Future sights for squads(Mostly Scum Squads)

By Zazaa, in X-Wing Squad Lists

I was posting this squad for other topic that is still ongoing, but I want to start a new topic for other future squad plans and ideas I've got after most of the wave VII got released. I mainly focus on Scums, I got most of the Rebel and Imperial ships as well, but fell for the randomness of Scums.

I had this kind of view for using Bossk with his Hounds Tooth ship. Not too fancy but still kick ass!

Bossk (35)

YV-666

-Veteran Instinct (1)

-Outlaw Tech (2)

-K4 Security Droid (3)

-Navigator (3)

-Glitterstim (2)

-Hound Tooth (6)

Binayre Pirate (12)

Z-95 Headhunter

Binayre Pirate (12)

Z-95 Headhunter

Binayre Pirate (12)

Z-95 Headhunter

Binayre Pirate (12)

Z-95 Headhunter

Total of 28 Hit Points and 11 Attack Points.

It is most likely pretty clear what Bossk does in this squad. I would move it slowly within main battle area. Navigator is helping to keep that 180-degree arch pointed against most important ships or better maneuvering for dodgin enemy fire archs if needed and K4 Security Droid and Outlaw Tech will feed Focus and Target Lock very often if played right and that just helps keeping the heavy damage constant towards enemy ships. While four basic Z-95 Headhunters are buzzing around Bossk and picking up left overs from him. While backing it self up with Nashtah Pup if needed what just goes neatly with other Headhunters in game.

If I would be enemy I would get worried against this squad. Enemy has to chooce will it try to destroy Hounds Tooth first and fight against five Z-95 or does it try to kill most of the Z-95 first while Hound will chew everything away that comes acros of his fire arch. I can't say witch is better option, both quite equally terrifying tasks to start with.

Any comments on this squad? More will follow soonish.

I am sure that many Scum player will end up buying at least K-Wing expansion pack and maybe even the Punisher, just for the cards. Personaly I am very intrested about those bombs that I could get from both of them and applying them on Emon Azzameens ship. He is still quite superior when it comes deploying bombs in tactical places at right time and even more so when those new bombs are released.

Here is my vision of my upcoming Spear Point Fleet.

Talonbane Cobra (28)

Kihraxz

-Predator (3)

-Glitterstim (2)

-Shield Upgrade (4)

Cartel Marauder (20)

Kihraxz

-Inertial Dampeners (1)

Cartel Marauder (20)

Kihraxz

-Inertial Dampeners (1)

Cartel Marauder (20)

Kihraxz

-Inertial Dampeners (1)

With total of 20 Hit Points and 12 Attack Points.

This is not the most unpredictable squad out there, but those Inertial Dampeners with Marauders will give some chance of randomnes for their flight patterns while I was thinking that Talonbane Cobra would just focus on dealing heavy damage at range 1 or 3 and try to stay out from range 2 what is the worst place for him. I was spending ridiculous amout of time to try to decide what Elite Pilot Talent to choose out of all good ones for him, so I end up taking Predator just because it allows him to stay close to his friends if needed and it won't set any range limit and re-rolls are good for his 3-5 attack dice that he might get throw in. Lone Wolf would be my second best bet, but I see this squad staying fairly close and use concentrated fire on enemy.

I am very stoked about the new ships coming out, they are something that Scums have been waiting to get! Now I can see ways of binding all of these cool ships in to intresting squads. I like most of the squads that have only one type of a craft, but still at least one pilot with high skill and some goodies on his pocket to make it more intresting to play and to play against.

Talonbane Cobra (28)

Kihraxz

-Predator (3)

-Glitterstim (2)

-Shield Upgrade (4) Engine Upgrade (4)

Fixed that for you. With Engine, Cobra can make sure he can get to Range 1 for the +2 Attack, plus between Predator and Glitterstim you can still pull off a 5-die "TL"+F attack (once) even when using Engine.

Talonbane Cobra (28)

Kihraxz

-Predator (3)

-Glitterstim (2)

-Shield Upgrade (4) Engine Upgrade (4)

Fixed that for you. With Engine, Cobra can make sure he can get to Range 1 for the +2 Attack, plus between Predator and Glitterstim you can still pull off a 5-die "TL"+F attack (once) even when using Engine.

I agree with you. It would be much better with Engine Upgrade than with Shield Upgrade. Thanks for the insight!!

I agree with you. It would be much better with Engine Upgrade than with Shield Upgrade. Thanks for the insight!!

Another thing to consider is that inertial dampeners is better on higher PS (although sometimes that doesn't matter). Its definitely worth trying on the marauders, but if you find you aren't using them much (a possibiliy IMO), then you could drop them to stick a hull upgrade on one of them instead.