Scum and Villainy Podcast Episode 27: Preparing for Wave Late

By sozin, in X-Wing

Galactic Holonet! The S&V Podcast returns!

Welcome back to the Scum and Villainy Podcast. Kelvan, Antigrapist, sozin and Sable Gryphon sit down to review the new FFG Cargo ship pilot, cover what’s been popular so far in the store championship season, (re)introduce our new cabin boy, and and much more!

Podcast: List Juggler’s new Time Series charts

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If you have feedback or list suggestions, please send them to scumandvillainypodcast at gmail.com

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Shout out to our many patrons for helping the show, and in particular our Executive Producers:

  • Mr. Bubbles
  • Matthew Elisha Williams
  • Grayfax
  • Guido Kessels
  • Matt Siebert
  • Richard Haile
  • Michael Buccheri
  • Steve Harvey
  • Gregory Nussbaum
  • Ryan Payne
  • wereplatypus

This podcast includes parts of the song “March” by Dirt Monkey, available under a Creative Commons Attribution 3.0 license.

Edited by sozin

Perfect timing as usual, going for a Bike Ride after school! :D

I like that Sozin and I like our lists so much we fear telling people.

you forgot the dial for the ship...

1 Red Right

1Red Stop

1white Stop

1Green Stop

Why does the RSS feed bring in so many other podcasts now? The old one quit working.

Listening to a couple back eps so excited to here the good stuff.

Why does the RSS feed bring in so many other podcasts now? The old one quit working.

It is a configuration problem. TC has just got the podcasting stuff we needed set up over the weekend and it's not completely finished yet. In the next day or two the old feed should start working (i.e. redirecting you to the new S&V only feed address) and that new feed will be automatically linked in our posts instead a feed that includes every TC post.

I was the one who made the call to push the episode out today instead of waiting until everything was perfect, but I hate making people wait. Plus there are all those other podcasts that I want to beat to the punch. ;)

Thought regarding Sable's dislike of the Mist Hunter:

I've never like B-wing aces because they're so **** slow. They are too easy to mob early and destroy before they can make use of their close-range squirreliness to dodge arcs and punish ships at close range. G1As have a couple things going for them to overcome this weakness. Minorly, they have white 3-banks. Majorly, they have access to Cloaking Device.

Imagine a ship with PTL, Advanced Sensors, and Cloaking Device (other stuff as you like). At the first stage of an engagement, you cloak. This gives you a big defense advantage against massed low quality attacks, the traditional enemy of b-wings. Next turn (or this turn if the cloak breaks), you perform your decloak, then AS/PTL actions. This should put you in the middle of an enemy formation, where some very strong maneuverability and close range firepower will be very advantageous. If you take 4-lom, you're handing that PTL stress off as well.

B-wings can't do this really in any way.

Yay!! Been waiting for the next one!

Any chance anyone has a link to the videos from the tournament Sable played in, with the slowplaying TLT guy?

Thought regarding Sable's dislike of the Mist Hunter:

I've never like B-wing aces because they're so **** slow. They are too easy to mob early and destroy before they can make use of their close-range squirreliness to dodge arcs and punish ships at close range. G1As have a couple things going for them to overcome this weakness. Minorly, they have white 3-banks. Majorly, they have access to Cloaking Device.

Imagine a ship with PTL, Advanced Sensors, and Cloaking Device (other stuff as you like). At the first stage of an engagement, you cloak. This gives you a big defense advantage against massed low quality attacks, the traditional enemy of b-wings. Next turn (or this turn if the cloak breaks), you perform your decloak, then AS/PTL actions. This should put you in the middle of an enemy formation, where some very strong maneuverability and close range firepower will be very advantageous. If you take 4-lom, you're handing that PTL stress off as well.

B-wings can't do this really in any way.

I'm on that boat. I don't know if misthunter spam will be a thing, but certainly 4lom and zuckass have a place.

Thought regarding Sable's dislike of the Mist Hunter:

I've never like B-wing aces because they're so **** slow. They are too easy to mob early and destroy before they can make use of their close-range squirreliness to dodge arcs and punish ships at close range. G1As have a couple things going for them to overcome this weakness. Minorly, they have white 3-banks. Majorly, they have access to Cloaking Device.

Imagine a ship with PTL, Advanced Sensors, and Cloaking Device (other stuff as you like). At the first stage of an engagement, you cloak. This gives you a big defense advantage against massed low quality attacks, the traditional enemy of b-wings. Next turn (or this turn if the cloak breaks), you perform your decloak, then AS/PTL actions. This should put you in the middle of an enemy formation, where some very strong maneuverability and close range firepower will be very advantageous. If you take 4-lom, you're handing that PTL stress off as well.

B-wings can't do this really in any way.

I'm on that boat. I don't know if misthunter spam will be a thing, but certainly 4lom and zuckass have a place.

Yeah, I don't think spam will work too well either, although it's interesting to think about. PS3 spam might make it pretty interesting if it's 23 points, lots of upgrade options with crew, illicits, and systems, or even EPTs if they have EPTs. 4 PS3 B-wings with Tactician isn't awful, with Adaptability you could make them PS4 to beat the U-boats and tie with Crack Squadron pilots (or possibly drop to PS 2 and block stuff as needed).

Before I listen and get excited, did I get the English accents promised to me? ;)

Yes, yes I did get eviscerated in my Season 0 game #6!

Proton Torpedoes + Deadeye + R4 + Guidance Chips is REALLY good. It has a 90% chance of landing 4 hits.

Plasma Torps is about a 74% chance to land 4 hits.

Yes, yes I did get eviscerated in my Season 0 game #6!

