Villains being scum - post your most irritating S&V builds!

By LtRico, in X-Wing

Hi all,

this thread is about the most irritating and scummy builds that we can come up with for S&V!

I'm talking about abilities and synergies that are unexpected and irritating to the opponent and maybe even counter-intuitive, but make the most of S&V being the scummy and villainous faction that they are.

Individual ship builds and complete lists welcome! Builds don't have to be meta-proof.

Lets kick this off with the following build I came up with:

  • Torkhil Mux - Scum HWK-290
    At the end of the Activation phase, choose 1 enemy ship at Range 1-2. Until the end of the Combat phase, treat that ship's pilot skill value as "0".
  • Cloaking Device - self explanatory, provided it functions like the Imperial version.
  • Stealth Device - adds that extra 1 Green Die, providing 5 GD when cloaked.
  • Moldy Crow Title - makes sure to always have enough eyeballs for multiple defence throws.
  • Saboteur Crew - takes an action to turn normal damage into critical damage, very situational.
  • Blaster Turret - for when the Cloaking Device eventually fails.
  • 33 pts total.

The idea behind this build: Torkhil bounces around the starfield thanks to his illicit Cloaking Device, making the most of his native ability to knock high-value targets down on the PS ladder and occasionally use saboteur, then taking a free cloak action to hide behind 5+ GD and a handful of Foci. He basically makes himself as big as a physical and virtual nuisance as possible, blocking and appearing where a HWK-290 wouldn't be expected, then kicking VIP-Pilots in the teeth allowing for the rest of his squad to take easy shots before retaliation. Torkhil himself is not expected to actually shoot at stuff, the Blaster Turret is only taken as an insurance when the CD eventually fails. Both the crew and turret slot can be adapted to personal flavour I guess.

What's your favourite irritating S&V build?

I never had an "irritating" vibe from those scummy HWKs as they were advertised. The only time I irritated a friend of mine with a build was with Oicunn + Mara Jade + APL.

I faced a brutal list last night, which I dubbed Thieves of Sorrow.

(Some upgrades missing, just doing my best from memory.)

Palob

Greedo (never activated, maybe we forgot)

Blaster Turret

Opportunist

2x Tansarii Pt Vet

Heavy Scyk

Heavy Laser Cannon

Opportunist

Stealth Device

(Total 100 pts)

This list was stealing a token (if necessary) from a target of choice, then massing 14 red dice against it.

I was flying my latest vanity squad (I just really wanted an excuse to buy and try a second copy of each Starviper and M3-A), dubbed Sewer Rats:

2x PS1 Starviper

Autothrusters

Laetin Ashera

Heavy Scyk

Mangler Cannon

Serissu

Swarm Tactics

(Total 100 pts)

We were both laughing that there were FOUR Scyks on the board. Believe it or not, the game came down to his HLC Scyk vs my Mangler Scyk in a full-health joust. I lost... but it turned out, surprisingly, to be a close thing.

Hi all,

this thread is about the most irritating and scummy builds that we can come up with for S&V!

I'm talking about abilities and synergies that are unexpected and irritating to the opponent and maybe even counter-intuitive, but make the most of S&V being the scummy and villainous faction that they are.

Individual ship builds and complete lists welcome! Builds don't have to be meta-proof.

Lets kick this off with the following build I came up with:

  • Torkhil Mux - Scum HWK-290

    At the end of the Activation phase, choose 1 enemy ship at Range 1-2. Until the end of the Combat phase, treat that ship's pilot skill value as "0".

  • Cloaking Device - self explanatory, provided it functions like the Imperial version.
  • Stealth Device - adds that extra 1 Green Die, providing 5 GD when cloaked.
  • Moldy Crow Title - makes sure to always have enough eyeballs for multiple defence throws.
  • Saboteur Crew - takes an action to turn normal damage into critical damage, very situational.
  • Blaster Turret - for when the Cloaking Device eventually fails.
  • 33 pts total.

