Scum and Villainy Build

By johnlatourelle, in X-Wing Squad Lists

Kath Scarlet-Firespray-31 (43pts)

-Opportunist

-Greedo

Palos Godalhi- HWK-290 (31pts)

-Opportunist

-Blaster Turret

-Moldy Crow

Black Sun Soldier- Z-95 (13pts)

Black Sun Soldier- Z-95 (13pts)

I had decent success with this build at a recent store tournament, I went 3-0 and ended up taking first. Two of the games were very close though.

Edited by johnlatourelle

I've been thinking of a very similar build.

My version:

Kath

- Opportunist

-K4 Sec. Droid

-Inertial Damp.

=46

Palob

-Blaster Turret

-Outlaw Tech

-Moldy

=29

Synd. Thug

-ICT

-BTL-A4

R4 Agro

=25

Same basic parts, but a few differences. I put Opportunist on Kath to setup 5 and 6 dice rearward shots. K4 keeps the TLs going with green maneuvers. Palob gains outlaw tech to open up that awful dial. I don't have to avoid the red maneuvers because I'll still get focus. With Moldy I should have a lot of focus built up to keep the BT going. I chose the Thug to give a little bit more control out there. With A4 and R4, he can hit pretty hard as well. Not a huge fan of naked Zs unless you are going to bring at least 3. Two don't give you a whole lot of blocking options and they are rather pathetic offensively. There is a lot of options in the 20-25 point range for scum.

Glad you had success with it. I'm going to give it a go.

Edited by Jo Jo

So ran my version last night. Played against a double IG-2000 list and a Rebel Swarm.

Kath is an absolute monster. Against the IGs I got off 6 dice TL + Focus twice to destroy both. One had 6 HPs remaining and I rolled 6 hits to his 0 evades. She can really hit light a freight train when needed. Palob was awesome. Either he stole a focus or evade, or just forces your opponent to not take actions.

Against the swarm I didn't fair too well. He had 3 Ys with one being Dutch with R7-T1 and ABT. The other Ys were 2 warthogs and 2 Bandits to round it out. I got Kath a little too close in the initial engagement and she got chewed up. Palob didn't do much as he got blocked and focused down as well. I managed to kill dutch and a warthog, but did little else. Should have K-turned Kath to get them into a chase. Inertial dampeners weren't all that useful on Kath. That would be something I drop. She was getting plenty of stress from opportunist and IDs doesn't mesh well with that.

One thing I might do is drop the Thug for two Pirates with Feedback array (would have to drop IDs and Outlaw Tech). Or a Syck with HLC and SD. I felt like the Y-wing found itself out of position quite a lot without a shot. It did put a hurting on Dutch and a Z, but did absolutely nothing to the IGs. Against higher agility targets, its pretty useless. Maybe I'll just drop the title and run it with just the turret and Unhinged...

Edited by Jo Jo

Kath is definitely a beast, I've taken out ships with 6 attack dice before when they all hit. I've actually had alot of success with the naked z-95s, alot of it came down to getting lucky dice rolls but they were effective enough against a superdash build and they actually ended up taking out a few ships when I rolled 2 hits with them against 0 evades. They do suffer against the phantom though and I lost them very early on in that matchup. I probably would have lost the match but he parked the phantom on an asteroid at range 1 of kath.

I ran another build the other night with 3 y-wings and 2 z-95s.

Kavil- Y-wing

-Blaster Turret

-unhinged astromech

Syndicate Thug- Y-wing (x2)

-ion cannon turret

binayre pirate- z-95 (x2)

The ion cannons worked like a charm and I ended up winning this game without losing a ship. I used the z-95s to block his ships once they were ioned so he lost his actions as well. I was running it against a super dash and e-wing build though which let me focus fire the ion cannons.....

I'm not a huge fan of the blaster turret on Kavil, I did get to roll 4 dice but they were unmodified and I rarely ended up with more than 2 hits.

Kavil always must have R4 Agromech, and u can put that upgrade in that list :) So should be:

Kavil- Y-wing

-Blaster Turret

-R4 Agromech

Syndicate Thug- Y-wing (x2)

-ion cannon turret

binayre pirate- z-95 (x2)

I'm not a huge fan of the blaster turret on Kavil, I did get to roll 4 dice but they were unmodified and I rarely ended up with more than 2 hits.

