Scum and Villainy Podcast Episode 26: Rage against the Machine

By sozin, in X-Wing

Scum really did get a lot of nice tools. I'm really hoping we get another strong archetype from them. IG-88 just doesn't feel scummy enought.

I want a top build that is just dirty mean. Boba is mean. I think we will see a lot of the Jumpmaster, especially the scout

Why the Scout specifically?

Its super duper cheap. Although I think Dengar will see plenty of play.

It is simple. Firespray or YV-666, Adv. Homing missles, Boba crew, and guidance chips. Pick any of your opponent's upgrades and go take it out. It is a 4 point upgrade.

Edited by balindamood

Scum really did get a lot of nice tools. I'm really hoping we get another strong archetype from them. IG-88 just doesn't feel scummy enought.

I want a top build that is just dirty mean. Boba is mean. I think we will see a lot of the Jumpmaster, especially the scout

Why the Scout specifically?

I

Scum really did get a lot of nice tools. I'm really hoping we get another strong archetype from them. IG-88 just doesn't feel scummy enought.

I want a top build that is just dirty mean. Boba is mean. I think we will see a lot of the Jumpmaster, especially the scout

Why the Scout specifically?

Its super duper cheap. Although I think Dengar will see plenty of play.

To add, look at ships in its point range with two attacks (Advanced, Punisher, K-Wing)and compare the durability then look at the customizing options the Scout offers in comparison with a turret and finally with the much lower cost compared to similar ships (ORS, Outrider).

Edited by AlexW

What would the flight lines of an ACE, Poe, Stresshog look like?

I've been fooling around with placing an asteroid in my corner, setting up the Y close to the table edge, Red Ace behind the asteroid, and Poe in between shading close to Ace (missing the asteroid of course). Ace goes 4 straight, the others 3. Next turn you can 3 bank the Y, and short bank the T-70s, possibly with boosts. This has given me good lines throw asteroids if necessary and a wide arc coverage as well as keeping the hog and Poe in the range three area.

If I run Poe, Ace, and Stresshog.... How will I run Horton?

#PirateLordProblems

Why not put the stressbot on Horton? The stress mustache!

You guys left out 4-LOM when talking about Gonk droid. 4LOM with Juke, FCS, Gonk, EI. You get rerolls from FCS target locks to modify dice, evade for your action and EI to charge gonk or regen shield, then you have evade token for Juke when attacking (if you didn't use it against a higher PS ship). Also allows you to guarantee 1 evade with the token and 1 regen with the gonk per turn.

You guys left out 4-LOM when talking about Gonk droid. 4LOM with Juke, FCS, Gonk, EI. You get rerolls from FCS target locks to modify dice, evade for your action and EI to charge gonk or regen shield, then you have evade token for Juke when attacking (if you didn't use it against a higher PS ship). Also allows you to guarantee 1 evade with the token and 1 regen with the gonk per turn.

Alternatively, with Wired and Sensor Jammer, for the tankiest b-wing2.0 ever.

Excellent episode with some really cool wave 8 possibilities explored. I think the hidden gem in wave 8 is the 4-Lom crew card. At one point he's a steal, and because it's a single ion token, you can use it once per game for no negative on a big ship. I've done the maths on him and Zuckuss, and 4-LOM is brutal, especially with any alpha-striking stuff.

This is my current wave 8 list that I can't wait to give a go:

37 Scout w/ Deadeye, Boba, R4-agro, ProtonT, EM, Feedback, Guidance.

36 Scout w/ Deadeye, 4-LOM, R4-agro, PlasmaT, EM, Feedback, Guidance.

13 Enforcer.

14 Banana w/ Feedback.

Between R4, guidance and the PT's pseudo-focus, you're reliably getting 4 hits with all of the torpedo shots, which makes anything cry, then against aces you've got two large bases that can barrel roll and feedback. Also during the first engagement, the enforcer and boba scout can very reliably strip the TLT from a PS2 Y-wing before it gets to shoot, which I find hilarious. The 4-LOM scout with his Plasma torpedoes can knock out pretty much any Rebel regenerator's shields in a single shot, opening them up to taking hull damage or a boba crit.

Suffice to say I can't wait for wave 8.

I like this squad a lot. I'm not a big fan of z95s so I think I would run a Thug with TLT and Unhinged instead. I'm can't wait for these ships to come out.

Normally I'm not a fan of Z95s either, I feel the TLT-R4 thug is a better use of 26pts, but in this case they're acting as blockers to tie up and annoy the enemy squadron. The Banana is running as a blocker, who can still damage stuff with feedback, and the Enforcer just follows slightly behind him to R1 whatever the banana blocks. If your enemy ignores them, they can actually do some decent damage, and if he targets them the scouts are escaping fire. It's win win.

