Follow me and you will be fishers of men: Scum semi-swarm.

By Blail Blerg, in X-Wing Squad Lists

The main idea of this build is to attach some high PS/arc dodging catchers with bulk cost efficient ships. The HWK and Y act as fishers to haul in prey for the rest of the list.

The question... is what should the rest of the list be?

Torkil Mux (19)
Ion Cannon Turret (5)
Syndicate Thug (18)
Ion Cannon Turret (5)
R4 Agromech (2)
Binayre Pirate (12)
Binayre Pirate (12)
Total: 73
27 points left.

I do think that 2 Zs at least is quite helpful, so that leaves about 27 points, which could be:

Black Sun Enforcer (25)
Autothrusters (2)
I really like this choice. The 3 dice and the autothrusters make it a more focused attacker against higher agility (since Zs only have 2 attack dice), and the auto makes it possible for this shp to hang in a flank from afar and not take too much damage. The mobility is also really nice.
EDIT: one great thing about having this many different types of ships is that it gives more rounded survivability: The Starviper has a better time going up against turrets, which would otherwise be hard to kill fast ehough.
Is that better than:
Adding Moldy to Torkil for TL F shots, or multiple F uses when he is focused down? (Honestly, I don't think Moldy adds much for defense though).
Hull Upgrade might be ok too.
This gives 4 Zs, for bulk firepower, but all at 2 dice. Might be tough to beat Phantoms if they focus down Mux before we focus down the Phantom. Lots of ships.

Moldy Crow (3)
Binayre Pirate (12)
Binayre Pirate (12)
Or is the best option:
A BTL Y: Supposedly higher damage output. (I tend to like saving my F and TL for the accurate ICT shot as it has more an impact I think against targets like Phantoms.
This gives me a good amount of firepower and 3 ion sources though, which is plenty to control any sort of large ship.
In return I give up large amounts of maneuverability. both Ys are R4'ed and none of the ships have any movement actions.

Torkil Mux (19)
Ion Cannon Turret (5)
Binayre Pirate (12)
Binayre Pirate (12)
Feedback Array (2)
Syndicate Thug (18)
Ion Cannon Turret (5)
R4 Agromech (2)
Syndicate Thug (18)
Ion Cannon Turret (5)
R4 Agromech (2)
BTL-A4 Y-Wing (0)
Total: 100

--

Your thoughts and your reasons?

Edited by Blail Blerg

Does anyone also have the raw expected damage outputs for the Warthog and 2 Zs and 3 dice F?

3 dice F should be = 2.25 Starviper should survive a little while.

2 x 2 dice F = 3 (but off 2 PS1 Zs, likely will be lower than expected).

Warthog:

2 dice F, save TL 3 dice ion = 1.5 + 2.25chance for 1 damage = 2.5 + ion <- this option seems to be the best average.

2 dice, F TL 3 dice ion = 1 + 2.625chance for 1damage = 2 + ion. <- this option seems most accurate for ion, but may lose 1 damage of the 2dice primary

2 dice F TL, 3 dice ion = 1.75 + 1.5chance = 2.75 with the least chance of scoring +1. <- this option seems not so good. 2 dice isn't much damage anyway, and lowest chance of scoring an ion token and damage.

How about giving Torkil a Blaster Turret? He's going to be at that range for his ability anyway.

That could give you something like this

Torkil and Palob, both with Blaster Turrets as heavy hitters, stripping the opponent of their focus and their PS. And 3 Binayre Pirates as the hounds, driving them your way and blocking their escape routes/cutting off support.

How about giving Torkil a Blaster Turret? He's going to be at that range for his ability anyway.

That could give you something like this

Torkil and Palob, both with Blaster Turrets as heavy hitters, stripping the opponent of their focus and their PS. And 3 Binayre Pirates as the hounds, driving them your way and blocking their escape routes/cutting off support.

Palob does add quite a bit of damage. Between your Blasters and Predator. I don't know about Outlaw though, what about K4 instead? I'd rather fly slow with the HWK and let them come to my R2 bubbles. Sticking HWKs outfront leads to their premature demise: They're only as hardy as Xwings, and you know how fast Biggs dies.

