Scum's new Mechanic. Counterattack.

By Marinealver, in X-Wing

Well we all know Rebels get the shield regen, Imperials we don't know what they get. But now scum has a mechanic that works on their own. Counterattack. Pilot Abilities like Dengar which makes the fire-arc on a PWT ship very important, and cards like R5-P8 which can do a damage that no amount of green dice, evade or focus tokens could prevent. (Hello Soontir Fel)

So how do you think this will affect the meta. IS it good enough to be on par with the Rebels shield regeneration meta? Will there be more than just Brobots and TLThugs in top tier Scum builds now?

I think the counter attack mechanic fits right along the lines of illicit upgrades like Feedback Array and Dead Man Switch. They can damage you without ever firing a shot and as you said, there are no dice or tokens to save you.

Its very 'Scummy' and I hope to see more. To me the best part is how there is almost as much risk to the scum ship as his opponent. Deadman only works when you die, Dengar and R5 work only after you are attacked and R5 hurts you when you roll a crit.

It fits very much with the pirate mentality - modifying their ships well beyond the manufacturer's recommended safety specs. They pack a punch to your enemies but eventually these things go boom in your own face.

Well we all know Rebels get the shield regen, Imperials we don't know what they get. But now scum has a mechanic that works on their own. Counterattack. Pilot Abilities like Dengar which makes the fire-arc on a PWT ship very important, and cards like R5-P8 which can do a damage that no amount of green dice, evade or focus tokens could prevent. (Hello Soontir Fel)

So how do you think this will affect the meta. IS it good enough to be on par with the Rebels shield regeneration meta? Will there be more than just Brobots and TLThugs in top tier Scum builds now?

well, the thing about S&V is at first "I get hit, I hit you harder" mechanics

stress yourself for goodies, damage yourself for goodies, ion yourself to kick arse.

guess where I'm hinting? Stressdroid belongs to THE GLORIOUS SPACE PIRATE MERCENARY FACTION

Yeah to use a UK parlance, they are the guy in the bar who says "You what mate? I'll smash your teeth in" to anyone who even slightly gets near him after a few drinks.

You get near them or do anything, they'll retaliate, sometimes to their own detriment.

I think the counter attack mechanic fits right along the lines of illicit upgrades like Feedback Array and Dead Man Switch. They can damage you without ever firing a shot and as you said, there are no dice or tokens to save you.

Its very 'Scummy' and I hope to see more. To me the best part is how there is almost as much risk to the scum ship as his opponent. Deadman only works when you die, Dengar and R5 work only after you are attacked and R5 hurts you when you roll a crit.

It fits very much with the pirate mentality - modifying their ships well beyond the manufacturer's recommended safety specs. They pack a punch to your enemies but eventually these things go boom in your own face.

Well said. Definitely a mechanic I like, along with the discard ability of Boba crew, which I've been wondering if we'd see for a long time.

So which is better the counter attack or the shield recovery mechanic? Also where does Imperials fit in all of this?

So which is better the counter attack or the shield recovery mechanic? Also where does Imperials fit in all of this?

Given that scum have both, you can get the best of both worlds. Feedback array and r5-p8 on a gonk jumpmaster is soontir's worst nightmare.

To be fair, they've had this concept since Most Wanted: Dead man's switches.

I mean, OK, they're 1 or even possibly 2pts overpriced (blessing and a curse, and ask that), but they do exist. ;)

So which is better the counter attack or the shield recovery mechanic? Also where does Imperials fit in all of this?

Given that scum have both, you can get the best of both worlds. Feedback array and r5-p8 on a gonk jumpmaster is soontir's worst nightmare.

GONK JUMPMASTER

**** it, I want GONK as a JM5k pilot!

Imps have aces. Aces for days, cheap aces, tanky aces, fragile annoying aces. They also swarm better than anyone else. That's what the Empire does, cause they are the best. Oh and Fels Wrath, they do that.

I think the counterattack mechanic is going to really impact matchups in the end-game.

You no longer need a VI Boba to survive in order to beat Soontir.

On the other hand, a Soontir player might let the game go to time in a 1v1 situation. You would never shoot a generic JM5K with R5-P8 if you have a points advantage (i.e. JM5K is <50%).

As Grimmy the Ninja said: Imps are for Aces. Oh, and their main iconic ship from the films doesn't suck.

I'd love to see a Scum-only upgrade that steal shields off of other ships at the end of the activation phase.

"Oh, did your R2-D2 just generate another shield token for me? Thanks so much!"

I think the counterattack mechanic is going to really impact matchups in the end-game.

You no longer need a VI Boba to survive in order to beat Soontir.

On the other hand, a Soontir player might let the game go to time in a 1v1 situation. You would never shoot a generic JM5K with R5-P8 if you have a points advantage (i.e. JM5K is <50%).

I won't say "Never." For example, if that Jumpmaster has Gonk, then ignoring it is a sure way to lose. He can easily regen back above 50%, at which point Soontir is hosed.

Unless you're down to one hull, Soontir is probably going to be better served by trying to get range 1 shots on the Jumpmaster. There's only a 50/50 chance you'll take damage, and a 12.5% chance that R5-P8 will reward you with an extra point of damage on your attack. Since we're talking about a ship that normally only has 9 health behind two green dice, I think the odds are still in your favor.