Scraping the Z95s for another ship is still a valid change. You have 27pts, which can get you a number of excellent support ships:

26 Thug w/ TLT, R4.

27 Hired Gun w/ TLT, Unhinged.

26 Kihraxz w/ ClusterM, Glitterstim.

?? Scum B-wing?

And my personal favourite for this list:

27 Mux w/ TLT, Bossk.

27 Mux w/ ICT, MC.

27 Mux w/ ABT, Greedo, Engine.

Wave 8 has me very excited.

You guys left out 4-LOM when talking about Gonk droid. 4LOM with Juke, FCS, Gonk, EI. You get rerolls from FCS target locks to modify dice, evade for your action and EI to charge gonk or regen shield, then you have evade token for Juke when attacking (if you didn't use it against a higher PS ship). Also allows you to guarantee 1 evade with the token and 1 regen with the gonk per turn.

Alternatively, with Wired and Sensor Jammer, for the tankiest b-wing2.0 ever.

You guys left out 4-LOM when talking about Gonk droid. 4LOM with Juke, FCS, Gonk, EI. You get rerolls from FCS target locks to modify dice, evade for your action and EI to charge gonk or regen shield, then you have evade token for Juke when attacking (if you didn't use it against a higher PS ship). Also allows you to guarantee 1 evade with the token and 1 regen with the gonk per turn.

Alternatively, with Wired and Sensor Jammer, for the tankiest b-wing2.0 ever.
I see your Wired and raise you a Lone Wolf and a Glitterstim. Add Manaroo w/ Recon Spec to give 4-Lom ALL of the tokens.

Except for evades :P (I know he can get his own, manaroo just can't give em to him)

Edited by VanderLegion

I really like the idea of bringing on someone who's famous for being good with a certain ship and/or combo, and talking about that specific thing. Do it again! :)

I really like the idea of bringing on someone who's famous for being good with a certain ship and/or combo, and talking about that specific thing. Do it again! :)

Yeah that was very last second too. We did have Biophysical and Starslinger72 on to talk about Defenders. Who else would be good?

Steal Dallas from the Mynocks for an episode to talk about TIE fighters.

And I like to hear Theorist back on to talk about Sycks and Kihraxzs - perhaps best saved for after he gathers his thoughts on their boon in the TC Open following the tournament.

I think I could escape the Mynock compound for a few hours to swing by pirate land. I could be back before dinner and no one would be the wiser...right? Its not like there would be any recorded evidence or anything.

The "Beef" section of the next Mynock podcast would be thunderous.

I think I could escape the Mynock compound for a few hours to swing by pirate land. I could be back before dinner and no one would be the wiser...right? Its not like there would be any recorded evidence or anything.

lol we can come to the Compound and... not steal anything? Wait... we could say we weren't going to pillage the compound and then they wouldn't suspect it. Right? RIGHT!?

There is no problem here, the featured guest Pallas Darker would never be suspected! He's good at TIE Fighters... none the wiser and good information is recorded!

Excellent episode with some really cool wave 8 possibilities explored. I think the hidden gem in wave 8 is the 4-Lom crew card. At one point he's a steal, and because it's a single ion token, you can use it once per game for no negative on a big ship. I've done the maths on him and Zuckuss, and 4-LOM is brutal, especially with any alpha-striking stuff.

This is my current wave 8 list that I can't wait to give a go:

37 Scout w/ Deadeye, Boba, R4-agro, ProtonT, EM, Feedback, Guidance.

36 Scout w/ Deadeye, 4-LOM, R4-agro, PlasmaT, EM, Feedback, Guidance.

13 Enforcer.

14 Banana w/ Feedback.

Between R4, guidance and the PT's pseudo-focus, you're reliably getting 4 hits with all of the torpedo shots, which makes anything cry, then against aces you've got two large bases that can barrel roll and feedback. Also during the first engagement, the enforcer and boba scout can very reliably strip the TLT from a PS2 Y-wing before it gets to shoot, which I find hilarious. The 4-LOM scout with his Plasma torpedoes can knock out pretty much any Rebel regenerator's shields in a single shot, opening them up to taking hull damage or a boba crit.

Suffice to say I can't wait for wave 8.

Contracted Scout — JumpMaster 5000 25

Deadeye 1

Proton Torpedoes 4

Extra Munitions 2

Boba Fett 1

R4 Agromech 2

Guidance Chips 0

Ship Total: 35

Contracted Scout — JumpMaster 5000 25

Deadeye 1

Plasma Torpedoes 3

Extra Munitions 2

4-LOM 1

R4 Agromech 2

Guidance Chips 0

Ship Total: 34

Torkil Mux — HWK-290 19

Twin Laser Turret 6

Greedo 1

Cloaking Device 2

Moldy Crow 3

Ship Total: 31

I like your Feedback idea, but mine adds a bit more trickery with Torkil Mux. Get a token stack for Mux going, and if you can safely assume he will be at R2-3, let him take some TLT shots. Then come in at R1-2 cloaked once you're ready to finish off your target, PS0 it, unload with the Scouts, and decloak next turn to get distance again for TLT on the next target.

