I've got a fun three ship build using a Hounds Tooth as a dump off for xizor. I haven't settled on the third ship,the list has been winning with talon bane but it doesn't feel like he's done much, switched him up for a btl a4 ps4 y wing with a seismic, needs more playtesting but the early returnstages are good.
Opinions on Hound's Tooth?
Has anyone tried engine upgrade on it yet? It sounds like it's a lot like the shuttle and I've yet to play it but on paper it looks similar to a shuttle as well. So this brings to mind the 2 most popular and effective shuttle builds... Doom shuttle and buzz saw. So I'm wondering how a buzz saw style hounds tooth would do. Anybody try that out? Coupled with maneuvering fins.
Has anyone tried engine upgrade on it yet? It sounds like it's a lot like the shuttle and I've yet to play it but on paper it looks similar to a shuttle as well. So this brings to mind the 2 most popular and effective shuttle builds... Doom shuttle and buzz saw. So I'm wondering how a buzz saw style hounds tooth would do. Anybody try that out? Coupled with maneuvering fins.
I'd say EU is less than optimal for the YV - only because the wide Aux Arc benefits from you moving slower. It's like when you're chasing another ship - if you move too quick you risk moving out of arc but slowing down keeps more of the board in arc even if it means you lose out on range bonuses.
Engine Upgrade works OK, but not as effective as on a PWT. Worth the 4 points.
I haven't hit a tourney yet, but ran a few games with Razzi (bossk, gunner, k4 droid, engine upgrade, hounds tooth), and Aggressor-c (mangler cannon, autothrusters, fire control system, and either predator or expert handling)..
Not sure this is a meta-worthy list, but it was effective and a lot of fun to lock with razzi, shoot with aggressor against -1ag, razzi take a random shot and miss, then shoot again with focus and -1ag. The hounds tooth was also very effective as it can run,hide and lock, much more effective than on bossk or eval.
Edited by DahtHas anyone tried engine upgrade on it yet? It sounds like it's a lot like the shuttle and I've yet to play it but on paper it looks similar to a shuttle as well. So this brings to mind the 2 most popular and effective shuttle builds... Doom shuttle and buzz saw. So I'm wondering how a buzz saw style hounds tooth would do. Anybody try that out? Coupled with maneuvering fins.
I'd say EU is less than optimal for the YV - only because the wide Aux Arc benefits from you moving slower. It's like when you're chasing another ship - if you move too quick you risk moving out of arc but slowing down keeps more of the board in arc even if it means you lose out on range bonuses.
I hate the teeth on the paintjob.
As of right now, it seems silly. Scum doesn't have as good of escort options for it like Imperials do for their cow, so I feel much more able to just fly past it and stay behind it the whole game. I will probably change my mind as I play against it more and see more escort variety with it.
Like others have said, the escort is the key factor here. The Hound's Tooth can go down very quickly so do not put too many points on it and bring other worthy threats to the list.
- Gunner was a mixed bag. On several occasions I had players opt out of using AC or using Palpy to change defensive rolls to blanks in order for Gunner to not proc. I think this hurt my damage output by a fair amount.
If people are using Palpatine to make sure that they take a point of damage to keep Gunner from triggering, that almost justifies taking Gunner. Without Gunner they wouldn't have taken any damage and would have still been able to use Palpatine later in the round. The same is true of Autothrusters but to a lesser extent, without Gunner you would have gotten zero damage though.
As of right now, it seems silly. Scum doesn't have as good of escort options for it like Imperials do for their cow, so I feel much more able to just fly past it and stay behind it the whole game. I will probably change my mind as I play against it more and see more escort variety with it.
Like others have said, the escort is the key factor here. The Hound's Tooth can go down very quickly so do not put too many points on it and bring other worthy threats to the list.
Ya exactly, was thinking Kath might make a good tail gunner or even Emon flinging cluster mines at anyone who thinks about making their way behind. Depends how you build it but you could fit another ship in there as well.
- Gunner was a mixed bag. On several occasions I had players opt out of using AC or using Palpy to change defensive rolls to blanks in order for Gunner to not proc. I think this hurt my damage output by a fair amount.
