ship builds (where you aren't likely to get more than 1 Boba reroll if that). Further, it triggers even if you are still stressed (more legit of a concern with the abundance of Tacticians, Fletchettes, Stress Droids, etc.) I've also considered Gunner in the same role and am fine with that as well. Really, I prefer crew that aren't action-dependent. As much as RecSpec is good, it is limiting in that you MUST take a Focus action. With PTL/K4, I can boost/evade, boost/focus and still have a TL.
Makes sense. I've done Mandalorian Merc + K4 Security Droid for exactly the same reasons, and it's one of my favorite upgrades in Most Wanted. And of course Fett's ability won't always trigger, and even if you do have a TL stacked up with his ability you can keep the lock for later.
I suppose it's like Han Solo + Predator, really. It makes sense on the table, for the most part, but it violates my sense of symmetry and parsimony...
I love the way Scum has come out with a PTL Firespray and a PTL Y-wing.
Honestly? Just RecSpec. And Guri with Lone Wolf. Two well-rounded but relatively cheap ships with re-rolls and Focus on both offense and defense. And then a HWK that messes up enemies in range 1-2. I call it "Close Encounters" or "Don't Stand So Close to Me".