100 pt Scum, 3 large ships, am I crazy?

By 2BitGeek, in X-Wing Squad Lists

Hey all, first post. Been collecting X-Wing since release, very little play until recently. Been to one tournament last month, now in a league.

Mainly playing for fun/experience right now, but I do want to improve and learn what is (or can be) competitive.

Been looking at squad builders day and night and noticed the cheapest available Firespray, YV, and Agressor add up to 100 pts...if all are naked. Wondering if IG88-A or -C could pair with the Trandoshan Slaver and Mandalorian Merc for a decently competitive list.

I was thinking 3 large ships could be disruptive to formations, try to block, etc. Wide YV arc and Firespray would be helpful, Agressor is the most maneuverable. I know IG88-A is the least popular, but being the highest PS means a good chance of being killshot and triggering his ability.

Feel free to tell me why this won't work, everybody's got to start somewhere.

I would love to hear how you do with it. Good luck!

Please post results, I'm VERY interested in how it goes. I really like the sound of it. I think it could work if you fly the ships well.

Edited by Dorn05

3 x Imperial Bounty Hunters was a somewhat competitive list which for whatever reason phased out around some time in Wave 4.

It provided a ton of hull to chew through and plenty of red dice. More importantly it had huge area coverage for firing arcs.

I think that's the key when you're running a small number of low-PS ships. You want them to have something in arc as often as possible in order to win your war of attrition (similar to swarms).

I'd consider replacing the IG88 with another Firespray.

2 MMercs with a Slaver (maybe with Greedo crew) seems fairly solid.

played it twice, not bad for casual games, but I don't think it's competitive enough for anything else, they do a nice amount of damage and have enough hitpoints. But while it's not bad it really shows how much better all the large scum ships are with a few upgrades. For instance the Agressor is great, but you really want to be fielding B with a cannon and autothrusters. and both the YV-666 and the firespray are so much better with an engine upgrade and some crew.

Still it's a blast to fly and I can recommend it to everybody, really shows of the strenghts and weaknesses of the Scum large ships. But you'll probably better of replacing the agressor with another firespray or YV-666 and a few upgrades.

played it twice, not bad for casual games, but I don't think it's competitive enough for anything else, they do a nice amount of damage and have enough hitpoints. But while it's not bad it really shows how much better all the large scum ships are with a few upgrades. For instance the Agressor is great, but you really want to be fielding B with a cannon and autothrusters. and both the YV-666 and the firespray are so much better with an engine upgrade and some crew.

Still it's a blast to fly and I can recommend it to everybody, really shows of the strenghts and weaknesses of the Scum large ships. But you'll probably better of replacing the agressor with another firespray or YV-666 and a few upgrades.

I agree, the Scum large ships do need a little help but I think they can work on a budget.

Latts Razzi with Weapons Engineer leading a squadron of Kihraxz, Y-Wings and/or Starvipers is awesome for only 36 points.

I actually thing IG-C is a great choice for a naked IG. This sound like it could be a lot of fun to play.

I'm not convinced about the Aggressor. The ship always strikes me as like the Phantom, TIE Interceptor or Starviper - very dependent on having upgrades attached.

The one thought I had was the YV-666. A while ago, Sablegryphon was infamous for fielding three Lambda-class shuttles with engine upgrades and 'buzz-saw' fitments - gunner & fire control system - the latter part was not unusual but he was the first person I recall really pointing out how powerful boost is on a large ship. I've tried something similar myself (engine upgrade, gunner, advanced sensors) and it's very satisfying (if awkward) to fly.

The Trandoshan Slaver opens up a scum counterpart to the alabaster interstellar gnu. A Trandoshan Slaver with an Engine Upgrade costs the same as an Omicron Group Pilot with Engine Upgrade, Advanced Sensors and Gunner - both are available in a pack of three.

Is it worth trying? Well, it's 36 damage to chew through, which is a good start. Obviously, your opponents now get half points for half damage, but it's still hard to kill.

You still have the - surprising - speed. A large base pulling a speed 3 [turn] and boost is going at some whack, and turn+boost goes a long way to getting you turned around. The fact that the YV-666 has a white hard turn makes a big difference!