I think Imps might find a nice olace in the double tap market with the Defender fix and I like the double attack for them, it makes sense they would have maximum fire power on at all possible times.

Imps have aces. Aces for days, cheap aces, tanky aces, fragile annoying aces. They also swarm better than anyone else. That's what the Empire does, cause they are the best. Oh and Fels Wrath, they do that.

The Imperial faction motif is they don't care about their pilots. You thus get swarms of filler and aces in fragile ships that live off not being hit rather than weathering the storm.

Dead Man's Switch is already a bit underrated on large ships (R1 from a big base is a surprisingly dangerous radius), and R5-P8 might pair nicely with it. Heck, take Tel Trevura and give him R5-P8, DMS, Hull Upgrade, and a Gonk droid. 40 points of obnoxiousness right there. You can try to kill him early and slog through all the defenses while the rest of his squad is happy and alive, or you could ignore him and risk simply not having the guns to kill him before him and R5 kill you. Could also go "fat" with this, but I like the idea of having sixty more points to play with (though no idea what I'd do with it. Heck, maybe three naked Marauders.)

Yeah to use a UK parlance, they are the guy in the bar who says "You what mate? I'll smash your teeth in" to anyone who even slightly gets near him after a few drinks.

You get near them or do anything, they'll retaliate, sometimes to their own detriment.

actually i think you'll find its "u wot m8"

As Grimmy the Ninja said: Imps are for Aces. Oh, and their main iconic ship from the films doesn't suck.

You saying the Firespray for Scum sucks?

Dead Man's Switch is already a bit underrated on large ships (R1 from a big base is a surprisingly dangerous radius).

It's good on smalls too if people have an incentive to get in close to you (for example some sort of weapons that nobody wants to get hit by that only shoots at range 2-3, if only there was such a thing). Y-Wings don't have an illicit slot, but HWKs do.

Imps used to get all the cool tech: 0 moves, white K, cloaking device... Not so much anymore. Now all the factions get cool toys and the empire just gets...Vader! And Soontir! You know... Pilots from wave 1 and 2... Totally the same.

With all the ace hate, maybe we'll see something besides those two... Oh wait... Still 2 best pilot abilities in the game and are only held in check by being on their respective ships.

Imps are about to get double-tapping Defenders as the elite jousters in the game, so I wouldn't say they are shafted. I wouldn't mind seeing them get more abilities that confer power for a price (stress, chance of injury, sacrificing units, etc.) that represent how the Empire/Sith operate. Cards like Moff Jerrjerrod, Fleet Officer, and Ruthlessness are good representations of that IMO, and I would like to see more.

I'd love to see a Scum-only upgrade that steal shields off of other ships at the end of the activation phase.

"Oh, did your R2-D2 just generate another shield token for me? Thanks so much!"

That would be a really good scummy ability, if a little powerful. How about it only worked when shield tokens were assigned, so its not just something you can do for extra damage, but something to specifically counter rebel regeneration builds? Or is that too situational?

Well we all know Rebels get the shield regen, Imperials we don't know what they get. But now scum has a mechanic that works on their own. Counterattack. Pilot Abilities like Dengar which makes the fire-arc on a PWT ship very important, and cards like R5-P8 which can do a damage that no amount of green dice, evade or focus tokens could prevent. (Hello Soontir Fel)

So how do you think this will affect the meta. IS it good enough to be on par with the Rebels shield regeneration meta? Will there be more than just Brobots and TLThugs in top tier Scum builds now?

Dam-Dats... and everybody dat looks like 'em.

Yeah DMS came out in wave one...

:lol:

You

I'd love to see a Scum-only upgrade that steal shields off of other ships at the end of the activation phase. "Oh, did your R2-D2 just generate another shield token for me? Thanks so much!"

That would be a really good scummy ability, if a little powerful. How about it only worked when shield tokens were assigned, so its not just something you can do for extra damage, but something to specifically counter rebel regeneration builds? Or is that too situational?

You could make it an action, or something you use instead of attacking

I'd love to see a Scum-only upgrade that steal shields off of other ships at the end of the activation phase.

"Oh, did your R2-D2 just generate another shield token for me? Thanks so much!"

That would be a really good scummy ability, if a little powerful. How about it only worked when shield tokens were assigned, so its not just something you can do for extra damage, but something to specifically counter rebel regeneration builds? Or is that too situational?

Outside of Epic, that would make it only useful if your opponent plays Miranda Doni, one of the 2 Shield Astromechs, Chewbaca Crew, or Gonk!

For restrictions:

You can only use it if you are less than full shields.

The enemy ship has to have at least 1 shield token.

The enemy ship is in your forward firing arc.

The ship is not beyond range 1.

2, 3, or 4 points, Illicit slot?

Consider that the Kihraxz and Starviper only have 1 Shield token before modifications. They are the nimble ships that can take Illicit, the M3-A can not.

The other Illicit ships:

Z-95

G-1A Starfighter

YV-666

Aggressor

Jumpmaster 5000

Feedback Array is 2 points and damages an enemy for 1.

It can be used against any ship within 1, you do not need the enemy in your firing arc.

You can use it against ships that don't have shield tokens.

You can use it while at full shields.

It causes damage to your own ship.

you place an ion token on your own ship.

Edited by Vulf