That does make me a little timid about loading up the two HWKs too. Any sort of 4 dice attack once or twice is usually enough to blow them up.

Of course, they are going to want to stay away from the HWK's, so you could also use them as drivers and position a hunter in the form of Kath.

And I totally didn't notice I dropped the Outlaw Tech in there. He shouldn't be in there. K4 or another Rec Spec, or two hull upgrades.

Of course, they are going to want to stay away from the HWK's, so you could also use them as drivers and position a hunter in the form of Kath.

And I totally didn't notice I dropped the Outlaw Tech in there. He shouldn't be in there. K4 or another Rec Spec, or two hull upgrades.

Actually, K4 and Predator overlap... but K4 and Opportunist. Now thats funny. But might need Recon Spec. In general, I'm not sure how sold I am on Blaster Turrets. I do like the idea of controlling.

If you bump yourself or dont have focus for some reason, no attack. Not sure I like that chance.

--

EVERYONE: What do you think of the Auto Starviper?

3 dice attack package, better survivability vs turrets, high mobility for PS1 blocking.

Edited by Blail Blerg

Why that name for the list? I come to sci-fi so I can get away from this stuff.

Control is nice, and frustrating for the opponent which is always nice (Blue/White MTG for the win), but with a HWK it is a very tenuous grasp, they might easily slip away and then you're in big trouble.

Scyks with Ions perhaps? You could fit in two for the price of three Binayres. Add the control from the other side? I'm just bouncing ideas here.

Does anyone want to analyze the squad and see if I have the right theoreticals? (I have only 1 game so far, but that went exceedingly well).

Does anyone want to field test this against top meta lists?

I'm going to test it more.

My current feeling is a Auto Starviper is the best choice, followed by a Warthog.

Apparently top meta (estimated ease of matchup 1-10):

Whisper Chiraneau (7, should be good)

2 or 3 Phantom lists (3, this is a meta-call I don't expect to have to play against)

3 interceptors (3, not so good, expected prevalence, maybe 2 ions are helpful though, at least Mux does still help)

7 tie swarm (2, not good, probably not enough ability to focus Howl well, only Starviper helps here with 3 green dice, but not expected in my meta)

Whisper 5 tie (?)

2 IG (with blocking and central asteroids, 5-6)

[Other scum lists as meta progresses]

Fat Han (5, 50%)

4 Rebels Control/Panic Attack (3-4?, should be even on HP and dice and control)

Super Dash Corran

Howz about ' Hooty KaZooty and the Lost Planet Airmen'? :blink: ..... ;)

Wait, what does that mean?

What about Serrisu who turtles up each turn? She can go towards whoever will get shot at the most. It will make your generics last longer and your HWK, as well. Might also draw some fire away from the rest of them, too.

I also like the idea of some Scyks with Ions. It will give you the options to Ion at range.

I could see Serissu being a possible choice. Does drop the damage potential though.

Seems like a longer game :

Torkil Mux (19)
Ion Cannon Turret (5)
Moldy Crow (3)
Syndicate Thug (18)
Ion Cannon Turret (5)
R4 Agromech (2)
Binayre Pirate (12)
Binayre Pirate (12)
Serissu (20)
Flechette Cannon (2)
"Heavy Scyk" Interceptor (Cannon) (2)
Total: 100

Okay after more testing... Having two Ys, one with BTL-A4 and one without is definitely the best choice. The extra ICT area denail of 2 turrets is much better. Mux is still incredible, but possible to get focused down early. Hull or Moldy is very very very recommended unless you're an excellent player. Either way: If you take a Turret Y, you'll have the ability to pretty much neutralize any arc dodger completely even if they get a good engagement on you.

Against Auto, you'll just have to try and do your best to get them in arc, but even so, a few regular attacks and a lucky turret shot here or there should do the trick. at the least, Muxing the interceptor in question should at least require them to use F to stay alive versus blasting Mux out of the sky.

