Scum - Abusing Guidance Chips

By LordNorton, in X-Wing Squad Lists

So trying to find a way to build an ordinance heavy scum list. I've got 2 variations I'm looking at. One with just a pair of Kihraxz Black Sun Ace's with crack shot, and the other, that drops one to a Cartel Marauder and the other gets bumped up to Talonbane.

In both cases, the ships take advantage of guidance chips and glitterstim (possibly using the target lock re-roll as well) to get high damage output at a high-enough PS to burn down those pesky Gold Squadrons you see everywhere. I'm really liking the chips on the Kirahxz and their native 3die primary weapon giving them a free Crit. The homing missiles average 4 hits very reliably (the Concusion missile does as well but the variance is a bit higher so i figure if i've got the 1 point, why not.)

Obviously the chips are not so good on cluster missile but a Z-95 with Glitterstim and Cluster missile is fairly solid already and a free hit on one of those shots for 0 points can't be bad.

So what's your take on the 2 lists? Talonbane for a bit more end-game play or 2x2 duplicates for redundancy?

List 1:

Talonbane Cobra (28)
Crack Shot (1)
Concussion Missiles (4)
Glitterstim (2)
Guidance Chips (0)
Cartel Marauder (20)
Homing Missiles (5)
Glitterstim (2)
Guidance Chips (0)
Black Sun Soldier (13)
Concussion Missiles (4)
Glitterstim (2)
Guidance Chips (0)
Black Sun Soldier (13)
Concussion Missiles (4)
Glitterstim (2)
Guidance Chips (0)
Total: 100
List 2:
Black Sun Ace (23)
Crack Shot (1)
Homing Missiles (5)
Glitterstim (2)
Guidance Chips (0)
Black Sun Ace (23)
Crack Shot (1)
Homing Missiles (5)
Glitterstim (2)
Guidance Chips (0)
Black Sun Soldier (13)
Cluster Missiles (4)
Glitterstim (2)
Guidance Chips (0)
Black Sun Soldier (13)
Cluster Missiles (4)
Glitterstim (2)
Guidance Chips (0)
Total: 100

Seems like a Scum list that wants to make the most out of Guidance Chips and ordnance is missing something if it doesn't have N'Dru. Crackshot, Glitterstim, Guidance Chips, and a Homing Missile. He's 25 points and has a really nasty 5 dice attack. If you switch him in for the Cartel Marauder you can upgrade Talonbane's missile to a Homing Missile as well. If beefy low agility stuff is more prevalent in your neck of the woods, give N'Dru Cluster Missiles and Lone Wolf instead.

Talonbane Cobra (28)
Crack Shot (1)
Homing Missiles (5)
Glitterstim (2)
Guidance Chips (0)
N'Dru Suhlak (17)
Crack Shot (1)
Homing Missiles (5)
Glitterstim (2)
Guidance Chips (0)
Black Sun Soldier (13)
Cluster Missiles (4)
Glitterstim (2)
Guidance Chips (0)
Black Sun Soldier (13)
Cluster Missiles (4)
Glitterstim (2)
Guidance Chips (0)
Total: 99

^^Good advice above. N'Dru is almost a must in this type of list. I like running with this theme so I'll throw out some other odd scum ordinance synergies.

Y-Wing: · Drea Renthal (22)

Proton Torpedoes (4)

Extra Munitions (2)

Guidance Chips (0)

· R4-B11 (3)

That's one lady you don't want to piss off. She can all but guarantee 3 hits & a crit with the ability to make enemy reroll to boot. She can be tricky to get the initial lock due to middling PS and she needs to be careful to move her lock before victim dies. Love her. Any Y-wing could take advantage of this build minus the astromech.

Kihraxz Fighter: · Talonbane Cobra (28)

Predator (3)

XX-23 S-Thread Tracers (1)

Stygium Particle Accelerator (2)

· Cloaking Device (2)

Ok, this isn't really an ordinance build but it does offer great support. High PS guy to give away TL to friendly generics. Benefits from his defensive ability at R3 then dives in to setup R1 shot or ghost until late game. Sure the cloak might drop but you can make him count.

Z-95 Headhunter: · Kaa'to Leeachos (15)

· Squad Leader (2)

XX-23 S-Thread Tracers (1)

This is also not the main attraction, but pairs well with swarm of Z95 missile carriers.

Here is one that's a little pricy but none the less effective.

Firespray-31: Mandalorian Mercenary (35)

Predator (3)

Cluster Missiles (4)

Guidance Chips (0)

Recon Specialist (3)

· Slave I (0)

Extra Munitions (2)

All shots fully modified. Could work on Boba too - perhaps trade Predator for VI. Add bombs also if you like.

Hope these are some fun ideas for you to build on. Like the OP.

We will probably have interesting build for the JM5000 but I'll wait til preview before major theories.

Edited by Rhoaran

5 black sun Soldiers

Glitterstim

Guidance chip

Cluster missles

5 black sun Soldiers

Glitterstim

Guidance chip

Cluster missles

I like 4 soldiers with ckuster, chip, and stim as a base list. So many options with 24 pts remaining. Serissu with Tractor Beam. Mux with ICT. Palob with Dorsal Turret. Hopefully, the PS3 Mist Hunter with Title will be 24 pts.

Edited by Rhoaran

Sorry for double post but a different topic for Scum swarms reminded me that Mux with ICT would be perfect with 4 BS soldiers...Sets up the cluster shot with ion and his ability.

Lets not forget the Jumpmaster, with it's Deadeye R4 Proton combo. Zuckuss on one, 4Lom on the other

5 black sun Soldiers

Glitterstim

Guidance chip

Cluster missles

5 black sun Soldiers

Glitterstim

Guidance chip

Cluster missles

2xZ-95 Headhunter: Binayre Pirate (12)

Homing Missiles (5)

Guidance Chips (0)

2xZ-95 Headhunter: Binayre Pirate (12)

Cluster Missiles (4)

Guidance Chips (0)

Glitterstim (2)

2xZ-95 Headhunter: Binayre Pirate (12)

XX-23 S-Thread Tracers (1)

Guidance Chips (0)

Feedback Array (2)

You fly 2 formations tracer front (blocks alter spending rockets and shoots feedback) and 2 homing/Cluster back. You use either tracer+focus or tl+Glitterstim depending on Tracers hit. Homings are used to hit those nasty aces and clusters are made for destroying low agility ships (read ys and decimators) you can change Glitterstims for feedbacks/higher ps if u feel So (i have to test it).

Thats it

Edited by Cosmopolitanchykowianechka