You're not as lethal within your 'normal' arc (no gunner) but get a much more useful 180' arc. With three on the table, your opponent should have much more difficulty hiding from your fire.

Well, I'm committed. Going to try it at a league game after work tonight.

Some good thoughts in here that I may try down the road, but right now I only have one copy of each ship, so any doubles/triples are a no-go for today at least.

I'll try to post up how it goes but keep in mind I'm a newb so don't get your hopes too high.

I think I'd go with C instead of A. I think at the higher PS, A is more likely to strip shields an the YV-666 is most likely to deal kill shots with its wide arc and low PS. C at least gives you some amount of action economy by giving you an evade when you boost.

I think I'd go with C instead of A. I think at the higher PS, A is more likely to strip shields an the YV-666 is most likely to deal kill shots with its wide arc and low PS. C at least gives you some amount of action economy by giving you an evade when you boost.

That's true, I was thinking backwards. Thanks!

Okay, I ran it tonight against Whisper/Howlrunner mini-swarm. Didn't do too badly IMO.

Started off in a joust up the side of the table, Firespray on the edge, then Aggressor, with the YV-666 slightly further to the right in order to avoid an obstacle and, in my mind, take advantage of the 180 arc (could stay pointed forward and shoot left).

Joust ended up as I wanted early on, Aggressor one-shotted a TIE first contact, then I was able to destroy another a couple of turns later. Whisper was actually unable to decloak for at least one turn due to the logjam.

Unfortunately I did not have a good plan to get OUT of my own furball, and after K-turning the Firespray I took a crit that caused me to take damage if I hit an obstacle or ship after maneuvering. That ended up killing him the next turn as I had no available way not to do that (he had focused fire on the Firespray).

Was able to kill Howlrunner with the YV at close range while 88C got turned around towards the action. Whisper killed the YV next leading to some exciting jousting between Whisper/Academy Pilot. He was not able to get a hit through on IG and I was able to kill the Academy Pilot while he turned Whisper away to protect his lead (went to time).

Besides planning a way out I realized I tend to get tunnel vision in that I fail to do things like clear stress or make non-optimal maneuvers by trying to line everything up in one turn rather than risk getting fired on to position myself right the turn after.

Opponent also suggested I could have jousted with Firespray/YV-666 and flanked with 88-C, which I can see. I actually only used his ability once or twice due to bumping and obstacle stress, but there were moves where I should have cleared stress green and then boosted but I missed it.

Edited by 2BitGeek

Thanks for the battle reports!

Sounds like you played your list as well as you could. Forcing jousts was probably your best bet, although I wonder if there were any opportunities to block Whisper after decloaking for some side-shots.

I actually might try that 2 MMerc, Slaver w/ Greedo build I suggested up above.

Thanks for the battle reports!

Sounds like you played your list as well as you could. Forcing jousts was probably your best bet, although I wonder if there were any opportunities to block Whisper after decloaking for some side-shots.

I actually might try that 2 MMerc, Slaver w/ Greedo build I suggested up above.

I like the multiple large ship idea. As others suggested, I think naked scum heavies may have a rough time. More than one slaver might be doable.

I'd like to give this a whirl:

Firespray-31: Mandalorian Mercenary (35)

Tactician (2)

Predator (3)

YV-666: Trandoshan Slaver (29)

Gunner (5)

· Bossk (2)

Inertial Dampeners (1)

M3-A Interceptor: Cartel Spacer (14)

Hull Upgrade (3)

"Heavy Scyk" Interceptor (2)

"Mangler" Cannon (4)

-- TOTAL ------- 100/100p. --

Each ship is deadly. This type of list seems to offer a good home for a Scyk because if it draws fire then it buys the big ships some time. If its ignored, it has room to do damage. Could swap it for 2 Z's or Torkil.

Thanks for the battle reports!

Sounds like you played your list as well as you could. Forcing jousts was probably your best bet, although I wonder if there were any opportunities to block Whisper after decloaking for some side-shots.

I actually might try that 2 MMerc, Slaver w/ Greedo build I suggested up above.

As well as I could but not as well as it could be played. I still have a lot to learn, but I'm having fun doing it.

