Just have to be careful about spending too much.
Keyan Farlander is expensive too; it turns out that 8HP at AGI1 is not the best hull to load with points.
Just have to be careful about spending too much.
Keyan Farlander is expensive too; it turns out that 8HP at AGI1 is not the best hull to load with points.
4Lom, crackshot, FCS, Zuckuss, Misthunter - for when the tractor really needs to hit!
4lom at 26 points to a 25/24 point PS 5 (ept due to pattern established by blacksun ace and tansari point)
PS 3 is looking like 23/22
4-Lom
Stay on Target
Outlaw Tech
Choose the direction you want to go when you reveal a maneuver and you get a Focus and then you give that stress away after combat.
FCS, Advanced Sensors, or Sensor Jammers are all decent system options.
4lom at 26 points to a 25/24 point PS 5 (ept due to pattern established by blacksun ace and tansari point)
PS 3 is looking like 23/22
I'm guessing 23 points: At 22 it'd be almost strictly better than a B-wing, given the dial and PS bid.
At 23, alas, it's going to be a niche player; you'll be putting upgrades on it very carefully, and generally not running it naked. We'll see, of course; but I am starting to get a little bothered by Scum's tendency to be handed poor jousters with only the (reasonably balanced) illicit slot to be giving them their 'dirty tricks'. Not that it's bad, but it's not exactly enough to make up for the points on the base hull, y'know?
Edited by ReiverI'm guessing 23 points: At 22 it'd be almost strictly better than a B-wing, given the dial and PS bid.4lom at 26 points to a 25/24 point PS 5 (ept due to pattern established by blacksun ace and tansari point)
PS 3 is looking like 23/22
At 23, alas, it's going to be a niche player; you'll be putting upgrades on it very carefully, and generally not running it naked. We'll see, of course; but I am starting to get a little bothered by Scum's tendency to be handed poor jousters with only the (reasonably balanced) illicit slot to be giving them their 'dirty tricks'. Not that it's bad, but it's not exactly enough to make up for the points on the base hull, y'know?
It lacks a native Barrel Roll and has a slightly worse hull/shield ratio though. I think 22 would be balanced, especially when you look at where B-Wings are in the game right now.
Exactly. No BR, no cannon, no ordnance, limited title. 21 pts isn't out of the question here.
Punishers are 21 points for the cheapest. None of them have an EPT slot. They have System and trade barrel roll for boost, but they only have the 2 attack dice, and can't take crew. You can't just toss naked generics in to a list the way you can do with B-wings.
Relative to B-wings with 5 shield instead of 3, Punishers are probably 1 point overcosted, B-wings are just very points efficient. The extra point of health Punishers have doesn't make up for the lower attack.
With Accuracy Corrector or FCS, a generic Punisher approaches the B-wing at 23 or 24 points.
For the G1-A Starfighter, I don't see myself including more than 1 in a list,
but the title puts the cheapest generic G1-A on the level of a B-wing, except the G1-A has:
the evade action
native crew slot without needing a 1 point modification
a slightly better dial
a higher pilot skill.
Having more than 3 hull is a benefit with all the shield ignoring attacks in the game right now.
I would not be surprised if a PS3 generic was 23 points.
The title would make it 24 points with the tractor beam. Higher PS, the evade action, a tractor beam, a better dial, and the crew slot is worth points.
They felt M3-A Interceptors were worth 14 points at PS 2. They must be using a different metric for Scum ships.
Edited by VulfExcept they aren't spammable and can't hit anywhere near as hard as either of those ships.
All conjecture but I think its pretty obvious that FFG values access to munitions pretty high (in the right context its for good reason).
A generic starfighter list won't perform like say a FCS Bs or even homer/LRS punishers. They shouldn't be costed the same. *shouldn't*.
What if you built 4-Lom like Ibtisam? They're the same points after he equips the title and forced Tractor Beam...
