Moralo Eval (34)
Heavy Laser Cannon (7)
Outlaw Tech (2)
Cartel Marauder (20)
Cartel Marauder (20)
Binayre Pirate (12)
Concussion Missiles (4)
Total: 99
Moralo Eval (34)
Heavy Laser Cannon (7)
Outlaw Tech (2)
Cartel Marauder (20)
Cartel Marauder (20)
Binayre Pirate (12)
Concussion Missiles (4)
Total: 99
so far i find the YV- 666 the worst of all the large ships .... if flys worse than a brick and goes down way to easy.
but as an assault support ship (this is expensive)
Latts Razzi (43 points)
"When a friendly ship declares an attack, you may spend a target lock you have on the defender to reduce its agility by 1 for that attack."
How to play this ship (you want to miss your first shot)
VI and engine upgrade are great with this set up. but you need to watch your points
You can assist z95 mini swarms with your target locks
Edited by shotbyscott
It just because ... I have the ship, and gave it a wicked repaint! So I want to use it...
ooops you can add VI Latts Razzi cant use an elite pilot talent
Bossk — YV-666 35
Veteran Instincts 1
K4 Security Droid 3
Gunner 5
Tactician 2
Engine Upgrade 4
Ship Total: 54
Boba Fett — Firespray-31 39
Veteran Instincts 1
Gunner 5
Inertial Dampeners 1
Engine Upgrade 4
Slave I 0
Ship Total: 46
Alternatively you can put Mangler on Bossk and take of K4 and the Intertial Dampeners.
The idea is to act a 10 and 9, stress your your Agility opponents to a shameful degree, boosting to get them in R2. Don't be afaird to shoot out your side if it gives you a shot next turn, never continue forward if the opponent has the movement option to overtake you and get behind you.
I got to a very far level in a tournament with Bossk and 3 Zs, but that list fell prey to PalpMobile plus Two.
I don't actually have experience with the YV-666, but this Moralo build looks solid:
Moralo w/ HLC, K4 droid & engine = 48
You have lots of options in terms of what to run alongside him. For example, a pair of TLT y-wings using R4 agromech, or the same y-wings but taking unhinged instead, leaving 2 more points to add tactician to Moralo.
You could also run him alongside Boba Fett or an IG88 if so inclined. Use the firespray/aggressor as your lead ship and have Moralo look for a R3 opening shot...
Edited by blade_mercurialI've done okay with Boba & Moralo. Boba likes to be up close, Moralo benefits from being at range. Boom, problem solved.
Best way to use the 666 after a sweet paperweight is a cheap as possible, I really like:
Slaver: Bossk (crew), Gunner, Tactician - 38 points for 12 HP, control mechanic, and big firing arc. It's a decent anvil if you really want to use the 666
Best way to use the 666 after a sweet paperweight is a cheap as possible, I really like:
Slaver: Bossk (crew), Gunner, Tactician - 38 points for 12 HP, control mechanic, and big firing arc. It's a decent anvil if you really want to use the 666
Nice if you can get that second shot at range 2
My favorite scum build right now is:
Latts Razzi: Weapons Engineer, K4 Security Droid - 39 pts
This way he gets 2 target locks every time he takes a green maneuver or performs a lock action.
I used him to great effect this weekend in taking down Soontir Fell.
My full list with this build is:
============
Latts O Love
============
Latts Razzi (39)
YV-666 (33), Weapons Engineer (3), K4 Security Droid (3)
Talonbane Cobra (35)
Kihraxz Fighter (28), Veteran Instincts (1), Glitterstim (2), Engine Upgrade (4)
N’Dru Suhlak (25)
Z-95 Headhunter (17), Homing Missiles (5), Glitterstim (2), Crack Shot (1)
Total: 99 points
I had a good game with Latts Razzi (K4, Weapons Engineer, Engine) Talonbane (Glitterstim, Pred) and two pirates. I did out fly my opponent who was running Bossk(importantly without Engine Upgrade) and four pirates, so I don't really know how I feel about the list.
I highly recommend Engine Upgrade on any named YV-666. A 3 hard turn plus boost will let you swing that big firing arc around to hit things that were directly behind you. I also think keeping them cheap is a good idea since Scum doesn't have any good defensive crew like C3-P0 or Ysanne as of right now.
Tonight I am going to try this:
Trandoshan Slaver YV-666 w/ Bossk, Gunner, Inertial Damps
Cartel Spacer M3A w/ "Heavy Scyk" and an HLC
Cartel Marauder Kihraxz x2
Strategy: first turn I'll take it slow and see where my opponent is going, second turn the Marauders and Slaver move ahead of the Scyk to screen. Turn 3 try to get the Syck at range three of the first engagement with the other three ships at least in range two and hope I can throw enough dice at something to kill it. I'm hoping that the large firing arc and the Gunner+Bossk combo on the Slaver will cause arc dodgers some head aches, Soontri, Vader, Whisper, and Jake are popular pilots at my local store.
I like to try and make it difficult for someone to choose a target and I don't think it is an easy choice here. They all pack a punch, the YV is sturdy, the K-fighters are great brawlers with the two k-turns and the 1 hard turns, and I'll be trying to keep the Syck away from the scrum at range three where the HLC shines.