The idea behind this build: Torkhil bounces around the starfield thanks to his illicit Cloaking Device, making the most of his native ability to knock high-value targets down on the PS ladder and occasionally use saboteur, then taking a free cloak action to hide behind 5+ GD and a handful of Foci. He basically makes himself as big as a physical and virtual nuisance as possible, blocking and appearing where a HWK-290 wouldn't be expected, then kicking VIP-Pilots in the teeth allowing for the rest of his squad to take easy shots before retaliation. Torkhil himself is not expected to actually shoot at stuff, the Blaster Turret is only taken as an insurance when the CD eventually fails. Both the crew and turret slot can be adapted to personal flavour I guess.

What's your favourite irritating S&V build?

Looks fun, but I'm confused, where is the "free" cloak action from?

the scummiest scum ships are, in no particular order:

Xizor (essentially immortal, hilariously irritating) - best moment was against an enemy autoblaster turret. He rolled the one hit needed to kill Xizor and began celebrating knowing that thrusters were useless. Xizor's ability, though...

Palob (his ability actually reads "your opponent will never take focus or evade actions ever")

Mux (sure would suck if all the points you paid for high PS were to suddenly be invalidated...add insult to injury by using an ally with predator)

- great fun with Predator + thrusters Guri; 3 pirates. Run with blaster + recon + title so that he can help kill things before they get to shoot back.

ICT, BTL-A4, r4-aggro Thug (hope you enjoy not playing :D)

special shout-out to scum HWKs, though. That ship was a reputation of a weak-**** little support buggie, but both Mux and Palob may actually end up dealing out far more damage than the likes of Soontir or some other ace would ever hope to (Mux shoots first--**** you, han--and Palob always shoots at a target without either focus or evade). There's nothing more fun to have an enemy underestimate a commonly maligned ship, and then have said ship run roughshod all over their squadrons ^_^

Edited by ficklegreendice

This is all theory because I haven't tried it yet, but IG-88 with Enhanced Scopes and Anti-Pursuit Lasers. What makes this scummy is that, first of all, your opponent will have to worry about not running into your Aggressor because they'll lose an action and might be setup to get shot down by the other Aggressor. But then, when they start predicting your blocks, you stop trying to block and you predict where they'll go to avoid the block and be set up to attack them!

... But I have a feeling it could be just as frustrating for the Aggressor player as for the opponent. Since you'll be getting in close range, you might want good options for close combat like Autoblaster and Daredevil.

Another super annoying setup is Autoblaster + Accuracy Corrector on IG-88B. With B's ability and Accuracy Corrector, you can attack get a single hit, and choose to cancel the dice and NOT add anymore hits, allowing you to fire again with B's ability in hopes of scoring 3 natural hits. I've used this build several times and while I usually lose with the list, it is completely demoralizing for my opponents when they know they're taking at least 2 damage and there's nothing they can do about. I had an opponent forget about Autoblaster (since nobody uses it) and parked himself at Range 1 of my Aggressor. He only had 2 hull left, so that was the end of Soontir. He almost didn't have any fun against that squad because if you get in range 1, you're just hosed. Of course, that's the big "if." Most players can avoid that Range 1 area and nullify the squad's goal of Autoblaster + Accuracy Corrector.

Looks fun, but I'm confused, where is the "free" cloak action from?

From the recently spoiled illicit cloaking device, coming in Wave 8:

cloaking-device.png

I faced a brutal list last night, which I dubbed Thieves of Sorrow.

(Some upgrades missing, just doing my best from memory.)

Palob

Greedo (never activated, maybe we forgot)

Blaster Turret

Opportunist

2x Tansarii Pt Vet

Heavy Scyk

Heavy Laser Cannon

Opportunist

Stealth Device

(Total 100 pts)

This list was stealing a token (if necessary) from a target of choice, then massing 14 red dice against it.