I don't get the point on bwings
You SHOULD be able to spam efficient generics if they don't do much outside of jousting . otherwise you end up with the Xwing, a jouster that cannot joust
Punishers are overpriced from the get go because they have so many ways to not joust, boost bombs and systems especially, but ordnance just isn't good enough to justify the generics
At 23, you can still fit a pair of FCS g1-as with a BS soldier under PS 9 xizor
Edited by ficklegreendiceWhat about:
4-Lom
Mist Hunter
Juke
Outlaw Tech
Advanced Sensors
Should be quite the knife fighter. Evade first through the AS, perform a red maneuver and get the focus token and stress, have a fully modified defense and modified offense, then pass the stress off and repeat!
This build is problematic because he only gets stressed when he does a red maneuver. In order to maximize his ability, he needs to be able to stress himself out every round and not be restricted to reds.
I think he needs Push the Limit, and either Advanced Sensors (if you want to choose his action on a red maneuver), or Outlaw Tech (if you're fine with the focus on a red maneuver. This is also one point cheaper). This allows him to stress at will every round, and keep his actions. And when he's not taking a red maneuver, he'll get two actions.
The Stay on Target build is interesting when combined with Advanced Sensors and Outlaw Tech. I'll have to think about that one more. That gives him 2 actions per turn no matter what, huh. I guess as long as you're okay with the second action always being a focus, that's fine. Too bad he's PS 6, it would be much more handy with a higher PS, that's for sure.
Edited by fieryseraph
What about:
4-Lom
Mist Hunter
Juke
Outlaw Tech
Advanced Sensors
Should be quite the knife fighter. Evade first through the AS, perform a red maneuver and get the focus token and stress, have a fully modified defense and modified offense, then pass the stress off and repeat!
This build is problematic because he only gets stressed when he does a red maneuver. In order to maximize his ability, he needs to be able to stress himself out every round and not be restricted to reds.
I think he needs Push the Limit, and either Advanced Sensors (if you want to choose his action on a red maneuver), or Outlaw Tech (if you're fine with the focus on a red maneuver. This is also one point cheaper). This allows him to stress at will every round, and keep his actions. And when he's not taking a red maneuver, he'll get two actions.
The Stay on Target build is interesting when combined with Advanced Sensors and Outlaw Tech. I'll have to think about that one more. That gives him 2 actions per turn no matter what, huh. I guess as long as you're okay with the second action always being a focus, that's fine. Too bad he's PS 6, it would be much more handy with a higher PS, that's for sure.
I've been running him with Wired and Zuckuss crew (plus title/tractor). Zuckuss means you can stress yourself anytime you want as long as you have someone to shoot (and can hit way harder against high agility ships than most 3-dice ships do), wired means you can still reroll focuses at least when you're stressed (such as if you multi-stress and can't pass it all off/clear it). Wired also gives you a form of dice modification (for both offense and defense) when you do red maneuvers. And my current build has sensor jammer on him since he's paired with palob to steal enemy focus tokens.
Edited by fieryseraphThis build is problematic because he only gets stressed when he does a red maneuver. In order to maximize his ability, he needs to be able to stress himself out every round and not be restricted to reds.
I think he needs Push the Limit, and either Advanced Sensors (if you want to choose his action on a red maneuver), or Outlaw Tech (if you're fine with the focus on a red maneuver. This is also one point cheaper). This allows him to stress at will every round, and keep his actions. And when he's not taking a red maneuver, he'll get two actions.
The Stay on Target build is interesting when combined with Advanced Sensors and Outlaw Tech. I'll have to think about that one more. That gives him 2 actions per turn no matter what, huh. I guess as long as you're okay with the second action always being a focus, that's fine. Too bad he's PS 6, it would be much more handy with a higher PS, that's for sure.
I've been running him with Wired and Zuckuss crew (plus title/tractor). Zuckuss means you can stress yourself anytime you want as long as you have someone to shoot (and can hit way harder against high agility ships than most 3-dice ships do), wired means you can still reroll focuses at least when you're stressed (such as if you multi-stress and can't pass it all off/clear it). Wired also gives you a form of dice modification (for both offense and defense) when you do red maneuvers. And my current build has sensor jammer on him since he's paired with palob to steal enemy focus tokens.
