Subtle Like a Brick

By Sierra Romeo Charlie, in X-Wing Squad Lists

Nothing too fancy, just trying to build a Scum list that can take a lot of damage and dish it out too. Trying to figure out what to spend the last 2pts on for the Merc:

Mandalorian Mercenary (35)

Syndicate Thug (18) x3
Autoblaster Turret (2)
Unhinged Astromech (1)

Total: 98

View in Yet Another Squad Builder

Was thinking maybe Expert Handling for the barrel roll, or Inertial Dampeners + Calculation for the hard stop and extra crits.

Thoughts?

for the firespray i recommend outlaw tech, with it you can K all day and still get the focus

for the firespray i recommend outlaw tech, with it you can K all day and still get the focus

?

The firespray doesn't typically k-turn often due to having a rear firing arc....

I think tactician is your best use of 2 points

for the firespray i recommend outlaw tech, with it you can K all day and still get the focus

?

The firespray doesn't typically k-turn often due to having a rear firing arc....

I think tactician is your best use of 2 points

I've read of a tactic of K-turning the Firespray on the turn of engagement to get the enemy stuck in your rear arc since its easier to keep them there. I haven't tried this in a game, though. Outlaw Tech would be useful in that case.

Tactician is great too as it works in both arcs. I'm just wondering how often I can stay at range 2 to keep it working.

Calculation works in both arcs as well and no range limitation. I won't have RecSpec to get the extra focus though, in case I roll more than 1. I suppose I could drop all the Unhinged Astros to pay for RecSpec or K4, but I feel like the Ys need that extra green with the range 1 turrets.

for the firespray i recommend outlaw tech, with it you can K all day and still get the focus

?

The firespray doesn't typically k-turn often due to having a rear firing arc....

I think tactician is your best use of 2 points

I've read of a tactic of K-turning the Firespray on the turn of engagement to get the enemy stuck in your rear arc since its easier to keep them there. I haven't tried this in a game, though. Outlaw Tech would be useful in that case.

Tactician is great too as it works in both arcs. I'm just wondering how often I can stay at range 2 to keep it working.

Calculation works in both arcs as well and no range limitation. I won't have RecSpec to get the extra focus though, in case I roll more than 1. I suppose I could drop all the Unhinged Astros to pay for RecSpec or K4, but I feel like the Ys need that extra green with the range 1 turrets.

I could see that tactic being useful for maybe Kath, but still, 2 points for a bonus focus token at the start of the game (and questionable whether you'll use it again after that) seems a bit meh.

Calculation is not worth it unless you are doing something cool with it. You just don't have any extra points to get good use out of it, imo. Inertial dampeners is useful though...

Edited by blade_mercurial