If people are using Palpatine to make sure that they take a point of damage to keep Gunner from triggering, that almost justifies taking Gunner. Without Gunner they wouldn't have taken any damage and would have still been able to use Palpatine later in the round. The same is true of Autothrusters but to a lesser extent, without Gunner you would have gotten zero damage though.
I suppose in that context it is a decent trade off - I spend 5 points to counter someone else's 8 point spend.
The builds I like:
Bossk - Stay on Target + Outlaw Tech + Navigator + Intelligence Agent + Anti-Pursuit Lasers or Ion Projector (45 points)
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Trandoshan Slaver - Bossk + Gunner + Outlaw Tech (38 points)
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Latts Razzi - K4 Security Droid + Weapons Engineer (39 points)
Edited by Vulf
Well for the shuttles it wasn't for moving fast but to give it some tighter turns to keep things in arc. It does add speed don't get me wrong but for buzz saws it was to help them turn otherwise you could be sitting out a couple rounds of firing while you tried to turn the darn thing around. The YV does have a bigger arc but my fear is once you've engaged in battle with it you end up trying to turn around while everyone is behind you. My plan was to stall a couple turns I the beginning to get a big cluster of ships in the middle and then engage and hopefully have a few turns of firing before I have to try and turn the beast around.
Has anyone tried engine upgrade on it yet? It sounds like it's a lot like the shuttle and I've yet to play it but on paper it looks similar to a shuttle as well. So this brings to mind the 2 most popular and effective shuttle builds... Doom shuttle and buzz saw. So I'm wondering how a buzz saw style hounds tooth would do. Anybody try that out? Coupled with maneuvering fins.
I'd say EU is less than optimal for the YV - only because the wide Aux Arc benefits from you moving slower. It's like when you're chasing another ship - if you move too quick you risk moving out of arc but slowing down keeps more of the board in arc even if it means you lose out on range bonuses.
In my opinion, Engine Upgrade is all but required. It's just as if not more important than on turrets. With the wide arc, a 3 turn followed by a boost can often get ships that were chasing you back into your firing arc. And if you can't, you still simply cannot afford to have it out of the fight for more than a turn, ESPECIALLY if it is still taking fire. It folds quite fast compared to Falcons and Decimators, so boost is it's best defense against concentrated fire. It will be this way, and may not be widely competitive, until Scum receives defensive crew that help it mitigate damage. The only reliable way to do so is boost away. The weakness if the Tooth compared to turrets, is that turrets can still fire back while the Tooth cannot.
Really though, even the enemy gets behind you, 3 turn and boost. It has quite impressive firing coverage, especially if your can swing it around quickly. It's not a turret, but half a turret is still something.
Edited by Engine25I have not employed this ship on the play area, yet.
I do not think it is the worst designed of the four ships in Wave 7. The worst designed ship, for me, is the K-Wing. The best designed ship, again for me, is the Kihraxz fighter, followed by the TIE Punisher. So, the Hound's Tooth is number 3 on the list.
My assumption is that the large and small ships are designed to be accurate to their scale. if this is true, I do not know where Bossk stored the Z-95 Headhunter on his ship. It seems too large a ship to be stored.
Now, as for play, I think this ship will be best used by an experienced player. The Rebel freighters seem to me to have the best offense and defense capabilities, with the Imperial and Scum coming far behind in the latter. The mission that comes with this expansion is bananas. The concept is that the Hound's Tooth's hyperdrive is disabled by interdiction satellites, and the ship has to fend off a sizable number of Rebel ships. The point count for the Rebels is 150 points, divided into two squads of 75 points.
I won a very small local event flying Bossk, Xizor and a binayre pirate. People would focus on the hounds tooth and ignore the other two who did most of the damage. When I did lose the ship Bossk popped out in his headhunter and still helped contribute to the fight.
You need to have a specific role for it, but so does everything in Scum. I think its my favorite edition to wave 7.
how do you equip your squad?