My worry with a build like this is that to use Zuckuss to the fullest, you want a big stack of stress on you by the end of the game, and the Mist Hunter is the worst ship for him in that case. Then you wouldn't be able to use any red maneuvers. If you use the Zuck in moderation, it seems like it would be fine.
This build is problematic because he only gets stressed when he does a red maneuver. In order to maximize his ability, he needs to be able to stress himself out every round and not be restricted to reds.
I think he needs Push the Limit, and either Advanced Sensors (if you want to choose his action on a red maneuver), or Outlaw Tech (if you're fine with the focus on a red maneuver. This is also one point cheaper). This allows him to stress at will every round, and keep his actions. And when he's not taking a red maneuver, he'll get two actions.
The Stay on Target build is interesting when combined with Advanced Sensors and Outlaw Tech. I'll have to think about that one more. That gives him 2 actions per turn no matter what, huh. I guess as long as you're okay with the second action always being a focus, that's fine. Too bad he's PS 6, it would be much more handy with a higher PS, that's for sure.
I've been running him with Wired and Zuckuss crew (plus title/tractor). Zuckuss means you can stress yourself anytime you want as long as you have someone to shoot (and can hit way harder against high agility ships than most 3-dice ships do), wired means you can still reroll focuses at least when you're stressed (such as if you multi-stress and can't pass it all off/clear it). Wired also gives you a form of dice modification (for both offense and defense) when you do red maneuvers. And my current build has sensor jammer on him since he's paired with palob to steal enemy focus tokens.
That's part of why I run Wired on him to still get modifiers while stressed. Sure, you can't do any red maneuvers but that's not the end of the world. You can still 2 turn, still 4 straight, etc. Just lose k-turns, 3 banks, 1 straights? And I don't use zuckuss every time. Making them reroll 1 die is no big deal, since you can just pass it off at the end of the turn. making them reroll 2 means you can pass 1 off, do a green maneuver, still be stress-free. Past that is wher eyou run into trouble, but you save that for when it's really important (4 stress to make a soontir reroll 4 natural evades into 3 blanks and a focus one game was totally a worthwhile trade).
- [34] 1x Zuckuss (28) + 4-LOM (1) + Juke (2) + Fire Control System (2) + Title (0) + Tractor Beam (1)
- [66] 3x Cartel Marauder (20) + Glitterstim (2)
Zuckuss uses his bag of tricks to land the TB and possibly move the target into range one of the Cartel Marauders. Marauders (having taken a TL if possible) slam home the damage.
I forgot who first came up with this build, but I am enamored with it.
Zuckuss (28)
-Advanced Sensors (3)
-Experimental Interface (3)
-Expose (4)
-K4 Security Droid (3)
TOTAL: 41
Before you reveal your maneuver, use Advanced Sensors to take a focus action.
Use Experimental Interface to take a stress and decrease your agility by 1 but increase your primary attack by 1.
Execute your green maneuver to remove the stress and take a target lock with K4 Security Droid
Now attack with 5 dice (using his ability) with full modifications (target lock + focus) or, if you can get to range 1, you get 6 dice!
To add insult to injury, I think I'd pair him with Latts Razzi so she can spend a target lock to remove the extra green die that Zuckuss just gave to his target.
Is it competitive? Heck no! Does it look like it will be fun? Heck yes!
That zuckuss is begging for a stress Y
I forgot who first came up with this build, but I am enamored with it.
Zuckuss (28)
-Advanced Sensors (3)
-Experimental Interface (3)
-Expose (4)
-K4 Security Droid (3)
TOTAL: 41
Before you reveal your maneuver, use Advanced Sensors to take a focus action.
Use Experimental Interface to take a stress and decrease your agility by 1 but increase your primary attack by 1.
Execute your green maneuver to remove the stress and take a target lock with K4 Security Droid
Now attack with 5 dice (using his ability) with full modifications (target lock + focus) or, if you can get to range 1, you get 6 dice!
To add insult to injury, I think I'd pair him with Latts Razzi so she can spend a target lock to remove the extra green die that Zuckuss just gave to his target.
Is it competitive? Heck no! Does it look like it will be fun? Heck yes!
That's so dirty I think I need a virus scan now...