So I know I'm late on the Scum wagon, but I went and purged to get all but the IG-2000, even though, apparently, It is one of the better scum ships to have. I guess I'll just have to stick with the Firespray-31 for now ;P
Here are the specs for the build:
"Turn and Burn"
Polab Godalhi: HWK-290 (20+10)
Opportunist (4)
Outlaw Tech (2)
Blaster Turret (4)
Kavil: Y-Wing (24+6)
R4 Aggromech (2)
Blaster Turret (4)
Kath Scarlet: Firespray-31 (38+2)
Tactical Jammer (1)
Calculation (1)
The idea of this build is to keep the opponents OUTSIDE you're firing arc. Not only does this throw off a normal joust tactic, it opens up the field for your moves to be less restricted giving you the edge by flying, theoretically, anywhere you want. With every ship equipped to shoot outside their normal arcs, and as long as you do so, each ship here attacks with 4 red dice! You would WANT your opponent to chase you around the map, and if you're good enough, you can even stay out of their arcs while still being able to attack!
The good thing about this build is it doesn't require your ships to be fast. It just requires them to not run off the board and into other ships or asteroids. The ships here are a tad more durable than your more common combat frigates so taking hits is OK.
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Polab Godalhi is going to be the harder ship to play here. He needs to be relatively close to your enemies to steal the focus (or evade). But once he does it opens up an opportunity for... well... Opportunist! While Opportunist gives him a stress, you can easily execute the green you need to relieve it. Remember; you're in the lead here. Not only that, but executing red maneuvers will also give you the token you need to use your Blaster Turret. The catch is that he will probably be focused first for his pilot ability and how much weaker his ship is than the other two in the squad. **Keep in mind he will theoretically receive at least one focus no matter what on each turn, but remember that in order for Polab Godalhi to be as effective as possible he will need BOTH of the focus tokens as often as possible! So be wary when timing your maneuvers.**
**+1 focus token from making a red maneuver OR taking a focus action.**
**+1 focus token from stealing from an opponent at start of Combat Phase. (This will be a little harder.)**
Kavil doesn't have much to him. He gets the extra red die automatically for firing outside his arc, so equipping him with the Blaster Turret here is a given. The Agromech is perfect for giving him that extra edge with the target lock rerolls on that very turn. Agromech gives you a target lock right after you've spent a focus token on the Blaster Turret attack, letting you use and spend the target lock immediately after acquiring it, if need be. I've noticed Kavil putting out a lot of damage this way each turn so as long as he is in range. He's a heavy hitter for sure.
Kath's innate ability to gain a red die for shooting in her auxiliary firing arc makes her a perfect candidate for this build. The problem was finding a good, cheap combo for her upgrades because she is a relatively heavy point ship naked. There isn't much on the offensive side to equip to her given you only have 2 points after fitting out Polab and Kavil, so I went with a more utility-based loadout. Tactical Jammer is used to keep your other ships defended when you can. Try to run one of the other ships along with her to give it that extra agility die. Her base is big, so make sure you use it its full potential. That last point, Calculation, is the one I had a little trouble with and is probably the more offensive upgrade I could find for the cost. Its great for when you get that one Eye result and you were going to use your focus anyway. This can be replaced with Veteran Instincts, Determination, or Inertial Dampeners. Obviously, there are more ways to build her, but this is what I came up with.
**PLEASE! Let me know your thoughts and comments on this build. It's very fun to play and annoying as hell to your opponents! If you DO play it, let me know how it went!**