Now that`s really putting down the hurt...

special shout-out to scum HWKs, though. That ship was a reputation of a weak-**** little support buggie, but both Mux and Palob may actually end up dealing out far more damage than the likes of Soontir or some other ace would ever hope to (Mux shoots first--**** you, han--and Palob always shoots at a target without either focus or evade). There's nothing more fun to have an enemy underestimate a commonly maligned ship, and then have said ship run roughshod all over their squadrons ^_^

That's exactly what I was thinking when I came up with bouncy Torkhil! I feel like Scum`s potential has not yet been fully tapped into, I suspect most people (including myself) play them way too conservative, i.e. Rebel/Imperial style.

This worked for me once. Kavil was super annoying when he got a 4 die Autoblaster shot off on Whisper. Palob, is the real annoyance here of course.

THE MERRY KAVIL-CADE

100 points

PILOTS

Kavil (31)
Y-Wing (24), Autoblaster Turret (2), Unhinged Astromech (1), Opportunist (4)

Palob Godalhi (30)
HWK-290 (20), Bodyguard (2), Ion Cannon Turret (5), Recon Specialist (3)

Kaa’to Leeachos (19)
Z-95 Headhunter (15), Opportunist (4)

N’Dru Suhlak (20)
Z-95 Headhunter (17), Inertial Dampeners (1), Lone Wolf (2)

The most destructive build I have tried is:

- Kath Scarlett with: VI, K4 security droid, Engine upgrade and Proton Bomb

I start the ship oriented a way after a pair of turns my enemies come from behind. Using the big base, I make only 2 or 1 straights, or 1 bank, all green, so I can adquire free target locks, then use focus for maximun destruction or boost if I need to scape arcs, but normally I fire most times with 4 dices (5 at range 1) with target lock+focus, and also, if a ship gets to close to the back of the ship, I have the proton bomb. With this build this ship is really a killer with no mercy :D

I would say the Scum HWK pilots are irritating. Most other ships in the game give themselves a boost and then dice still come into effect with their abilities, however, Scum HWKs just auto do something to you. Auto steal focus, auto drop your PS to 0. Dace's ability isn't as annoying as those two though.

Stealing focus takes the cake for me, however, since I fly Rebels most. He just automatically steals half my action bar. SO FRUSTRATING.

Rebels do get Wes who is more annoying since he can take any token, but he comes in the Transport expansion so I likely wont ever get to fly him :angry:

But that's not a build, so to play along, I'll say either Palob with Opportunist either on him or another ship nearby, or Torkil with predator on him or a nearby ship.

Edited by Scojo

I have a loadout for Drea that is just plain nasty:

Y-WING: · Drea Renthal (22)

Plasma Torpedoes (3)

Ion Cannon Turret (5)

· R4-B11 (3)

Her ability is amazingly underrated. "After you spend your target lock, you may receive 1 stress token to acquire a target lock".

She starts at R3, firing plasma torpedoes at the biggest threat. Spend TL, stress, acquire lock for attack roll. Then the opponent rolls his defense dice. Oh you rolled 2 evades? R4, stress, relock. We all know how hard evades are to come by, so usually I see a worse roll. I then close in at R2 for the ICT shot. Spend TL on attack roll. The next step is important. By now Drea has 3 stress, probably not taking further actions for the rest of the bout. If the target is about to die acquire a target lock on a different target. Then rinse and repeat.

It's not flawless, but you can only imagine the looks I get when I force someone to reroll 3/3 evades :P

Still trying to work who to pair her up with. Dace Bonearm is a great candidate with his ability to add another damage with the ion shot, also needs heavy hitters so when the target is ioned it can be worked down fast next turn.

Looks fun, but I'm confused, where is the "free" cloak action from?

From the recently spoiled illicit cloaking device, coming in Wave 8:

cloaking-device.png

Yes, I'm aware that technically the cloak will be a "free" action anytime you use the illicit cloak. What I mean was this -

...use saboteur, then taking a free cloak action...

