Started a week ago, first Scum list, looking for criticism

By gleeson, in X-Wing Squad Lists

I got a list for a store champs this weekend and I only started playing 3 weeks ago!

Here's A:

100 points

Latts Razzi (43)
YV-666 (33), Bossk (2), Gunner (5), K4 Security Droid (3)

Syndicate Thug (25)
Y-Wing (18), Twin Laser Turret (6), Unhinged Astromech (1)

Talonbane Cobra (32)
Kihraxz Fighter (28), Engine Upgrade (4)

And here's B:

100 points

Talonbane Cobra (30)
Kihraxz Fighter (28), Glitterstim (2)

Latts Razzi (43)
YV-666 (33), Bossk (2), Gunner (5), K4 Security Droid (3)

Palob Godalhi (27)
HWK-290 (20), Blaster Turret (4), Moldy Crow (3)

How do you think my turn zero should go?

I think your first list is better.

I would prefer to run it like this:

Latts w/ bossk, gunner & K4 = 43

Thug w/ TLT & R4 agromech = 26

Talonbane w/ crack shot & glitterstim = 31

100

But as you have it would work okay.

Turn zero advice is complicated. There is no 'one way to deploy to win it all'. You just have to practice and learn what types of deployment work against what types of enemies.

Here's some very general tips:

-If your opponent has LESS ships than you, keep the asteroids spread out as much as possible (because dense fields will mess your moves up more often than your opponent)

-If your opponent has MORE ships than you, keep the asteroids packed tight together as much as you can (because dense fields will mess your opponent up more often)

-Against an enemy list that is higher pilot skill than most of your ships, do NOT start in a corner UNLESS you are VERY confident you can win the joust (if you are, then go right ahead).

-YV-666 has the 'stop' move. To take best advantage of it, try to put a couple rocks a bit on your side of the board with a nice gap between them where your YV-666 can easily fit in. Its the easiest way to create a traffic jam with enemy ships stuck in front of your YV-666 (that can't otherwise turn around quickly).

thanks for the tips. I am unsure whether to take the engine upgrade or the glitter+crack because I don't trust my flying as much yet and the EU would definitely put my talonbane in more appropriate spots. Why did you choose to run the R4 Astro instead? I was under the impression that the unhinged astromech allows my y wing to be a bit more maneuverable. As for turn zero, really helpful stuff! I will take into account the path strategy for my yv lol, seems very useful

Well, I prefer R4 in general because the unhinged really only opens up one move that you wouldn't otherwise do often: the 3 hard turn. Its a nice move because it displaces your ship quite a bit relative to your starting position, but in terms of dodging arcs or saving you from getting shot at, it rarely makes much of a difference (since you can't boost or barrel roll). I'm not saying its a bad choice, mind you, because sometimes that 3 hard turn is clutch. However, R4 means your twin laser turrets hit and deal damage much more reliably.

Now specifically in your list, I think the R4 makes a lot of sense because it increases the threat value of your y-wing. Your opponent has to kill something first (much as he would probably like to kill all your ships simultaneously, but he has to start somewhere!). So what? Talonbane? Hell yeah, no one likes taking 5 red dice to the face. Latts? Hell yeah, no one likes having their green dice taken away. The thug? With unhinged, he's less threatening, but with R4, that's more likely to be 2 damage every turn. If he ignores that, you punish him by potentially dealing more damage while he's trying to kill one of your other ships...

Edited by blade_mercurial

I see. When I was coming up with these lists, I was thinking of trying to draw attention from all ships, giving them different kinds of threats. SO I'll likely be taking the R4 with the y-wing.

As for list B, why is Palob a pass? I don't see many lists with him and I really like his ability. What do you think about this? Modified it a bit:

100 points

Palob Godalhi (34)
HWK-290 (20), Opportunist (4), Blaster Turret (4), K4 Security Droid (3), Moldy Crow (3)

Syndicate Thug (26)
Y-Wing (18), Twin Laser Turret (6), R4 Agromech (2)

Trandoshan Slaver (40)
YV-666 (29), Bossk (2), Gunner (5), Engine Upgrade (4)

Palob's not a 'pass'. His ability is awesome, and I think he has by far the best HWK pilot ability bar none.

Its just in that particular build, he is priority target #1, so he will die quick and contribute little. That's partly why I like your other list better.

If you want to run a Opportunist + Blaster Palob, you need some way to protect him or have other ships that are just as scary.

For example:

Your Palob build = 34

Serissu = 20

2 cartel spacers w/ 'heavy scyk' & HLC = 23 x 2

100

Or:

Your Palob build = 34

IG88B w/ crack shot, HLC, FCS & autothrusters = 48

Kaato w/ bodyguard = 17

99

Or:

Your Palob build = 34

Kavil w/ predator, unhinged & TLT = 34

Talonbane w/ crack shot & glitter = 31

99

etc, etc...

ah i see. so it's about gauging your threat in a manner where you aren't putting all your eggs in one basket. thanks for explaining. lots of things to learn about in this game..