You need to do one of three things with him:

1. Swap the droid for an R4 Agromech

2. Take PTL

3. Take Predator

I've built similar builds mentioned above, but I've used Torkhil Mux instead. Personally, I like Mux's ability over Palob's but either way, the HWK is still a very fragile ship.

I swapped the unhinged for the

I'm not a huge fan of the blaster turret on Kavil, I did get to roll 4 dice but they were unmodified and I rarely ended up with more than 2 hits.

You need to do one of three things with him:

1. Swap the droid for an R4 Agromech

2. Take PTL

3. Take Predator

I swapped the unhinged for the agromech, I want the higher pilot skill for dealing with phantoms.

I've built similar builds mentioned above, but I've used Torkhil Mux instead. Personally, I like Mux's ability over Palob's but either way, the HWK is still a very fragile ship.

Palob is one of my new favorite pilots. He is Carnor Jax on steroids. People will get scared to even focus or evade when he's on the table. I've had people just straight up refuse to action at all. However he is in a fragile HWK. They can be decently tanky if you run Moldy and have a decent pile of focus built up. I've really contemplating running Expert Handling on him to rid him of a TL to make him harder to kill. The stress does make you quite predictable though, especially with a HWK. Maybe you can run him with someone taking Wingman...

To give credit where credit is due, she came up with the original idea of the build:

https://community.fantasyflightgames.com/index.php?/topic/128796-lets-talk-about-x-scum-and-villainy-list-scarlet-thief/

I'm very close to these builds too, but prefer Bobas steadier numbers over Scarlet Thiefs bigger ups and downs. Palob also should have K4 as MJ suggests imo.

Boba Fett, VI, Intertial Dampeners

Palob, Opportunist, Blaster turret, K4 droid

2x Cartel Spacer

I did try my own version of this build. I won rebel squad without loosing any ship, so I am quite impressed with this build.

Kath Scarlet(Firespray-31)

-Opportunist

-Greedo

Palob Godalhin(HWK-290)

-Opportunist

-Blaster Turret

-Outlaw Tech

Kaa'to Leeachos(Z-95)

Binayre Pirate(Z-96)

I found this very good build because Palob and Kaa'to both can steel evade and focus tokens and both opportunist can use that for their advantage. And when enemy ships are loosing their evades and focus tokens then they are more likely to get damage and they are not as effective to cause damage against your own ships.

Only thing I would maybe change for something more useful is that Outlaw Tech, but it can be handy when you get free focus token after executing red maneuver and that lets you use that Blaster turret. Every one who is familiar with Hwk-290 dial knows that it is not the most maneuverable ship in the game.

Another quite similar build that I tried yester day was working well against rebels.

Emon Azzameen

-Andrasta

-Recon Specialist

-Proximity Mine x3

Dace Bonearm

-Ion Cannon Turret

-Greedo

N'Dru Suhlak

-Lone Wolf

-Cluster Missiles

All tho I did not have chance to use more than one of the Proximity Mines, it did make my opponet very paranoid and causious with the maneuvers he executed in the game, what was big help for me and gave me few 'free' shots agains his ships with the Ion Cannon Turret. Dace Bonearm did destroy all of the enemy ships at the end and did not really use that Greedo at all, but his skill giving an extra damage for the person who suffers Ion effects with one stress token is pretty bad ass. N'Dru is good with his Cluster Missiles and Lone Wolf, but in this game for the start placement of the ships I had to place him close to the my other ships and he didin't really have chance to take required distance to activate Lone Wolf or his special Pilote Skill. But he did well in other aspects any way.

I like how much Most Wanted refreshed X-Wing game and gave nice opportunities for new combinations for squad builds. I have most of the Rebels expansion packs and same thing with Imperium, but if I had started X-Wing at this time, I would of chooce Scum and Villain hands down. They have perfect style for me, they share the best from both Rebels and Imperium, basicly they have some shield and very maneuverable ships and 'dirty' tricks. I loose my first 5-7 games with Scum and Villain at first, but it took me that long to find nice combinations and right kind of style for gaming. I hope they will make more expansions for Scum and Villain in wave 7, when ever it is coming :)

Edited by Zazaa