- seems to imply he is using saboteur AND a cloak action in the same turn, but he does't have Experimental Interface in that build, so I don't know how he would be doing that. I may just be mis-understanding, and he means he would use them on different turns. Personally, I don't think 2 "Action" upgrades are worth it without EI, you just won't use them enough to make it worth it.

Recon Specialist with Moldy Crow every time, surely?

I've been having a lot of success with:

24: Torkil w/ ICT

27: Palob w/ Blaster, Moldy Crow

49: IG-B w/ Mangler Cannon, Predator, Sensor Jammer, Autothrusters

It's a tactical approach nightmare. Palob powers up Sensor Jammer, and Torkil powers up Predator. You're forced to deal with the HWKS first, but it's still inefficient, and all the while your ace pilot is getting pounded with a Mangler.

It's awkward to fly and time engagements correctly, but it hasn't failed me yet!

Oh, by the way, if you pronounce "Torkil Mux" backwards, it's "Scum lick rot!" ;)

It's not actually a SnV build, but in the sprit of this, the most irritating build I have ever run was:

Jake Farrel: Push the Limit, Proton Rockets, A-Wing Test Pilot, Veteran Instincts

Tycho Celchu: Stealth Device, Push the Limit, Proton Rockets

Ibtisam: Sensor Jammer, Elusiveness

Both times I ran it, my opponents tried to kill the B-Wing first because it had one green die and three reds, but quickly realized how annoying sensor jammer is. It basically forces you to spend a focus every turn or see the B-Wing get a free evade, but also poses a dilemma because focus used to attack can't be used to defend. Elusiveness can reroll critical hits, or hits on good rolls, and gives Ibtisam a stress, which triggers her dice reroll ability to use against any results that remain. If she has a focus token to defend, all the better, and on top of the B-Wing's eight hit points she can now reroll one of her red dice too. All of this makes it surprisingly hard to kill, with one of my opponents describing this build as "the most obnoxious B-Wing ever" after our game.

Meanwhile, the A-Wings are both capable of turtling by evading and focusing every turn if they are attacked, and Jake in particular requires a major blocking effort by multiple ships to pin him down. Their 2-dice primary attacks are not much, but they can easily get to range 1 with boost and high pilot skill, and the threat of Tl/F Proton Rockets alpha strike makes them even more dangerous to leave alone. I actually held off trying to set up procket shots deliberately, because the very threat of them was forcing the opposing ships to give up better shots on the B-Wing, and eventually both A-Wings were able to take Tl/F procket shots anyways when the opportunities arose.

I think what really made this build effective and annoying was that I played not with the goal of destroying enemy ships, but with the goal of denying as much damage as possible on my own ships via positioning and damage mitigation. It messed with my opponents' attempts to predict where I would go, forced them to make difficult choices between unappealing options, and made them more likely to make mistakes I could exploit. I also might say that it likely was very disheartening for one of them to throw 12 red dice at the B-Wing in one turn and do only one damage to it, and having Tycho/Jake completely one-hit kill ships with the prockets can't have been fun either.

combining some ideas:

nspiXFi.png

Have two firesprays painted as Bob's and Kath's ships. Play the Kath ship as Boba and the Boba ship as Kath. It will be really irritating to people with OCD.

It's not actually a SnV build, but in the sprit of this, the most irritating build I have ever run was:

Jake Farrel: Push the Limit, Proton Rockets, A-Wing Test Pilot, Veteran Instincts

Tycho Celchu: Stealth Device, Push the Limit, Proton Rockets

Ibtisam: Sensor Jammer, Elusiveness

Both times I ran it, my opponents tried to kill the B-Wing first because it had one green die and three reds, but quickly realized how annoying sensor jammer is. It basically forces you to spend a focus every turn or see the B-Wing get a free evade, but also poses a dilemma because focus used to attack can't be used to defend. Elusiveness can reroll critical hits, or hits on good rolls, and gives Ibtisam a stress, which triggers her dice reroll ability to use against any results that remain. If she has a focus token to defend, all the better, and on top of the B-Wing's eight hit points she can now reroll one of her red dice too. All of this makes it surprisingly hard to kill, with one of my opponents describing this build as "the most obnoxious B-Wing ever" after our game.

