Several weeks ago, in an attempt to try to come up with some sort of small-based Scum list to fight the diverse current meta, I took a new list to a Store Championship than included, amongst other things, two Scyks with Ion Cannons. I have never been clobbered so badly in my life. 0-4, with 100 MOV, and only destroyed two ships all day. I swore I would never take a Scyk to another tournament ever again. I took some time following that tournament to try to develop some sort of 3-4 ship Scum ace type list that could counter TLT’s + something, ace/fat turret, three-aces, Palp-aces, and 4-5 tie lists. Unlike Rebels or Imperials, all of the Scum choices have flaws that relate directly to them being over-costed. Two aces, moderately upgraded, will wipe out almost 70 points or more. Scum do not have many good offensive options between 20 and 30 points. I looked at Y-wings and Hawks, but Xizor and Talonbane cannot stand on their own, they do not work together well, and they both cost too much to have in a single list and have anything to speak-of left over.
Then I found the Autoblaster Cannon card…long forgotten. 3-dice, range 1, no defensive rolls or tokens except for crits. The best scum delivery method for a cannon is a Scyk, and if I want to use it on a turtled-up Soontir Fel or Whisper, I will need a high PS.
Enter PMS Serrisu, with VI, Title, Stealth Device, and the Autoblaster cannon…31 points.
Xizor needs a damage sponge, so I went with Talonbane with Engine to boost into range 1 for the 5-dice attack, and PTL to back it up with a focus or TL.
The best scrapper Scum has is Guri. While the title with a System upgrade is nice, she really does not need it and with only 4 points to spare, I settled on Calculation (she always has 1-2 focus tokens thanks to her ability) and Autothrusters.
“ Scyk’s Revenge”, 99 points., 13-hit points, all offence, and PS 10/9/5.
I tested it in about 12-15 casual games for over two weeks, and did not lose one of them. The list seems to provide a target priority problem in that all three ships are equally as dangerous. It is very difficult to focus on all three at once, and whichever ones are ignored will hurt my opponent badly. So. Despite my previous proclamation, I took the list to a store tournament (16 players, 4 rounds of Swiss, no cut) last weekend, and this is how it went.
Game 1: Thomas
Thomas flew: Wedge with R2D2, Adv. Proton Torpedoes, Shield Upgrade and Outmaneuver
Ten Numb with FCS, Autoblaster, Marksmanship, and Shield Upgrade.
The rocks were clumped in the middle of the board, and Thomas set up Numb in front of Wedge in the far left corner from me. I lined up in the lower right third of the board with Talonbane on the inside and Serrisu on the outside. Thomas shot his ships forward reasonably quickly, while I banked all three of my ships in; Talonbane across the bottom, Guri taking the first diagonal lane toward his ships, and Serrisu taking the upper diagonal lane through the asteroids.
The initial engagement has both of Thomas’ ships still moving ahead straight, but with a large rock between them and Guri in the lane, and Talonbane along the bottom. Serrisu was screaming across the top to catch up. Then I made mistake #1. Knowing that he could not make the hard turn to face Guri to joust, I should have pulled him forward and behind both ships. Instead, I barrel rolled left to meet him directly as he cleared the asteroid. One round from Guri and Talonbane at range one will not quite take out a B-wing, and he returned with the Adv. Proton Torpedo to Talonbane who lost his shield, one damage and the crit that loses his action bar until he rolls a hit. Guri took some damage from Wedge as well.
I flew Talonbane away to clear the crit (it took three rounds), hard-turned Guri and barrel rolled left to block the 2K that I know was coming. Serrisu flanked in from the right. I blocked Numb, but Wedge cleared the 4K past Guri by 1-milimeter. Serrisu was the only one with a shot and blanked. Guri took a range 1 from Wedge and had only one hull left. Guri then S-looped, Wedge moved forward slowly to clear the crit towards Guri, and Numb did the same away. Talonbane wondered around trying to fix the crit, and Serrisu dropped in right behind Numb.
Numb died
Guri died
Talonbane cleared his crit.
I chased Wedge around and got him down to 2-hull, twice, but he kept slipping away and getting shields back. Serrisu took 2-damage at one point and was down to 1-hull. Talonbane took another crit – damaged cockpit - and was now PS 0. Serrisu K-turned to start pulling in behind Wedge. Talonbane came around a rock and instead of boosting out of arc, focused and TL’ed for what was going to be a range 1 shot. I forgot he was PS 0, and wedge took him out before he could fire. Serrisu shot again and stripped Wedge’s shields...back down to 2-hull.
