Given this thread has been resurrected, I can report my Rebel buddy has been having big success with Scurggs in his Rieekan squadron-oriented fleet. Between Jan Ors and Grit it is very difficult to pin them down and when he can pull off the Adar Tallon + Yavaris tag-team, you can get 3 attacks a turn from a perfectly-oriented Scurgg (often Nym), which is very punishing.
sell me on the scurg bomber
The whole reason I like the scuuuuuuurg is that you can get one MONSTER activation if you token + exp hangar + MC80. I almost feel bad launching six of those bad boys at a target and watching it melt. Almost.
Of course, that's also 96 squadron points plus a carrier that's at least 111 points: I'm looking forward to bomber command center so that I can use more y-wings. The average damage/point efficiency of Y's + BCC is awesome! Not to mention it's spread over more attacks. If I can activate them with the squaddie 2 GR75's, even better- more activations, less cost, more taste, less filling!
I just can't get behind the thing. I would also like to add that I'm not a huge fan of grit wish is part of my problem. In every case I would rather have a y our b wing. I know lots if other people love the scurg. Tell me why?
I would like to sell you on them mang, *BUT I CAN'T*. I think part of their strength is dependant on Grit. The addition of Heavy makes them less valuable to me...currently.
My current squadron mix of choice requires above average ability versus Ships and Squadrons...Heavy and 2 Anti-squadron does not fulfill the Anti-Squadron requirement. Right now, I want my squadrons to make other squadron 'stick' in place. When I do some more growing I'll try and work some form of Scurrg magic, but not now.
*Editted to include omitted words of emphasis*.
Edited by Verschwait how were you selling me on them? You have me more resin why they are not worth taking lol
wait how were you selling me on them? You have me more resin why they are not worth taking lol
Fixed it with an edit. I meant to say "I wish I could, but I can't". Soz mang.
haha that's awesome!
I want to like them more. I'm hoping to incorporate them into my fighter heavy fleet. I figure 1-2 is plenty if supported by enough fighters.
I just can't get behind the thing. I would also like to add that I'm not a huge fan of grit wish is part of my problem. In every case I would rather have a y our b wing. I know lots if other people love the scurg. Tell me why?
I would like to sell you on them mang, *BUT I CAN'T*. I think part of their strength is dependant on Grit. The addition of Heavy makes them less valuable to me...currently.
My current squadron mix of choice requires above average ability versus Ships and Squadrons...Heavy and 2 Anti-squadron does not fulfill the Anti-Squadron requirement. Right now, I want my squadrons to make other squadron 'stick' in place. When I do some more growing I'll try and work some form of Scurrg magic, but not now.
Grit has a lot of synergy with Intel (which seems counter-intuitive at first), particularly with Jan Ors, where she's quite likely to be the only source of Intel. Her Intel bubble cannot cover everything and canny opponents will be looking for opportunities to engage the bombers at the edge of the Intel bubble. To do this successfully, they need to engage Scurggs with two separate squadrons, which gets to be very resource-intensive. The problem with this plan is you can activate Jan Ors and then make those concentrations of squadrons heavy once more and get the Scurrgs once again on their business. The net end effect is a very slippery bomber cloud. Jan Ors is also great at keeping Scurrgs around due to her ice cream truck giving out free Brace tokens.
It should be noted that the entire working machine is X-Wings + Scurrgs + Jan Ors. Each element synergizes well with every other element and the whole package is speed 3 so it doesn't get broken up:
- X-Wings: Provide Escort for both the Scurrgs and Jan, delivering them into the late game against all but the fiercest opposition. If the skies are clear, can function as mediocre bombers themselves. If the enemy overcommits his fighters to your bomber blob, X-Wings and Jan Ors can stay behind to grind them out while Scurrgs go on their way.
- Scurrgs: Difficult to pin down/synergize well with Intel (as described above) and are the oomf you're looking to deliver to ships. More aggro than B-Wings.
- Jan Ors: Provides Intel and Brace tokens. Braces are great with X-Wings (as she keeps her Escorts alive longer) but also on the occasional Scurrg that gets jumped by a serious fighter squadron, prolonging the already-long life expectancy of a 6HP squadron.
It's greater than the sum of its parts. If you haven't given it a try, I'd recommend doing so. It's particularly fierce when you can combine the Scurrgs with Rebel extra-activations shenanigans (like Adar Tallon on one carrier and the Yavaris double-tapping afterwards).
Edited by SnipafistI just figured Scurrgs were there for all the Rebel fighter players whining that B-Wings were too slow.
"You want more speed? ok, trade ya fighter-attack power and a few other things to make them a bit faster with two dice-"
"YES ANYTHING FOR MORE SPEED!"
*shrug* "Ok, here ya go."
I've never taken Scurrgs. Of course, I also didn't think Speed 2 was a crippling limitation for B-Wings either.
I'm worth you on the b wing
I've found that despite having the same average speed over two turns, the scrugg and Independence B-Wings play massively different. I'm finding the Scruggs to be good in "toilet bowl" list centered on a couple AFII carriers. Oddly enough, I find they don't work particularly well with Yavaris. They cannot seem to get out ahead of Yavaris to take advantage of the double tap. Instead, I've moved toward 2x AFIIs and a TRC90. The list circles and uses the Scruggs as a faster version of wave 1 B-Wing mines.
I've found that despite having the same average speed over two turns, the scrugg and Independence B-Wings play massively different. I'm finding the Scruggs to be good in "toilet bowl" list centered on a couple AFII carriers. Oddly enough, I find they don't work particularly well with Yavaris. They cannot seem to get out ahead of Yavaris to take advantage of the double tap. Instead, I've moved toward 2x AFIIs and a TRC90. The list circles and uses the Scruggs as a faster version of wave 1 B-Wing mines.
Especially since you aren't moving when you Yavvy tap- Yavaris was meant for b-wings!
The H6 allows you to not have to build your force/plan of attack around either taking independence OR going "hey you, come here and let me kill you."
To be honest, I just can't get away from y wings and A wings, I love those cheap little dudes........
I want to use Scruggs, but when I can buy 3 y wings for the price of 2 Scruggs..... It's just a no brainier.......
To be honest, I just can't get away from y wings and A wings, I love those cheap little dudes........
I want to use Scruggs, but when I can buy 3 y wings for the price of 2 Scruggs..... It's just a no brainier.......
Activations. I'm always running short...
I like a mix, say 4 B' and two Scurgs. Yt-1300 and X's for escort. I use an AF2 with flight controllers for the escorts and an MC80 for the bombers. Oh, yeah, extended hangers on both. B's stick with the carriers as they move into med range. The scruggs peel off and act as a flanker to go after wounded ships.
As the previous post suggests, you can mix your H-6s in with Ys and Bs. They don't have to be used exclusively. Mixed with Bs, the Bs take the short high percentage route while the H-6s use their slightly better speed on the edges. With Ys, a couple of Ys can be "upgraded" for more anti-ship punch in tight package.