Hogs Wild. My next Scum experiment

By Englishpete, in X-Wing Squad Lists

After the awful failure of my Scum Aces list, I am moving to the next iteration.

100 Points

Kaa’to Leeachos (22)

Homing Missiles, Veteran Instincts, Munitions Failsafe

N’Dru Suhlak (24)

Concussion Missiles, Predator

Drea Renthal (28)

Ion Cannon Turret, Unhinged Astromech, BTL-A4 Y-Wing

Hired Gun (26)

Ion Cannon Turret, Unhinged Astromech, BTL-A4 Y-Wing

It's an interesting list. I think I like the Z-95's in this config more than PS2 Scyk's with Mangler Cannons and the Warthogs should do well with their ability to utilize their whole dial.

First tactics will be to from up with the Hogs leading with the Z's trailing a bit. Then open up on the enemy on the pass.

I'm not sure I like Drea with a BTL config. You're probably going to want to k-turn at some point, which will restrict your use of her ability. The astromech will give her stress-clearing moves, but I think you might regret losing the handy 1-bank and 2-hard maneuvers.

I think she's better off with a turret and an inch-high stack of stress tokens.

Why not Deadeye on Leachos? You'll have 2 focus right? Same difference. VI is attempting to make it easier to TL.

How was Ndru? for you? I fear he is a very squishy flanker, and hard to maintain R1-2 away. How about Lone Wolf instead? Seems much better.

I just don't like Drea. She seems to want BTL to get max damage output. But shedding stress only forward is TERRIBLE, so she seems to want Unhinged, but then she wants R4 Agro to really get any damage out of her ability (off BTL shot, as if youre only shooting a more accurate Ion, whats the point??). And you cant use Blaster Turret cuz that focus requirement is just too much lost action economy and you cant take recon spec.

So... Autoblaster for only R1? The feck is that ship useful for???

never mind about deadeye, didnt read homing missile. i would probably either pick another missile and save the un-cost-effective missile points, or just use VI as you did.

Kids with missiles:

Kaa'To Leeachos (15)
Veteran Instincts (1)
Homing Missiles (5)
N'Dru Suhlak (17)
Lone Wolf (2)
Cluster Missiles (4)
"Hot Shot" Blaster (3)
Stealth Device (3)
Torkil Mux (19)
Ion Cannon Turret (5)
Binayre Pirate (12)
Dead Man's Switch (2)
Binayre Pirate (12)
Total: 100
Kids with Prockets:
Kaa'To Leeachos (15)
Veteran Instincts (1)
Proton Rockets (3)
N'Dru Suhlak (17)
Lone Wolf (2)
Proton Rockets (3)
"Hot Shot" Blaster (3)
Stealth Device (3)
Torkil Mux (19)
Ion Cannon Turret (5)
Moldy Crow (3)
Binayre Pirate (12)
Dead Man's Switch (2)
Binayre Pirate (12)
Total: 100
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Hot Shot is optional. But I find it fun. 3 + 1 Ndru with reroll and F.
I like the idea of Stealth Device on Ndru even without Prockets (if you take Conc Misl) because it adds significant survivability with the Lone Wolf reroll.

6 ship swarm, prockets, minimal upgrades:

Kaa'To Leeachos (15)
Proton Rockets (3)
N'Dru Suhlak (17)
Lone Wolf (2)
Proton Rockets (3)
Torkil Mux (19)
Ion Cannon Turret (5)
Binayre Pirate (12)
Binayre Pirate (12)
Binayre Pirate (12)
Total: 100
I don't like this one quite as much, but it should be marginally just as effective with so many Zs for blocking and damage output. MUX MUST STAY ALIVE.
This was mitigated in the previous list by Hot Shot and Feedback.
Should have decent damage against big ships... Mux and blocking for Phantoms. Not the best plan, but it is one.
Might have a tough time against 2 IGs, if youre bad at blocking.

Drea isn't that bad actually, you can TL with her action, modify the primary weapon with it, then take the stress to TL for the Ion shot. Clear with green and repeat. If you need to K-turn, just don't use her ability the turn before.

N'Dru is interesting. I will use him as the missile carrier here, if I happen to get to use his ability, well and good, maybe late game. Early game, keeping him at R3 of my other ships will almost certainly get him killed.

Kaa'to will almost certainly fire TL'd and focused so the Homing missile should do good damage.

Both Z's are not bad fighter support once the missiles are away as well.

We'll see how it goes.

Another option I am thinking of is dropping the two missiles and failsafe and using Hot Shot Blaster as it is 360. It's only 3 damage, but the 360 makes it almost a cert to get off and can be modified just like the missile shot.

If I do that, I would then change the Hired Gun for Kavil. Same config, but the PS bid is good on him. I'd also transfer the Predator to him from N'Dru.

I played with Drea last night using the following list. It was a casual game with a friend that I don't see often, so I didn't want to power game. this list was fun though. Drea was the star.

Y-WING: · Kavil (24)

Predator (3)

Blaster Turret (4)

Unhinged Astromech (1)

Y-WING: · Drea Renthal (22)

Proton Torpedoes (4)

Proton Torpedoes (4)

Ion Cannon Turret (5)

BTL-A4 Y-Wing (0)

Unhinged Astromech (1)

Z-95 HEADHUNTER: · N'dru Suhlak (17)

· Lone Wolf (2)

Inertial Dampeners (1)

Z-95 HEADHUNTER: Binayre Pirate (12)

I was up against the admiral with Mara, Vader, expose, and experimental interface paired with an odd but interesting blocker shuttle with anti-pursuit lasers, intel agent, navigator, and enhanced scopes.

Drea got 3 hit / 1 crit on her first proton torpedo shot at the shuttle (Kagi by the way). her ability to get the TL back really Helped the ordinance count.

Several rounds later, she was the only one left. Kavil had lost his pilot talent and predator to a crit. The pirate got trapped by shuttle's blocking combo and Vader. N'dru torn thru the shuttle but got vaporized by decimator.

Drea fired another torpedo for 3 or 4 damage into wounded deci. Then she was behind it and chewed it up with BTL and her TL ability.

I think she is kind of handy. I liked the torpedoes on her though they have the normal problems of ordinance and cost. it was fun having target lock and focus to modify the torpedo attack though. she really came through as did the title on the Y wing.