Seeking Scum squad Advice

By KaptainWalrus, in X-Wing Squad Lists

Hello, new to game, and have been playing Scum for about a month now. I have been having mixed results and was seeking some suggestions and advice.

So far, I know I would like to include

Guri: lone wolf, virago, auto thrusters, sensor jammer, and inertial dampeners. Which comes in at 40 points. However I'm having a tough time deciding on good additions to get to 100 points. I have the following ships: 2 Y-wings, 2 Z-95's, and 2 Kihraxz fighters in addition to the Star viper. I only play casual for now, so we have printed out proxies for all the cards we need. So I have access to all upgrades for the time being.

Any and all suggestions are appreciated.

I'm just tossing out ideas (not sure if they'll work), but how about adding

2x Binayre Pirate + Feedback Array (14 ea., 28 total)

Talonbane Cobra + Cracksoht + Glitterstim (31)

Your list is now at 99 points. The Binayre Pirates are used to block enemy aces so Guri and Talonbane can prey upon them. Feedback Array lets you damage a bumped ship you otherwise couldn't attack, especially if it only has 1 hull point left.

I'd probably start with Z-95s in the middle with Guri and Talonbane on either side, about range 2 away. You want Guri to get in and attack things, but not before the Zs are ready to block enemies and deny their focus tokens. Let her and Talonbane flank. Once the Zs are engaged, Guri and Talonbane can rush into range 1 to make use of their abilities.

Timing is critical to make this work. You may want to set up some asteroids along with your ships and fly them a few times to see if you can get all 4 ships to converge at the same time. Then pick a different spot for them to converge and try it again.

Casual, eh?

Then I have the squad for you!

Guri w/ Lone Wolf, virago, sensor jammer & autothrusters = 39

2 thugs w/ twin laser turret, R4 agromech & engine upgrade = 30 x 2

99

You could add in inertial dampeners of course, but I've never felt the need for it, personally. I'd rather have the initiative bid because you meet other PS2 or PS5 ships on occasion, and its nice to just give them initiative.

So the trick with Lone Wolf Guri is to keep her away from the rest of her squad. Y-wings with engine is a great way to accomplish this, because all of your ships can boost (or Guri barrel roll) to ensure you get those y-wings out of Guri's way. Also, twin laser turret's big weakness is R1. Its gonna be very difficult for anyone to get into the R1 spot if your y-wings can boost.

General Strategy: this is a reactive list (despite the low PS). Start with the y-wings somewhere in the middle so you can react to whichever corner your opponent deploys in. Move them away from the enemy, but get them out there so the enemy goes after them. Guri meanwhile practically 'stands still' by abusing 1 hard turn + barrel roll to not really move turn after turn after turn (until the opponent has committed to going after the y-wings). Guri then sweeps in from a flank or even behind and does her thing, while the y-wings lead the enemy around.

Edited by blade_mercurial

Thanks, I really appreciate the help. I tried Guri with 2 TLT Y-wings and had pretty good success. I plan on trying Talonbane and some Z-95's next.

I do have one more question though, in regards to expanding my collection. Are there any scum ships that are considered "must have"? I would like to pick up a Firespray, and I like the look of the new Jump Master 5000, even though not much is known about it yet. I'm aware the Aggressor is considered very competitive, however I just can't stand the look of it. It doesn't fit the aesthetic of Star Wars to me. So I will likely skip picking that ship up. Is there anything else I should be looking at?

I wouldn't worry about it too much. Most of the ships are decently competitive at small tournaments. You really only have to focus on 'highly competitive' lists for big events, like regionals or nationals. Fly what you like and as long as you don't make mistakes, you will do well ;)