Hang onto that mentality and you'll be a skilled vet in no time.

I like the multiple large ship idea. As others suggested, I think naked scum heavies may have a rough time. More than one slaver might be doable.

I'd like to give this a whirl:

Firespray-31: Mandalorian Mercenary (35)

Tactician (2)

Predator (3)

YV-666: Trandoshan Slaver (29)

Gunner (5)

· Bossk (2)

Inertial Dampeners (1)

M3-A Interceptor: Cartel Spacer (14)

Hull Upgrade (3)

"Heavy Scyk" Interceptor (2)

"Mangler" Cannon (4)

-- TOTAL ------- 100/100p. --

Each ship is deadly. This type of list seems to offer a good home for a Scyk because if it draws fire then it buys the big ships some time. If its ignored, it has room to do damage. Could swap it for 2 Z's or Torkil.

I'd move the Tactician over to the Slaver instead for the double-tap/stress.

And if you're willing to drop the Hull Upgrade, you can run K4 & PTL on that MMerc. You typically only see that combo on Kath, but MMercs are great ships for it too with their middling PS. If your opponent is running high PS, then Evade, Focus, and TL on a Firespray every turn for 41 points is amazing value.

Edited by zerotc

Thanks for the battle reports!

Sounds like you played your list as well as you could. Forcing jousts was probably your best bet, although I wonder if there were any opportunities to block Whisper after decloaking for some side-shots.

I actually might try that 2 MMerc, Slaver w/ Greedo build I suggested up above.

As well as I could but not as well as it could be played. I still have a lot to learn, but I'm having fun doing it.

Hang onto that mentality and you'll be a skilled vet in no time.

I like the multiple large ship idea. As others suggested, I think naked scum heavies may have a rough time. More than one slaver might be doable.

I'd like to give this a whirl:

Firespray-31: Mandalorian Mercenary (35)

Tactician (2)

Predator (3)

YV-666: Trandoshan Slaver (29)

Gunner (5)

· Bossk (2)

Inertial Dampeners (1)

M3-A Interceptor: Cartel Spacer (14)

Hull Upgrade (3)

"Heavy Scyk" Interceptor (2)

"Mangler" Cannon (4)

-- TOTAL ------- 100/100p. --

Each ship is deadly. This type of list seems to offer a good home for a Scyk because if it draws fire then it buys the big ships some time. If its ignored, it has room to do damage. Could swap it for 2 Z's or Torkil.

I'd move the Tactician over to the Slaver instead for the double-tap/stress.

And if you're willing to drop the Hull Upgrade, you can run K4 & PTL on that MMerc. You typically only see that combo on Kath, but MMercs are great ships for it too with their middling PS. If your opponent is running high PS, then Evade, Focus, and TL on a Firespray every turn for 41 points is amazing value.

41 point merc could also be predator and recon spec.

Edited by Rhoaran

Ah yes, I think I like that more. Makes you less predictable.

Ah yes, I think I like that more. Makes you less predictable.

That was my thought. PtL & K4 need engine.

But I like the resulting list:

Firespray-31: Mandalorian Mercenary (35)

Predator (3)

Recon Specialist (3)

YV-666: Trandoshan Slaver (29)

Gunner (5)

· Bossk (2)

Tactician (2)

Inertial Dampeners (1)

Kihraxz Fighter: Cartel Marauder (20)

I reckon that the YV-s operate better in pairs (because it is easier to protect the rear arc) and for the points they are awesome. A list I've tried a couple of times is 2x Slaver, Tactician and IG 88C with Autothrusters. That was good fun, although it can be difficult to keep R2 to get the tacticians to work. When they do, it is magical!

I took 88C (Auto, AdvSens, Crackshot, Dampeners), YV-666 (Engine, K4) and Cartel Marauder to a tourney yesterday and came 5th - that was fun too. Engine and K4 really make the YV sing. Engine is about the only thing that I can find to dislodge a small ship in the rear arc - just outrun them until you can turn!

The list I keep coming back to though, is 2xSlaver (one with Ion projector) and 2x Cartel Marauder (Khiraxz). That list is fun to play and has a huge amount of hull to chew through.