Based on my game last night, Moralo Eval with HLC and the K4 Security Droid is just murder. My list was:
Moralo Eval - 52 pts
HLC - 7
K4 Security Droid - 3
Outlaw Tech - 2
Tactician - 2
Hotshot Blaster - 3
Maneuvering Fins - 1
Binayre Pirate - 12 (x4)
I faced up against Deathrain and a Tie Swarm (5 ties) and even though Deathrain got off all its munitions, Moralo still tore it up every round. Aside from one 3-turn to get back into the fight, I don't think I made a maneuver faster than a 1 the whole game. 4 dice with focus and target lock in full 180 degree arc (eat it dash!) is just murder. It has the raw damage to punch through arc dodgers, and the health to withstand several rounds of shooting. My opponent did make the mistake of focusing on the Zs in the initial run. Between that and one stupid lucky z-95 (14 dice shot at it and only 1 hit got through), it was a fairly one-sided game. Moralo could reliably knock down a tie a turn, and the z-95's made it tough for my opponent to do the same. The two stars were absolutely HLC and k4. With such a wide firing arc, you can reliably hit most things in front of you and the ability to do a one-stop really let's you slow roll, keeping your opponent in front of you as long as possible. I suspect we'll see plenty of board-hugging Moralo's with swarm support in the coming months, if only because the scariest arc in the list is the one that's the most difficult to avoid.
I'd probably remove maneuvering fins and maybe even tactician for an initiative bid. Tactician is fun to have and would likely play well against other big ships, but certainly isn't as necessary as K4. Be interested to try the Nashtah Pup (not on Moralo of course) in the next game, but the ship's reasonable cost and diverse upgrade options really makes it a fun toolbox ship.
i took Razzi today and played 3 games using 2 Pirates and Cobra Commander, Razzi's abilty was good with Cobra but the ship itself i find to be a POJ, it's like flying the shuttle all over again and i hated that thing,and TLT's or even Warthogs just tear it apart.
Bossk, HLC, K4 and calculation hits like a truck, but it's still really easy to get behind it.
Maybe it was my bad luck 2 of 3 games I played with it pulled the all hard turns are red card. Boba was my other ship.
First game Deathrain ioned Boba onto a debris field and died, but before that happened Boba Ioned DeathRain off the board. Then Vader and Juno just got behind Bossk and it was game over.
Other loss was not so bad Bossk died first.
I actually got behind the Hound's Tooth too in my game. It seems good. but the escort thing is a problem.
Played 3 games on Friday and went 2-1.
Moralo Eval: HLC, Outlaw Tech, Intel Agent, Hound's Tooth
Paired with Emon Azzameen, HLC, Prox Mines, Merc Copilot, Slave-1 upgrade w/ Extra Munitions.
Posted a BatRep here but long story short it was fun. Moves like a water buffalo in sand but that 180 degree firing arc is nothing to scoff at. Wins against a Wedge/Han build and a Darth/Soontir+3 Academics. Lost against the Dash and Corran build.
If TLT's push Fat Turretwing out of the meta: Good choice.
If TLT doesn't take over the meta: Thing will get one shot off and then a dumb fat turret will 4 straight past it and then it's game.
If TLT's push Fat Turretwing out of the meta: Good choice.
If TLT doesn't take over the meta: Thing will get one shot off and then a dumb fat turret will 4 straight past it and then it's game.
Yup. In my game against Han, I kept the Firespray behind it so that Han got clogged up on his nose. He certainly tried but I had them lined up to prevent precisely that. It's situational - sure, but I love the 0 red move for that very reason.
There are 4 things moralo does that an aggressor does not
1) 180 arc hlc
2) k4 droid
3) intelligence agent
4) maneuvering fins
Build accordingly
Otherwise, main problem with moralo/bossk is aggressors are simply more dice efficient And manueverablr for not a big enough difference in points
Razzi has her ability and the generics have bossk + gunner
ALL yvs have unique access to triple crew (int agent without neutering yourself) and fins if you're too stingy for EU. It is your block machine when the guns don't hold; use it well
Edited by ficklegreendice