This list would be terrifying for any aces list and will be potent enough to take down lower agility targets with two big ship turrets with great action economy from R4 agros, and an aggravating but a little bit harder to kill Mux rolling 4 green dice with a token stack as long as the Cloaking Device stays.

Still working on some lists for Attanni Mindlink, This Wave will bring a lot of new options for the S&V faction that I've been waiting for!

Edited by VaynMaanen

There is no problem here, the featured guest Pallas Darker would never be suspected! He's good at TIE Fighters... none the wiser and good information is recorded!

Hera goes by "Zona" on the forums.

Excellent episode with some really cool wave 8 possibilities explored. I think the hidden gem in wave 8 is the 4-Lom crew card. At one point he's a steal, and because it's a single ion token, you can use it once per game for no negative on a big ship. I've done the maths on him and Zuckuss, and 4-LOM is brutal, especially with any alpha-striking stuff.

This is my current wave 8 list that I can't wait to give a go:

37 Scout w/ Deadeye, Boba, R4-agro, ProtonT, EM, Feedback, Guidance.

36 Scout w/ Deadeye, 4-LOM, R4-agro, PlasmaT, EM, Feedback, Guidance.

13 Enforcer.

14 Banana w/ Feedback.

Between R4, guidance and the PT's pseudo-focus, you're reliably getting 4 hits with all of the torpedo shots, which makes anything cry, then against aces you've got two large bases that can barrel roll and feedback. Also during the first engagement, the enforcer and boba scout can very reliably strip the TLT from a PS2 Y-wing before it gets to shoot, which I find hilarious. The 4-LOM scout with his Plasma torpedoes can knock out pretty much any Rebel regenerator's shields in a single shot, opening them up to taking hull damage or a boba crit.

Suffice to say I can't wait for wave 8.

I've actually been theorycrafting a list very similar to this one, here it is:

Contracted Scout — JumpMaster 5000 25

Deadeye 1

Proton Torpedoes 4

Extra Munitions 2

Boba Fett 1

R4 Agromech 2

Guidance Chips 0

Ship Total: 35

Contracted Scout — JumpMaster 5000 25

Deadeye 1

Plasma Torpedoes 3

Extra Munitions 2

4-LOM 1

R4 Agromech 2

Guidance Chips 0

Ship Total: 34

Torkil Mux — HWK-290 19

Twin Laser Turret 6

Greedo 1

Cloaking Device 2

Moldy Crow 3

Ship Total: 31

I like your Feedback idea, but mine adds a bit more trickery with Torkil Mux. Get a token stack for Mux going, and if you can safely assume he will be at R2-3, let him take some TLT shots. Then come in at R1-2 cloaked once you're ready to finish off your target, PS0 it, unload with the Scouts, and decloak next turn to get distance again for TLT on the next target.

This list would be terrifying for any aces list and will be potent enough to take down lower agility targets with two big ship turrets with great action economy from R4 agros, and an aggravating but a little bit harder to kill Mux rolling 4 green dice with a token stack as long as the Cloaking Device stays.

Still working on some lists for Attanni Mindlink, This Wave will bring a lot of new options for the S&V faction that I've been waiting for!

So I've been playing around with the Jump Master 5k and the ideas poster here.

My iteration is a combo of a few ideas here:

Contracted Scout (36) JumpMaster 5000 (25), Extra Munitions (2), Proton Torpedoes (4), Boba Fett (1), R4 Agromech (2), Deadeye (1), Guidance Chips (0)

Contracted Scout (36) JumpMaster 5000 (25), Extra Munitions (2), Proton Torpedoes (4), 4-LOM (1), R4 Agromech (2), Deadeye (1), Guidance Chips (0)

Binayre Pirate (14) x 2 Z-95 Headhunter (12), Feedback Array (2)

Edited by Kelvan

Sorry Pirate Lord but I like CRCL's original squad better. I like the Feedback Array on the J5K. You shouldn't fear Feedback, they should.

For me the biggest winner is the Contracted Scout. I like cheap (relative to what you get) effective blockers and this guy fits the bill.