Meanwhile, the A-Wings are both capable of turtling by evading and focusing every turn if they are attacked, and Jake in particular requires a major blocking effort by multiple ships to pin him down. Their 2-dice primary attacks are not much, but they can easily get to range 1 with boost and high pilot skill, and the threat of Tl/F Proton Rockets alpha strike makes them even more dangerous to leave alone. I actually held off trying to set up procket shots deliberately, because the very threat of them was forcing the opposing ships to give up better shots on the B-Wing, and eventually both A-Wings were able to take Tl/F procket shots anyways when the opportunities arose.

I think what really made this build effective and annoying was that I played not with the goal of destroying enemy ships, but with the goal of denying as much damage as possible on my own ships via positioning and damage mitigation. It messed with my opponents' attempts to predict where I would go, forced them to make difficult choices between unappealing options, and made them more likely to make mistakes I could exploit. I also might say that it likely was very disheartening for one of them to throw 12 red dice at the B-Wing in one turn and do only one damage to it, and having Tycho/Jake completely one-hit kill ships with the prockets can't have been fun either.

That build is awesome, I'll try it for sure, thank you. I have one with the same pilots, but different upgrades:

Jake (VI, Test Pilot, PTL, Chardaan, Autothrusters)

Tycho (PTL, Test Pilot, Daredevil, Chardaan, Experimental Interface)

Ibtisam (Elusiveness, Sensor Jammer, E2 title, Lando)

99 points

So, no Alpha strike for the A-Wings, but defensive boost all around.

Have two firesprays painted as Bob's and Kath's ships. Play the Kath ship as Boba and the Boba ship as Kath. It will be really irritating to people with OCD.

I did that in one of my builds using Jake/Tycho wherein I used the red A-Wing for Jake and blue A-Wing for Tycho. The other guy was really surprised when "Jake" used PtL with five stress tokens, and "Tycho" boosted and barrel-rolled out of four firing arcs and then fired off a range-1 shot with focus.

Recon Specialist with Moldy Crow every time, surely?

Depends, if blaster turret or if Leechos is around, then yes, it's basically required. For non-blaster, you can just slow roll to build focus, it's not likely the HWK will survive more than 2-3 rounds of fire anyway, even with unlimited focus tokens.

I've been having a dastardly time running this:

Dace Bonearm

Ion Cannon Turret

Veteran Instincts

Engine Upgrade

Kavil

Ion Cannon Turret

Determination

Unhinged Astromech

Cartel Spacer

"Heavy Scyk" Interceptor

Flechette Cannon

Cartel Spacer

"Heavy Scyk" Interceptor

Flechette Cannon

I've posted it before on here, but it's legitimately one of my favorite scum lists. Maybe with the YV-666 on the horizon I'll drop the Scyks for a YV with a Flechette and Tactician? Generic with that set-up (only one that I can fit without taking stuff off Kavil or Dace) would still leave me another three points to play with... so either K3 on Dace or, more amusingly, Ion Projector on the YV to allow Dace to (potentially) deal two damage a turn with ion shenanigans.

Still, Scyk list is surprisingly effective, enough so that I've toyed with the idea of even bringing it to a tournament. Not a lot of raw damage output, but solid control with an arc-dodging HWK. If only I could get Kavil also arc-dodging and have at least a third not-lone-Scyk dealing out regular and reliable stress. Hmm...

Hmmm.... if I drop the Astromech and either Tactician or the Flechette for slightly less stressy goodness....

