Scum Swarms: Z-95 vs M3-A

By herry92, in X-Wing

hello guys!


I start from a premise: I am experiencing some of the scum and in general I really like the swarms.

regarding the swarms scum came to mind two possible configurations: 3 z-95 + Serissu (with skills Rerolling one die in defense rage 1) or 3 M3 + -A smooth Serissu.

on the one hand we have the z-95 who have a wound in more (a shield) and cost less to 2pts model and the other the M3-A costing 14pti you move better and defend better, have more shares and 2 skill piloting.

in your experience with models that work best this swarm?

and then what would you add with the remaining points? I could think of an aggressor or an Guri or Firespary basis.


thank you

Can I point out that Serrisu doesn't work for just a swarm, but actually well against a swarm. Howlrunner works best with the number of people near her attacking each turn. Serrisu works best with the number of shots fired at people near her (but not her). So, you can use Serrisu with 2 big heavies just as well as with a swarm.

Personally, I prefer the one elite with a mini-swarm. I like both the Z-95 and the Scyk equally well. The Scyk is a fun ship and worth the 2 pts to me.

Z-95s are simply more points efficient and thus more conducive to swarms (and for the same cost as a cartel, they can get feedback and be one of very few 2 dice ships that can reliably threaten high agility ships such as soontir, but not so much ig-88)

Scyks are more "elite filler" if you only have room for one filler ship in your squadron.

I'm not a huge fan of Seri (more reliable fickle green dice are still fickle green dice) and you have have to run her bare because she can't stay alive (arc-dodge) and remain in formation at the same time, so you really have to dissuade the opponent from targeting her. 20 points for a tie fighter that does not augment offense is a bit of a hard sell.

so in the end, it would be better to bring 4 z-95 or 4 scyk smooth?

very interesting is the question of the feedback array, but I imagine that with the big ships not work ... and in that case it can be a waste of points; But thinking about it if you can bring the swarm in a rage one tie interceptor or a phantom are doomed!


but the nice thing you can assist?

I think the Z95 is just a superior ship for the points. The Scyk is fun, but overpriced and goes down pretty fast.

For the same price as a naked Scyk you can get a Z95 with Feedback! Of course, I also haven't found a reason to put cannon's on them...

The concentrated fire of four HLCs from a Scyk swarm, along with the better agility is a winner for me. The mathwing jousting value for a PS2 Scyk + HLC + Serissu is also very nice.

I'd also vote for four (heh) Zs

I'm not a huge fan of the ship because it's so stiff (no boost or roll :() but I can't deny it preforms very well considering what I paid. They're good little sledgehammers to just steamroll the enemy with, provided there isn't too much green dice in your way :P

The dream with feedback array was to surround a phantom with them and just zap it to death :D Sadly hasn't happened yet.

What feedback ends up doing is making Zs matter in terms of positioning. Arc dodgers won't get anywhere near a feedback Z and will prioitize it. This lets you arrange your other ships to cover areas around the Z, forcing your opponent into bad choices. that's basically how I ran my first iteration of Xizor's Exterminators Inc (predator Xizor with 4 blacksun feedbacks). The zaps have yet to kill an arc dodger, but they have put enough damage of them for other ships to finish the job.

I think, though, that it may be better to limit the amount of feedbacks in a list. As you said, there are times when it's not useful (big ships...aggressors <_< ) and it does tend to screw with the point efficiency of the Z-95, which is kind of the reason you take them in the first place...

Xizor's Exterminators Inc 2.0 is a cheaper Predator + Thrusters Xizor with 5 pirates, two of them packing feedbacks ^_^

Edited by ficklegreendice

Personally I wouldn't even consider them in the same role. Zeds are cheap and cheerful cannonfodder while Scyks should preferably fulfill a specialist role using some kind of cannon.

As a mini swarm alongside a large ship, I feel 4 z's is best. they come to 48 points, and leaves you with enough points for a decently equipped firespray or agressor, they can block, and provide a nice distraction as they are easier to kill, but can still take a beating.

Now the Scyk. I don't think I've ever made a list I would consider that has them with cannons. I prefer to think of them as TIE fighters with +1 ps and a targeting computer. I originally only bought 2, but after flying 1 alongside Xizor and 4 z's I decided to buy another 2 and to run them alongside 3 z's in a 7 ship swarm :D

Though I still haven't gotten around to trying it out yet.

I don't actually think Serissu is that great for a swarm. Like "Howlrunner", the power of her ability (and it's lack of effect on herself) make her a prime target. However, since she affects defense rather than offense, the ships around her only actually benefit from her ability if they are attacked rather than her, whereas "Howlrunner"'s companions make use of her ability as long as she is alive. This means that Serissu will only contribute her pilot ability when she is accompanied by other ships that your opponent wants to shoot at more than her.

Now, simply including her in a list will give your other ships some protection, since she will draw fire, but if all she's drawing fire from is Headhunters or cannonless Scyks then she's probably not earning her keep. Pairing her with more attractive targets (cannoned-up Scyks, Starvipers, or Aggressors) will force a more difficult decision for your opponent; fire at the source of damage despite its defensive bonus, or fire at the less-threatening source of that bonus.

Finally, for Serissu herself, a couple of points of upgrades can give her a lot of utility. The "Heavy" Scyk title, Veteran Instincts, and a Flechette Cannon gives you insurance against unique Phantoms and a bit of soft control, as well as increasing her accuracy against high-Agility ships. Swarm Tactics, Wingman, Draw Their Fire, or Squad Leader can support the ship(s) she accompanies, although each these would only make sense in combination with certain ships.

The Scyks cost too much to have a swarm of 7 Cartel spacers that give you only 2 points to play with. You can get 8 Z-95s or 8 Tie fighters and have 4 points to play with as well as one more ship.

If you try a serisu swarm that would be seresu and 5 MA-3 interceptors which is rather short on the swarm end with no more durability than 6 Tie Fighters. The Tsari Point Veterans is a huge point jump for the EPT to include stuff like PTL. If you add a cannon upgrade without any defensive modification it is nothing more than a Glass Cannon at a higher point cost than a Tie Interceptor.

It actually costs just enough, as you can have 7 of them with 2 points spare :P

Yes you can have 8 z's or ties, its a different ship and provides different benefits, and I dont see why you have to run 7-8 of the same ship either. Yes an 8 ship swarm can be tasty, but ties lack a shield and headhunters lack the barrel roll.

I dont feel Scyk's are worth it with cannons, they cost way to much (only the mangler cannon and lower feel worthwhile, if that).

FYI: 2 M3-A's and 6 Z-95's make a perfect 100 pts.

Or 2 Heavy Scyks w/ Mangler Cannon and 5 Z-95s

Or 2 Heavy Scyks w/ Mangler Cannon and 4 Black Sun Soldiers w/ Feedback Array (my personal choice)