Take the YT-2400 with Intel (and BR) and combine it with a Black Tie w/ Intimidation (A swarm dark horse) and you get what I'm dubbing:

The Pervert

Contracted Scout — JumpMaster 5000 - 25

  • Intimidation - 2
  • Intel Agent - 1
  • Ion Projector - 2 (semi-optional)
  • Open Salvaged Astromech Slot (R5-P8 might be best if you want to sink the points into him)

He's creepy, follows you around, and wants to touch your ships (or for them to touch him, he doesn't care, he likes both).

The more ships you run him with the better. If he was PS 1, he'd be perfect.

Aside from him Dengar will be a big deal, whether now or later - being able to attack twice in a round with 3+ attack dice is one of the best abilities one can have.

Edited by Gather

For me the biggest winner is the Contracted Scout. I like cheap (relative to what you get) effective blockers and this guy fits the bill.

Take the YT-2400 with Intel (and BR) and combine it with a Black Tie w/ Intimidation (A swarm dark horse) and you get what I'm dubbing:

The Pervert

Contracted Scout — JumpMaster 5000 - 25

  • Intimidation - 2
  • Intel Agent - 1
  • Ion Projector - 2 (semi-optional)
  • Open Salvaged Astromech Slot (R5-P8 might be best if you want to sink the points into him)

He's creepy, follows you around, and wants to touch your ships (or for them to touch him, he doesn't care, he likes both).

The more ships you run him with the better. If he was PS 1, he'd be perfect.

Aside from him Dengar will be a big deal, whether now or later - being able to attack twice in a round with 3+ attack dice is one of the best abilities one can have.

I played a game last night with a scout with this exact build (no astromech, didn't have the points left). Paired him with a gonk 4lom and guri. Played against a Soontir/Carnor/Shuttle list (no emp on the shuttle, ion/tactician/sensor jammer). First round of combat scout blocked soontir (ion projector sadly failed), letting me get a weapons failure crit on him. Second round, intel agent let guri block soontir, letting 4LOM blow him up.

For me the biggest winner is the Contracted Scout. I like cheap (relative to what you get) effective blockers and this guy fits the bill.

Take the YT-2400 with Intel (and BR) and combine it with a Black Tie w/ Intimidation (A swarm dark horse) and you get what I'm dubbing:

The Pervert

Contracted Scout — JumpMaster 5000 - 25

  • Intimidation - 2
  • Intel Agent - 1
  • Ion Projector - 2 (semi-optional)
  • Open Salvaged Astromech Slot (R5-P8 might be best if you want to sink the points into him)

He's creepy, follows you around, and wants to touch your ships (or for them to touch him, he doesn't care, he likes both).

The more ships you run him with the better. If he was PS 1, he'd be perfect.

Aside from him Dengar will be a big deal, whether now or later - being able to attack twice in a round with 3+ attack dice is one of the best abilities one can have.

I played a game last night with a scout with this exact build (no astromech, didn't have the points left). Paired him with a gonk 4lom and guri. Played against a Soontir/Carnor/Shuttle list (no emp on the shuttle, ion/tactician/sensor jammer). First round of combat scout blocked soontir (ion projector sadly failed), letting me get a weapons failure crit on him. Second round, intel agent let guri block soontir, letting 4LOM blow him up.

Creepy...yet beautiful. ;)

For me the biggest winner is the Contracted Scout. I like cheap (relative to what you get) effective blockers and this guy fits the bill.

Take the YT-2400 with Intel (and BR) and combine it with a Black Tie w/ Intimidation (A swarm dark horse) and you get what I'm dubbing:

The Pervert

Contracted Scout — JumpMaster 5000 - 25

  • Intimidation - 2
  • Intel Agent - 1
  • Ion Projector - 2 (semi-optional)
  • Open Salvaged Astromech Slot (R5-P8 might be best if you want to sink the points into him)

He's creepy, follows you around, and wants to touch your ships (or for them to touch him, he doesn't care, he likes both).

The more ships you run him with the better. If he was PS 1, he'd be perfect.

Aside from him Dengar will be a big deal, whether now or later - being able to attack twice in a round with 3+ attack dice is one of the best abilities one can have.

I played a game last night with a scout with this exact build (no astromech, didn't have the points left). Paired him with a gonk 4lom and guri. Played against a Soontir/Carnor/Shuttle list (no emp on the shuttle, ion/tactician/sensor jammer). First round of combat scout blocked soontir (ion projector sadly failed), letting me get a weapons failure crit on him. Second round, intel agent let guri block soontir, letting 4LOM blow him up.

Creepy...yet beautiful. ;)

I saw another Pervert run on Vassal last night. It only had Intimidation and Intel Agent, but that allowed him to take 6 Zs. A really efficient swarm, although the PS difference of the Perv and the Z's made maneuvering difficult.

He's creepy, follows you around, and wants to touch your ships (or for them to touch him, he doesn't care, he likes both).

He's also a Peeping Tom with the Intel Agent.