Wedge K-turned and was at the lower left edge of the board, facing back towards the middle. I brought Serrisu in behind him, about range 2. I was not close enough to hit him with the Autoblaster, so I barrel rolled left towards the bottom of the board to get out of arc. I figured he would bank towards me to dump his stress, get a shield back, and try to block. Instead, he tried to block with a 3-turn towards the bottom of the board, about 1.5 bases in front of me. Serrisu 3-K’ed, clearing him for a range 1 with an Autoblaster and that was it.
1-0, MOV 131
Game 2: Tyson
Tyson brought: Horton Slam w/ R5-D8, Plasma Torpedoes, Extra Munitions, Autoblaster Turret and Hull
Dutch Vander with R5-K6, Plasma Torpedoes, extra Munitions, and Autoblaster Turret
Gold Squadron pilot with R5 Astormech, Plasma Torpedoes and Auto Blaster Turret.
This list seems odd, but I immediately got concerned over the Autobalster Turrets. All three of my ships want to be in range 1 for their abilities to work, but all three of these have a range 1 turret. A nice counter to my list.
The rocks were once again in a bunch about the center of the board. He set his ships up in the far right corner. I set mine up in the near left, with Guri off to the middle a little bit. Tyson shot his ships forward, and I did the same, banking Guri to get in line with Talonbane and Serrisu. We continued forward as we were starting to do a lap when I cut Guri inside one of the rocks to see how he would react. He took the bait and started to turn in, the gold squadron leading around a large rock, and Dutch and Horton cutting behind the rock. Horton did his thing by handing out TL’s to everyone around him, but Guri was the only one in range. I shot Guri forward across the top of the rocks, but slow-rolled the other two figuring that they would chase the ship they had locked. Horton and Dutch continued to bank towards Guri, but the Gold Squadron hung back to take aim at Serrisu and Talonbane.
Guri got stuck in a wad with Horton and Dutch between three large asteroids. I sent Talonbane in behind them, and in the end, only Talonbane was left. Meanwhile, the Gold Squadron pilot was chasing Serrisu around the top edge of the board, but not having much success. Once Talonbane entered the fight, it was over quickly.
2-0, MOV 299
Game 3: Devin
Devin brought: Col. Vessery with VI
Omega Leader with Juke and Comm relay
2-Zeta Squadron Pilots with Comm Relay
I was feeling really good about this match as I had tabled almost the exact same list the Thursday before. The rocks were a bit more spread out, but still roughly in the middle. Devin spread his ships across the middle of the board, with Vessery closest to my right. I deployed my ships in the lower right corner, Guri on the inside and Serrisu on the outside. Devin started by charging all of his ships forward 3-4, and starting to pull the Zeta pilots towards the middle of the board. Guri 1-banked towards the middle, and Talonbane and Serrisu went straight ahead three. There were two large rocks along the right edge, and I wanted to get in that gap. Devin continued his path the second round, with Vessery about even with the first rock. Guri 1- banked back straight to engage again. Talonbane banked-in to cut off Vessery between the rocks. Serrisu continued straight to try to get behind him. There was some long range shots traded between Vessery and my two ships resulting in Vessery loosing 1 shield token.
Round 3 and it was on. Guri moved forward in front of the Zeta’s to engage. Omega Leader tried to get through the back towards Talonbane, but was blocked by his own ships. Vessery tried to stop short to engage Talonbane, but went too far and Talonbane flanked him for a range 1-shot. Serrisu was coming around behind, but not close enough for an Autoblaster shot. Guri got one of the Zeta’s down to 1 hull, and Serrisu and Talonbane did the same to Vessery.
Now comes mistake #1. I thought about pulling Guri out of the fight and circling around, but I got greedy and tried to S-loop to flank the Zeta’s. I forgot two things. Tie FO’s have both a S-loop and a 1-turn. One of the Zeta’s S-looped opposite of Guri, Omega Leader turned in to flank Guri, and the other Zeta turned hard to block Talonbane. Vessery shot forward and bumped Guri. Talonbane did not bump the Zeta, but was very close, and Serrisu moved forward about 5-mm from the Zeta.
Now comes mistake #2. Serrisu used the Autoblaster on the Zeta and blanks out. Talonbane should have just shot the Zeta, but decides to take out Vessery instead…and does. Omega leader and one of the Zeta’s kill off Guri, but the other Zeta hits Serrisu hard, stripping the shield and giving her a damaged cockpit-PS 0.