Dace Bonearm

Ion Cannon Turret

Veteran Instincts

Engine Upgrade

Kavil

Ion Cannon Turret

Veteran Instincts

Engine Upgrade

Trandoshan Slaver

Tactician

Ion Projector

I am become Obnoxious, Destroyer of Fun

I've been having a dastardly time running this:

Dace Bonearm

Ion Cannon Turret

Veteran Instincts

Engine Upgrade

Kavil

Ion Cannon Turret

Determination

Unhinged Astromech

Cartel Spacer

"Heavy Scyk" Interceptor

Flechette Cannon

Cartel Spacer

"Heavy Scyk" Interceptor

Flechette Cannon

I've posted it before on here, but it's legitimately one of my favorite scum lists. Maybe with the YV-666 on the horizon I'll drop the Scyks for a YV with a Flechette and Tactician? Generic with that set-up (only one that I can fit without taking stuff off Kavil or Dace) would still leave me another three points to play with... so either K3 on Dace or, more amusingly, Ion Projector on the YV to allow Dace to (potentially) deal two damage a turn with ion shenanigans.

Still, Scyk list is surprisingly effective, enough so that I've toyed with the idea of even bringing it to a tournament. Not a lot of raw damage output, but solid control with an arc-dodging HWK. If only I could get Kavil also arc-dodging and have at least a third not-lone-Scyk dealing out regular and reliable stress. Hmm...

I like the list a lot. I'm not sure about the part I put in bold and underlined. Let me see if I get this straight, though. During the activation phase, someone with low PS crashes into the YV-666 and gets ionized. Dace takes a stress to deal a second damage. Dace now executes a green maneuver and clears the stress. During the combat phase, an enemy gets ionized by the ICTs and Dace takes stress again to deal a second damage.

Okay, I see it now. That's pretty neat. The only issue I have is that you could only do that if there was a round when you didn't use Dace's ability, so it still averages out to 1 extra damage per round. It's still a cool combo.

Edited by Budgernaut

I've been having a dastardly time running this:

Dace Bonearm

Ion Cannon Turret

Veteran Instincts

Engine Upgrade

Kavil

Ion Cannon Turret

Determination

Unhinged Astromech

Cartel Spacer

"Heavy Scyk" Interceptor

Flechette Cannon

Cartel Spacer

"Heavy Scyk" Interceptor

Flechette Cannon

I've posted it before on here, but it's legitimately one of my favorite scum lists. Maybe with the YV-666 on the horizon I'll drop the Scyks for a YV with a Flechette and Tactician? Generic with that set-up (only one that I can fit without taking stuff off Kavil or Dace) would still leave me another three points to play with... so either K3 on Dace or, more amusingly, Ion Projector on the YV to allow Dace to (potentially) deal two damage a turn with ion shenanigans.

Still, Scyk list is surprisingly effective, enough so that I've toyed with the idea of even bringing it to a tournament. Not a lot of raw damage output, but solid control with an arc-dodging HWK. If only I could get Kavil also arc-dodging and have at least a third not-lone-Scyk dealing out regular and reliable stress. Hmm...

I like the list a lot. I'm not sure about the part I put in bold and underlined. Let me see if I get this straight, though. During the activation phase, someone with low PS crashes into the YV-666 and gets ionized. Dace takes a stress to deal a second damage. Dace now executes a green maneuver and clears the stress. During the combat phase, an enemy gets ionized by the ICTs and Dace takes stress again to deal a second damage.

Okay, I see it now. That's pretty neat. The only issue I have is that you could only do that if there was a round when you didn't use Dace's ability, so it still averages out to 1 extra damage per round. It's still a cool combo.

Yeah, I've already considered the fact that it only gets the extra damage if Dace is already stress free at the start of the turn. Still, it's a way for Dace to get more mileage out of his ability, and considering its free damage just for throwing a big base ship in front of your opponent... and that poor Dace can absolutely go turns where either the Ion Projector misses or all the ion attacks that turn miss, well, it's not terrible. Need to get on Vassal and give it a whirl.

But Ion Projectors and Conner Nets? Mr. Bonearm is making some new friends. Yes, I'm now toying with the idea of Dace running alongside Emon Azzameen loaded down with nets :D Sadly a pretty expensive duo... could squeeze in a Flechette or Ion Scyk.