Easy Scum list

By Eberk, in X-Wing Squad Lists

Hi,

I'm looking for an easy to fly, easy to handle scum list that is not very bad.

I have been (slowly) collecting X-wing for over 2 years now but never actually played the game. Within a couple of weeks I have planned my first game so I need a list. Been browsing the net in search for ideas but I want to use ships that I like and not just copy a winning list (and buy multiples of a specific expansions for a single card).

Xizor List

Prince Xizor - Starviper

+ virago + inertial dampeners + stealth device

36pts.

Black Sun Ace - Kihraxz Fighter

+ glitterstim + predator + shield upgrade

32pts.

Black Sun Ace - Kihraxz Fighter

+ glitterstim + predator + shield upgrade

32pts.

Cartel List

Cartel Marauder - Kihraxz Fighter

20pts.

Cartel Marauder - Kihraxz Fighter

20pts.

Cartel Marauder - Kihraxz Fighter

20pts.

Cartel Spacer - M3-A Interceptor

+ "Heavy Scyk" interceptor + "Mangler" cannon

20pts.

Cartel Spacer - M3-A Interceptor

+ "Heavy Scyk" interceptor + "Mangler" cannon

20pts.

So what do you think ?

Before I forget... first post and all. Hello to everybody and glad to be here.

List 2, definitely.

Everyone is PS2, which helps for movement. They have nearly identical dials, which helps for coordinating formation flying. It's also 15 red dice of firepower, which is on the high end, and everyone has at least 2 or 3 green dice to help weather some fire going in.

I agree with Sierra. In list 1, you have to worry about accidentally blocking Xizor and losing his actions and you have to try hard to keep everyone at range 1.

In list 2, you ideally want your ships clustered to maximize firepower, but the whole list doesn't start falling apart if you make a mistake.

Yeah list two looks a little more consistent and capable of pulling some wins. Read some articles on formation flying as that will be pretty important with your list. I believe there are a few such articles on the 'useful links' sticky.

I agree, your second list would be probably better to fly for your first couple of games, for the reasons given above.

However, if you choose to fly your Xizor list, I would suggest autothrusters instead of stealth device. It is a point cheaper and lasts the whole game rather than going away once you get hit; it allows you to change a blank to an evade at range 3 or when getting shot out of arc by a turret. You could use that extra point to give him Veteren Instincts to make him a PS 9 instead of 7. If you change the shield upgrades to hull upgrades, you will have an extra two points to fill Xizor's systems slot with fire-control systems. If you are just trying to fly ships you like, there is definitely nothing wrong with what you have. I like the Starviper / Kiraxz combo, because their dials are pretty similar. These are just some changes I would make if I were flying those three ships. I hope it helps! If you wanted to use the Starviper and two K's and, you could use Guri and two Black Sun Aces as they would all be PS 5, which could make it easier to fly them all together when you start out.

List 2 Iv gone up against in a tournament. Its very Manoeuvrable, and won first prize 5-0.

Thanks guys for all the feedback to both of my lists. I will start with my 2nd list (more ships and less upgrades :) )

List 2 Iv gone up against in a tournament. Its very Manoeuvrable, and won first prize 5-0.

5-0 ? Very manoeuvrable ? I will be more than happy if I don't crash all my ships against each other :D

Its the 1 turn makes it hard to dodge them.

Not sure what Scum ships you have in the fleet, but the power ships on the Scum side seem to be the dual IG88's , Firespray, Kihraxz fighter and the Houndstooth.

The Star-viper and M3-A Interceptor just cost to many points for not much gain.

Not sure what Scum ships you have in the fleet, but the power ships on the Scum side seem to be the dual IG88's , Firespray, Kihraxz fighter and the Houndstooth.

The Star-viper and M3-A Interceptor just cost to many points for not much gain.

I disagree. Guri is a strong Starviper pilot and works well with Serissu who is a M3-A pilot.

Any time I've fielded an M3-A it's been the first one blown out of the sky but the dials in list two are the same and I was playing a lower point game. Guri is also a strong choice as Xizor's ability works best with swarms. Either list is fine for a first game though. Learning movement will be a big part of finding success.

Not sure what Scum ships you have in the fleet, but the power ships on the Scum side seem to be the dual IG88's , Firespray, Kihraxz fighter and the Houndstooth.

The Star-viper and M3-A Interceptor just cost to many points for not much gain.

yeah, I have read almost everywhere that dual IG88's are a big thing... but it never was an option for me. I don't like that build, it seem boring to play with. I like the Kihraxz and Scyk models more so I'm happy to play with those (those were the first scum I bought, the bounty hunters are still on my 'to buy' list and the 'most wanted' pack is on order so I can use the Firespray I have)

First X-wing game ever played yesterday with the Cartel list (listed above). Very helpful that I didn't have to bother with a lot of upgrades.

I went up against Imperials, 3 Ties and 2 Interceptors (2 aces with upgrades and 3 generic pilots)

I won the game, obliterating the entire enemy fleet without even losing a single shield. The dice were with me (average of 2.5 hits on 3 red dice) and were against my enemy (average of 0.5 hits on 3 red dice). So that helped me a lot obviously (beginners luck).