Talonbane 5-K-turns to get to Omega Leader and 3-bank Serrisu to try to get him out of there. Once he moves his ships, I have Omega leader facing back at Talonbane at range 1, and a Zeta right behind him, and the other Zeta is trying to turn around. I have to take out Omega with one shot, but he uses his token and I only get him to 1-hull. Talonbane takes a pounding, but is still alive. I try to bank Talonbane out of there, but the other Zeta comes around and finishes him off.
We spend the next 15 minutes with me dancing PS 0 Serrisu around with the three FO’s, two with only 1 hull left, in hot pursuit. The game ends with me hard turning and barrel rolling to tuck behind a rock as I wait for Omega Leader and the healthy Tie to continue the chase by banking past the rock. Expecting him to go around the rock, he instead tries to cut over the rock with the healthy Tie, bumping me. Omega Leader then gets stuck behind him Rather than 1-health Omega Leader being flanked and right in front of Serrisu, it is reversed and Omega Leader is now flanking Serrisu at range 1.
Game over.
2-1, MOV 335.
Game 4: Ty
Ty brought: Miranda with TLT and Tactician
Biggs with R2-D2
Poe with R5-P9
The rocks were all in a tight blob in the center again. Ty puts Poe in the far right, with Biggs and Miranda inside of Poe. I line up in the lower left with Serrisu on the outside and Guri on the inside.
Ty turns all three to face the left side of the board.. I send Guri and Talonbane forward, but 2-turn Serrisu to the right. Ty then turns Biggs and Miranda into towards the middle, but keeps Poe going to my left. I turn in Talonbane and Guri towards the center, and have Serrisu dashing from left to right along the near edge. Ty then inches Miranda and Biggs forward at the edge of the rocks. Guri pulls into range 1 of Miranda, but Talonbane is blocked by a large rock and has to go around. Poe starts to turn in behind near the left edge of the board, but is a long way off. Serrisu is still making her way to the right board edge. Talonbane loses a shield to the TLT. Guri has no choice but to shoot Biggs and takes off his shields.
Miranda banks to the right to start going after Serrisu. Biggs comes in behind and bumps, regaining a shield. Poe starts shooting past the skirmish to pull in behind Serrisu which is just now beginning to turn back along the right board edge. Guri S-loops behind Biggs. Talonbane 1-banks short of Miranda, but Biggs is out of arc. Guri hits Biggs again, but he is still alive, and Talonbane removes all of Miranda’s shields in one shot. Miranda fires back at Talonbane and he loses a shield and takes one card.
Biggs banks to my left, Miranda starts to move fast towards Serrisu to my right. Poe is closing on Serrisu quickly. Serrisu moves to get into range 1 of Miranda. Talonbane rolls in behinds Biggs, but he is just out of arc. Guri moves forward and bumps Talonbane. Serrisu takes another 2 hull out of Miranda, but between Poe and Miranda, is down to one health. Serrisu and Talonbane have no shots. Poe and Miranda finish off Serrisu. Talonbane and Guri get un-wadded and start to chase after Biggs again as he starts to regain his shields. Poe is still trying to get back into the fight from finishing off Serrisu in the opposite corner, about the time Talonbane and Guri get Biggs boxed in. Miranda then shows up within range 1 and in arc of both of my ships, but also Biggs. Crap. Talonbane finishes Biggs with one shot. Guri rolls 2 hits and 2 crits and gets Miranda down to 1 hull. If Miranda did any damage that turn, I do not recall.
Miranda’s only move next turn sends her over a rock, which finishes her off. Guri and Talonbane circle around and hit Poe hard, not quite killing him. The final move of the game, Ty tried to talon-roll to get Talonbane in arc, but Talonbane 5 K-turned just past him and unloads with 4-hits.
3-1, MOV 504, 4th overall (behind #3 by 5 MOV).
I am happy with how I did.
Take-aways:
1). I have is that for two weeks I was running this list very defensively because of the low overall hit points and my poor history with the ships. When I did that, I was successful. The games I got into trouble in this tournament, I was much more aggressive and it did not work out well.
2). I am going to try to keep Serrisu closer to Talonbane. He needs the defensive help. Honestly, I forget to use Serrisu’s pilot ability about half of the time because it is not integral to how I am using the ship
3). Talonbane is a real house-wrecker when ignored
The next Store Championship is in about a week, and I think I am probably going to run this list again.