How do you plan on dealing with arc dodgers with scum?

By NukeMaster, in X-Wing

I want to build a scum squad, but don't see an obvious strategy to effectively counter arc dodgers. How are those of you who are running scum squads planning on dealing with arc dodgers?

IG-88D = my new favorite ship for arc dodging. They lack the high-ps that so many arc dodgers rely on, but their maneuverability makes up for that, in my experience. Fly them like a vicegrip. Control the center area, and surround the enemy with one IG on each side. What is out of arc on one IG is within the arc of the other. Apply ion, and squeeze.

Create a no-fly zone with Torkil Mux and then Ion them with Warthogs. (Y-wing + Ion + BTL-A4 + R4 Agromech)

Exploit it with my higher PS arc dodging proton rocket packing A wings.

Steal their tokens then pound them with Palin/Opportunist/Blaster Turret.

Hot shot blasters everywhere!

Turreted Y-Wings (it's not like the title is mandatory!), hotshot blasters, and feedback arrays?

Steal their tokens then pound them with Palin/Opportunist/Blaster Turret.

Would that be Michael or Sarah?

Boba VI + Engine Upgrade

Kavil+Agromech+Blaster Turret

In general, it's no fly zones facilitated by blocking ships that do more than just block:

Muk's ability + turret

Palob's ability + turret

Autoblaster Turret

Hotshots

Deadman's

FEEDBACK ARRAY, *******!!!! (Best upgrade evah for whoever distrusts dice as much as I do :P)

These "no fly zones" also really enable your lower PS aces by forcing the opponent into predictable positions. It's the key behind how Xizor + mini-swarm of bugzappers work, the Zs set up their net and Xizor shores the gaps. If the enemy whisper/soontir doesn't feel like taking guaranteed damage, they get to stare down Xizor's heavily modified attack, instead.

Edited by ficklegreendice

Seriously? Scum probably has the most tricks to deal with arc dodgers. Either by using the Illicit slot (e.g., Feedback Array, Deadman's Switch, Hotshot Blaster) or pilot abilities (e.g., Mux, Palob, Leeachos) you can counter an arc dodger pretty easily.

Edited by Deltmi

For my part: Feedback Array, cheap blockers, HLCs, Tacticians in Firesprays, maybe Hot Shot with MF on N'Dru. I think people are a bit too overconfident in the ability of Mux, Palob and Y-Wings to actually score hits against a turtled-up arc-dodger, though.

EDIT: How is Leeachos supposed to help with arc-dodgers? He's a PS5 Headhunter with an EPT, whose only ability is to steal tokens from friends. He can't even handle a Royal Guard TIE.

Edited by PhantomFO

For my part: Feedback Array, cheap blockers, HLCs, Tacticians in Firesprays, maybe Hot Shot with MF on N'Dru. I think people are a bit too overconfident in the ability of Mux, Palob and Y-Wings to actually score hits against a turtled-up arc-dodger, though.

EDIT: How is Leeachos supposed to help with arc-dodgers? He's a PS5 Headhunter with an EPT, whose only ability is to steal tokens from friends. He can't even handle a Royal Guard TIE.

yeah, I do not understanc Leechy either

The only thing I can see is him using a missile or hot-shot and then stealing a token from a friendly that wouldn't attack or be attacked anyway, thus heavily modifying his attack. That'll work literally once before he's back to being an overpriced Z, though

Edited by ficklegreendice

What everyone else has said. Not every Scum ship can handle a high-PS arc dodger, which is great since that wouldn't be fun for either player. Like the other two factions, though, they have several great options that can be built into the list that can handily take care of the Jakes and Soontirs of the world.

Steal their tokens then pound them with Palin/Opportunist/Blaster Turret.

Would that be Michael or Sarah?

Do yout even have to ask? That is an ex-Focus Token! Your Focus has ceased to be!

Been playing this list and it does really well against arc dodgers:

Kath with K4, VI, EU (46)

Kavil with VI, EU, Autoblaster turret, Unhinged Astromech (32)

N'Dru with Lone wolf (19)

For the last 3 I can't decide whether I like hot shot or ion cannon on kath, or to just bid for initiative, but flavor to taste. Kavil Works surprisingly well even if he can't focus on the attack cause he had to boost to get into range one, but moving last with him means you can get right up close and pick apart high agilitly targets while they watch helpless.

Serissu is PS 8, but PS 10 with VI. She can also barrel roll. Just use her as a stand alone Phantom hunter instead of in a swarm.

Boba with VI and Engine.

Z-95s with Feedback Array.

The scum Y-wings can easily carry the blaster turret thanks to the R4 Argomech.

Steal their tokens then pound them with Palin/Opportunist/Blaster Turret.

Would that be Michael or Sarah?

Depends on which one shoots better

Create a no-fly zone with Torkil Mux and then Ion them with Warthogs. (Y-wing + Ion + BTL-A4 + R4 Agromech)

If Soontir has dodged arcs why does he care that he shoots at PS0? Is it Torkil's ICT that he needs to be wary of?

Edited by WWHSD

N 'dru with hotshot and fail safe.

Create a no-fly zone with Torkil Mux and then Ion them with Warthogs. (Y-wing + Ion + BTL-A4 + R4 Agromech)

If Soontir has dodged arcs why does he care that he shoots at PS0? Is it Torkil's ICT that he needs to be wary of?

I think this one is more oriented towards Phantoms with ACD

Create a no-fly zone with Torkil Mux and then Ion them with Warthogs. (Y-wing + Ion + BTL-A4 + R4 Agromech)

If Soontir has dodged arcs why does he care that he shoots at PS0? Is it Torkil's ICT that he needs to be wary of?

I think this one is more oriented towards Phantoms with ACD

certainly this, but it also helps that you can get all your shots off with your lower PS pilots before the super ace gets to shoot

there's a pretty significant advantage to be had in that even if you never take a shot at soontir

Edited by ficklegreendice