I will be more than happy if I don't crash all my ships against each other :D

Well... in turn 3 we had 2 Ties, 1 Interceptor, 2 Kihraxz and 2 M3-A in a bundle in the middle of the playing mat, all touching at least 1 other ship. Was a bit of a domino effect we had. ;)

So thanks guys for helping me choosing my list

Congrats!

As a fan of the M3-A, I have to ask -- now that you've played with the M3-A, what do you think of it? Were there things you liked? Things you disliked?

Congrats!

As a fan of the M3-A, I have to ask -- now that you've played with the M3-A, what do you think of it? Were there things you liked? Things you disliked?

Well, with my very, very limited experience (1 game, 5 turns) flying the M3-A I must say I quite like it. They did their job pretty well, especially the Mangler cannon. So I'm a fan. I will certainly fly them again and even buy some more :)

If you want a sturdier xizor,

Xizor (vi, virago, FCS, thrusters)

Blacksun Ace (crackshot, stims)

3 bloody pirates

[99]

Xizor likes miniswarms, more shields for him to spread damage around

Special-Ks are a tad too frail for their cost to operate as effective meat shields, apart from the naked marauder. The crackshot ace, however , gives you a cheap high offensive silver bullet to help xizor against high priority enemies

I also think your second list is stronger. I find the Kihraxz very good so far.

Here are some Xizor's squads I like:

Xizor (Predator, Virago title, Advanced Sensors, Autothrusters)

Binayre Pirate (Hot Shot Blaster) x 4

100 points

Xizor (Veteran Instincts, Virago title, Advanced Sensors, Autothrusters)

Syndicate Thug (Autoblaster Turret, Unhinged Astromech) x 2

Cartel Marauder

100 points

Xizor (Predator, Virago title, Advanced Sensors, Autothrusters)

Black Sun Soldier (Shield Upgrade) x 2

Tansarii Point Veteran (Push the Limit, Heavy Scyk title, Mangler Cannon)

100 points

Xizor (Virago title, Advanced Sensors, Autothrusters)

Syndicate Thug (Autoblaster Turret, Unhinged Astromech) x 3

100 points

Xizor (Predator, Virago title, Advanced Sensors, Autothrusters)

Black SUn Soldier (Hot Shot Blaster, Shield Upgrade) x 3

100 points

Also, I played this Scum list last night and it worked great:

Moralo Eval (HLC, K4 Security Droid, Outlaw Tech)

Black Sun Ace (Glitterstim)

Black Sun Vigo (Autothrusters)

100 points

Edited by admat

I like the first list better but think that the second is probably a better ship for a beginner to play with. There's less stuff to remember and more ships so the impact of putting one on an asteroid or getting him turned away from the fight isn't as bad. As others have said, Xizor would probably be better with VI/FCS/Autothrusters/ID/Virago dropping to hull upgrades on the other two gets you there.

While those ships aren't ideal wingman for Xizor's ability due to their cost, I find that most people avoid shooting Xizor which filters their damage through a higher defense and splits it instead of just burning down the easier to hit wingman first.

I'm trying to come up with some alternatives to my Cartel list I flew in my first game. (I don't look forward to flying the same list again and again)

So how would this list work ? I like the extra Glitterstim but not sure about the Flechette cannons

Cartel Marauder - Kihraxz Fighter

+ Glitterstim

22pts.

Cartel Marauder - Kihraxz Fighter

+ Glitterstim

22pts.

Cartel Spacer - M3-A Interceptor

+ "Heavy Scyk" interceptor + "Mangler" cannon

20pts.

Cartel Spacer - M3-A Interceptor

+ "Heavy Scyk" interceptor + Flechette cannon

18pts.

Cartel Spacer - M3-A Interceptor

+ "Heavy Scyk" interceptor + Flechette cannon

18pts.

The Star-viper and M3-A Interceptor just cost to many points for not much gain.

I'd disagree as well. The basic starviper, I concur. If you look at it compared to a Khiraxz, then five points for an extra agility and a better dial is not bad in the abstract, but in practice it makes the difference between four ships in a standard squad and five.

Where a Starviper shines is as one starviper being the 'star of the show'. So much of their potential is tied up in the Virago title that a second (or third or fourth) Starviper never pulls its weight as much. Like Aggressors, Phantoms and TIE interceptors, their advantages is the layers of mutually reinforcing upgrades you can layer them with.

Khiraxz and Scyks are a nice simple list if you're not confident piloting yet, though.

Flechette cannon scyks are nice - I think the best use of the heavy scyk title . The point of a flechette cannon is to stress the enemy so that either they have to take green moves or can't take actions. Theoretically, they fire and stress a ship or two in the enemy squad, then you can K-turn and he can't.

Glitterstim's not a great pairing, though, because using it stresses your two best ships, too.

The problem with this list is that you've got two ships which are tough-ish and three ships which are fragile but have most of your firepower - which encourages an opponent to take them out first.