*I've been working on a few lists for Scum, and so far the results have been mixed. However, this list appears promising but I'd love some feedback.
*The idea is to take a 3 ship build that maximizes damage output while still being somewhat sturdy. The biggest downfall here is the effective range of 2 on the list, however most lists will encounter trouble staying consistently at range 3. Having flown leebo a great deal, the ultimate "keep away" pilot, I know that staying at range 3 is harder than it looks, particularly against a list that is not afraid to disengage if they can't keep up and try again from another angle.
*The lynchpin here is Torkil, dropping a target to PS0. That target is then focused down by N'Dru and Kavil, both with predator, gaining each 2 rerolls. That should at least take out the shields of most ships, which allows Torkil to get an ion cannon shot at the target and, with Greedo, that damage becomes a face up card. The list is to be methodical, focusing down one target at a time.
Here's the list:
*Kavil with Blaster turret, unhinged astromech and predator (32 pts)
*N'Dru with Cluster Missiles, Hotshot Blaster, Predator and Munitions failsafe (28)
*Torkil with Ion Cannon Turret, Greedo and Hull Upgrade (28)
*And a naked Z-95 (12) to rush in and try to block or take shots and generally appear to be a more appealing target as much as possible.
*N'Dru with cluster missiles is rolling 8 dice with 4 rerolls in one round, and hotshot blaster is a nice 360 arc 4 dice shot with two rerolls, and as I understand it, munitions failsafe works on hotshot and that's what it's there for. Kavil is focused on taking hard 3 turns to keep his face away from the enemy while stay engaged. Blaster turret is rocking 4 damage with 2 rerolls against the PS-0'd target as well.
*Originally I had flight instructor and stealth device on Torkil, seeing as I could choose a target with a shot on torkil to be PS0, flight instructor then lets you reroll a blank, and I am taking focus actions anyway. By dropping those points and an upgrade here and there, I squeezed in a Z-95 instead, as flying 3 ships makes me a bit nervous. If you were going to ever take flight instructor though (4 points, jeez) this would be the ship to take it on. It also helps make Torkil a less attractive target, which is a bonus as he is already a target that makes the opponent think twice due to his low damage output and much more dangerous targets hovering nearby. Since he's generally the last to die anyway, 7 points of defensive buffs seemed excessive.
*The flight pattern is pretty straight forward, bring torkil and kavil up the middle slowly while the Z stays a range band ahead of them. N'Dru can start near them during deployment or further away, depending on how slow you want to roll him in, but either way he splits off pretty much right away. N'Dru should be closer to range 3-4 of Torkil with the target between them when he is coming in for the kill, with enough room to zip behind or ahead of your own fleet's range 2 bubble. N'Dru needs to be able to stay safe and fly well to keep that damage on, but he doesn't need to actually be near torkil to benefit from his target being dropped to PS0, he just needs to be range 2 of his target when combat comes.
*Kavil's hard 3 gives him some serious options when moving. Just before the turn of engagement, you want to get turn him hard to make sure he is not facing the enemy. The secondary benefit of this is that he is in a better position movement wise in future turns, but be careful that he does not cut off N'drus flight plan. They both need to stay in the fight, so running them towards each other is a bad move.
*The lone Z should die first. This is a successful death if he dies over the course of two rounds and both of your damage dealers are getting shots in on both of those rounds. Getting mauled in the first round of combat is not ideal but workable, as that means N'dru probably didn't get mauled instead and should at least get his cluster missiles off. If the Z dies and you didn't get any shots off on the enemy, you overextended your Z and his death was in vain. The Z isn't a free kill, he's playing a soft Biggs by flying a full range band ahead.
*Once N'dru drops his payload, get him out of dodge. His hotshot blaster ensures you are able to get hits while getting to safety. He can reengage once the enemy gets stuck in and deal out his 3-4 dice with predator rerolls. If you are flying him off to the side, you don't want to make him an attractive target. Fly him slower than the rest of the fleet with a plan to speed him in. Sometimes a ship or two will break off to deal with him. If you can, punish them for it by disengaging early and coming in behind your fleet instead.
*Against phantoms, dropping one to PS 0 with all these turrets and predator out is a death sentence. Cluster missiles will tear up heavier ships like decimators or fat-falcons quickly. People tend to think that once a Z, even N'dru, fires off it's payload, it's no longer a threat, so getting your payload off quickly is important to sustain damage. Hotshot blaster is for later.
*BBBBZ can put a lot of pain on this list, but N'dru can outfly the list pretty easily and has the benefit of shooting right away, and gets natural predator so hitting Torkil's target is less important. A Biggs list is much more threatening, as you want to take targets of opportunity and pull down the ships the enemy thinks are going to survive the conflict. Biggs really shuts this idea down as you have to unleash hell on him first, instead of whatever he is protecting. Playing it slow is still the key. This is a slow rolling alpha strike list.
*Against tie interceptors, the process is the same but you need to pick your target early. Fel doesn't give a **** about shooting last, he only cares about not getting shot. Hotshot blaster is useful here. Spreading N'dru a little further out than usual is also a good idea, as it gives the interceptors a bit less room to get around your fleet. Interceptors like Fel aren't going to K-turn unless they must, and all your ships have some kind of 360 arc. The biggest issue is going to be getting N'Dru's cluster missiles off. I wouldn't even want to try it until after combat has started and the interceptors are going after particular targets and flying more predictably, but holding onto those cluster missiles is a big risk.
*Tie Swarms, as rare as they seem lately, pose the most dangerous threat. They come into the fight already expecting to die, and you'll be hard pressed to take out more than one a turn. The tempo of the fight is greatly in the swarms favor. Blow cluster missiles on Howlrunner if you can, but not at the cost of losing N'Dru. He needs to engage pretty late in this match up. Playing torkil aggressively is key, keeping the spare Z a bit further back. Keep Kavil back behind Torkil and the Z. You're goal here is to reduce the Tie's down past critical mass to where they are unable to eat through Kavil and your remaining forces reliably. The Z's role is mostly the same, but you want him living a bit longer than before, so keep Torkil shooting and looking like the most viable target. He'll get his ion shots off ahead of the swarm, and with Greedo he can do some serious damage, but he won't one-shot anything. You MUST remember that Greedo only activates the first time each round you give or take a damage card, so those billion tie shots are only going to trigger Greedo once.
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TL;DR, What did I miss and how can I make this list a better all comers?