New build:

Syndicate Thug (18)
Ion Cannon Turret (5)
R4 Agromech (2)
BTL-A4 Y-Wing (0)
Torkil Mux (19)
Ion Cannon Turret (5)
Moldy Crow (3)
Binayre Pirate (12)
Binayre Pirate (12)
Syndicate Thug (18)
Ion Cannon Turret (5)
Unhinged Astromech (1)
Total: 100
Edited by Blail Blerg

Oh, the 2 Zs are really great. It might seem like an interesting idea to replace them with another Y, but so far, they've done great duty in blocking and extra damage and dying first. Very good cannon fodder for an otherwise fragile list.

I faced a similar list.

Double warthogs wit ion & agromech

Double black sun soldier z-95

Torkil with ion.

Was surprisingly effective. Lost 100-50. Though nearly went to time.

I faced a similar list.

Double warthogs wit ion & agromech

Double black sun soldier z-95

Torkil with ion.

Was surprisingly effective. Lost 100-50. Though nearly went to time.

What are your thoughts about the list and how it plays? =)

Its pretty much the exact same thing, except I have only 1 BTL R4 Warthog and the other is standard ICT with Unhinged. Lets me get Moldy and Hull for Torkil. Zs in the front as cannon fodder. Did having PS3 Zs force them to be back?

What was his deployment?

The list is interesting. Like my opponent said it doesn't look like much on paper but packs a punch once the warthogs get shots using focus on primary then TL on the ion. Torkil is a pain and the zs were good support.

Torkil was centre back with zs either side and the y wins slightly ahead.

Not sure i would bother with moldy crow. Torkill is good as bait to draw fire off of the warthogs.

Moldy also protects against bumps, which are... honestly a little common with my sh*tty flying. Also HWK has a moderately limited dial. (excuses excuses blah blah). Also allows for the TL F shot, which is really accurate for ion.

The funny thing is... I do want a turret Y and a BTL Y, not both BTL as I think anyone who plays well will eat me alive with a Phantom. So that does ask whether I should use 2 points for R4 for another accurate ion shot. I do like it. It seems quite predictably accurate. Not sure worth 2 points though.

That leaves 4 extra points.

TWO feedback arrays are also not worth it. as in my list with PS1, the Zs tank damage and die super fast. But ONE with feedback isn't bad. So I could do Feedback and R4.

More testing:

List should really really really really really fly as a tight knit formation. ships are not very maneuverable and being farther apart leads to some ships not having their very important R2.

Moldy crow isn't all that useful. But considering Hull.

What is the current iteration you're flying?

Torkil Mux (19)

Ion Cannon Turret (5)

Hull Upgrade (3)


Syndicate Thug (18)

Ion Cannon Turret (5)

R4 Agromech (2)

BTL-A4 Y-Wing (0)


Syndicate Thug (18)

Ion Cannon Turret (5)

Unhinged Astromech (1)


Binayre Pirate (12)


Binayre Pirate (12)


Total: 100




Hull optional. You can do R4 on the turreted Y and Feedback array. Honestly, so far I haven't found a good use of the remaining points.


You need to fly together in a tight bunch because R2 is important. And you want to mass focus down ships.

BTLA4 on the 2nd Y if your flying is exceptional and you do not require a second turret to catch things. Also can try that with R4 and feedback array on a Z. Taht should give exceptional firepower plus some area control for ints and phantoms.

Torkil Mux (19)

Ion Cannon Turret (5)


Syndicate Thug (18)

Ion Cannon Turret (5)

R4 Agromech (2)

BTL-A4 Y-Wing (0)


Syndicate Thug (18)

Ion Cannon Turret (5)

R4 Agromech (2)


Binayre Pirate (12)

Feedback Array (2)


Binayre Pirate (12)


Total: 100




I've been having some trouble with arc dodgers recently. not enough careful flying. Gotta fly the Ys better, so I took the BTL off one of them for some turret insurance. This should completely nullify any int or phantom that dares get close.

Turret big ships might still give you trouble.

And getting Torkil melted early happens if they decide to all-in you.

When Wave7 drops, I recommend trying Glitterstim on Torkil in case he gets fired on a lot.

Otherwise Feedback array also works fine.