Trying to build up a scum squad

By Magnus Grendel, in X-Wing Squad Lists

Okay.

Had a game night kit the other week where I tried out an idea I'd had kicking around in my head for a while. It.....sort of worked.

The lists were a pair of fireprays (Kath and Emon), and I didn't exactly cover myself in glory for the tactics or maneuvering (Bombs, on the other hand, are fun). But I wanted to try out a combination of upgrades I hadn't seen used which seemed like a nice idea: Countermeasures and Glitterstim.

I rarely see Countermeasures used, and I can see why. It increases agility by 1 - which for most large ships increases you from 'lamentable' to 'mediocre' or 'non-existant' to 'lamentable', and this for a one-use upgrade that whilst not expensive is not exactly cheap either.

The firespray, however, is a ship with an okay agility to start with, and the scum version can pack Glitterstim. Popping both of these one-use items at the same time, I found, is ridiculous.

High as a kite, carrying an evade token and flying through a cloud of chaff, the firesprays went into "I am a leaf on the wind.." mode, and over the various games, a firespray managed to dance through (a) three focused twin laser turrets, (b) rear admiral chiraneau with predator and gunner at range 1 and © the combined attentions of two y-wings and Bossk.

The problem is, so what? It's only one turn and leaves you stressed, and probably isn't mathematically that much better than an autothruster/evade Aggressor. Except that it works at range 1 and 2. What I want to try and do is come up with a squad that uses this but is actually more effective.

First off, The idea I had was using Boba Fett. If I can give him one turn of extreme evasiveness, that's probably enough to get him into close quarters, at which point his actionless rerolls can pick up the slack. What I need to figure out is what else to give him, and what to support him with.

If he's going for close range, filling his cannon slot with an autoblaster sounds sensible.

I'm not sure about his elite pilot talent. Lone Wolf is cheap and is even more action-free rerolls, but then I need to figure out what to support him with. Once it comes out, Cool Hand is an option - giving him even more evade tokens - but it's not available yet. Veteran instincts seems like a waste as he has no repositioning ability.

Expert Handling might be good. Firstly it's a way to line up the autoblaster and try to dodge into and out of arc, and dumping target locks is a nice trick (especially since countermeasures does the same)

The crew slot is also a bit of a guess. K4 security droid is a (very) good crew card, but with rerolls from Boba and/or lone wolf, target locks are of limited value unless packing missles (which I wouldn't be doing if kitting Fett out as a knife fighter).

Outlaw Tech is good, but you pull K-Turns less in a firespray than in ships without auxilliary arcs

The other question is what to support him with. A pair of thugs or spice runners with Twin Laser Turrets is a nice pairing for Lone Wolf - as they can fling shots into a melee from long range. I'm not sure what to support an Expert Handling Fett with - a pack of Headhunters, maybe?

List idea #1

Boba Fett 39
Lone Wolf 2
Autoblaster 5
Glitterstim 2
Countermeasures 3
[????]

Spice Runner 16
Twin Laser Turret 6

Spice Runner 16
Twin Laser Turret 6

Fett gains either a crew member or a seismic charge, Slave 1 and extra munitions. Alternatively, the Spice Runners could take Glitterstim, which should make for nasty long-ranged laser fire and actually make them pretty hard to hit at range 3, if an opponent goes for them rather than Boba.

List idea #2

Boba Fett 39
Expert Handling 2
Autoblaster 5
Glitterstim 2
Countermeasures 3

Black Sun Soldier 13
Feedback Array 2

Black Sun Soldier 13
Feedback Array 2

Kaato Leecharos 13
Bodyguard 2
Advanced Homing Missiles 3
Munitions Failsafe 1

High as a kite, carrying an evade token and flying through a cloud of chaff, the firesprays went into "I am a leaf on the wind.." mode, and over the various games, a firespray managed to dance through (a) three focused twin laser turrets, (b) rear admiral chiraneau with predator and gunner at range 1 and © the combined attentions of two y-wings and Bossk.

Alright; that is just a hilarious picture. Anyway, on to what I really came here to say; I prefer List Idea #2. Why? Three Z-95s can be quite annoying to fight. Swarms are still around for a reason, after all. One potential change though; Advanced Homing Missiles have a serious problem when it comes to range; only being usable at Range 2 leaves plenty of holes. An ion pulse missile, setting up those pesky large ships for a beautiful shot from Fett, may be more useful. Just a thought.

To make it worse you should put wired on him as well for the next turn you dont remove the focus. Also if you feel a bit couragous you can do the rerolls for a chance at a crit and if the others turn into eyes you can just make them normal hits. Better option would be to put Predator on Fett so you can reroll the blanks before changing the eyes to hits.