Proton Torpedoes + Deadeye + R4 + Guidance Chips is REALLY good. It has a 90% chance of landing 4 hits.

Plasma Torps is about a 74% chance to land 4 hits.

Edited by Biophysical

Yes, yes I did get eviscerated in my Season 0 game #6!

Proton Torpedoes + Deadeye + R4 + Guidance Chips is REALLY good. It has a 90% chance of landing 4 hits.

Plasma Torps is about a 74% chance to land 4 hits.

Was that with "Maximum Danger Zone"? Between PS and defensive/offensive profile of the lists it seems like a really hard matchup for a PS2 stress list. Seems like a Warden or Y-wing is gone before it fires, and even of they never get anybody lined up again, the JMs can just pepper away with accurate Primary shots against AGI1 targets.

Yup.

Combat round 1:

  • Plamsa #1 goes off on K-wing #1, 4 hits. No point in rolling evade dice.
  • Plamsa #2 goes off on K-wing #2, 4 hits. No point in rolling evade dice.
  • Proton goes off vs Bandit, 4 hits. Yay, I get to roll green dice! 2 blanks. Bandit is dead.
  • I do 4 damage back, between my two K-wings and stresshog.

Combat round 2:

  • I block all his ships with K-wing #1 so he gets no actions. However K-wing #2 is within R1 of one of the Scouts.
  • All 3 Scouts fire at the K-wing (at 5 hull) and kill it before it fires.

It's now my stresshog and a 5 hull K-wing vs 23 hit points behind 2AGI, and one more proton torpedo in the tube. I managed to kill one and get the other to half points. He probably would have been even better off firing the proton at a wounded K-wing, since he had a good chance of killing it outright.

Even so, there was almost no chance for me. This is pretty close to automatically losing in the list building phase, so I'm likely retiring Max Danger Zone once wave 8 comes out. I would have to get the perfect engagement where I could SLAM one K-wing to block all his actions to deny any torpedo shots, and then put stress and bump his ships so he never got actions to fire the torpedoes. It's possible, but the player skill gap would have to be very high. It's unlikely you could pull this off in an elimination match against a competent player.

Edited by MajorJuggler

I know there's a lot of similarities between the B-wing and Mist Hunter generics, but there's one big difference that will work in their favor - crew. Not the slot, but the difference between Scum Crew and Rebel Crew. Rebels don't have nearly as good offensive crew options as Scum. Scum have Dengar and K4 which paired with a focus can get you a very reliable and potent attack on a generic. How many other non-ept toting generics can get a reliable 3 dice attack like that?

Edited by Gather

Before I listen and get excited, did I get the English accents promised to me? ;)

Heck no.... they didn't even mention it... they just distracted everyone with talk of the FFG Cargo Ship!

Yes, yes I did get eviscerated in my Season 0 game #6!

Proton Torpedoes + Deadeye + R4 + Guidance Chips is REALLY good. It has a 90% chance of landing 4 hits.

Plasma Torps is about a 74% chance to land 4 hits.

Was that with "Maximum Danger Zone"? Between PS and defensive/offensive profile of the lists it seems like a really hard matchup for a PS2 stress list. Seems like a Warden or Y-wing is gone before it fires, and even of they never get anybody lined up again, the JMs can just pepper away with accurate Primary shots against AGI1 targets.

Yup.

Combat round 1:

  • Plamsa #1 goes off on K-wing #1, 4 hits. No point in rolling evade dice.
  • Plamsa #2 goes off on K-wing #2, 4 hits. No point in rolling evade dice.
  • Proton goes off vs Bandit, 4 hits. Yay, I get to roll green dice! 2 blanks. Bandit is dead.
  • I do 4 damage back, between my two K-wings and stresshog.

Combat round 2:

  • I block all his ships with K-wing #1 so he gets no actions. However K-wing #2 is within R1 of one of the Scouts.
  • All 3 Scouts fire at the K-wing (at 5 hull) and kill it before it fires.

It's now my stresshog and a 5 hull K-wing vs 23 hit points behind 2AGI, and one more proton torpedo in the tube. I managed to kill one and get the other to half points. He probably would have been even better off firing the proton at a wounded K-wing, since he had a good chance of killing it outright.

Even so, there was almost no chance for me. This is pretty close to automatically losing in the list building phase, so I'm likely retiring Max Danger Zone once wave 8 comes out. I would have to get the perfect engagement where I could SLAM one K-wing to block all his actions to deny any torpedo shots, and then put stress and bump his ships so he never got actions to fire the torpedoes. It's possible, but the player skill gap would have to be very high. It's unlikely you could pull this off in an elimination match against a competent player.

Oof, yeah that's rough. You think that list drives base PS up to 4? Seems like it would wreck something like 4 TLT Y-wings just as hard as Max Danger Zone, maybe even harder.

Before I listen and get excited, did I get the English accents promised to me? ;)

Heck no.... they didn't even mention it... they just distracted everyone with talk of the FFG Cargo Ship!

Really? :( that's very disappointing - after bemoaning no good uk podcasts they said they'd scratch my itch with some good English accents - I promised if they did that I'd listen to them as long as they were broadcasting...

So much for fan service...

Oof, yeah that's rough. You think that list drives base PS up to 4? Seems like it would wreck something like 4 TLT Y-wings just as hard as Max Danger Zone, maybe even harder.

It will certainly make the PS3/4 bid more attractive than it was before. Without getting into all the gory number details, ships that are glass cannons or high burst DPS want to be shooting first. The Scouts are great torpedo carriers because even if they are lower PS, the one getting focused in the first round should still be able to weather the storm and stay alive to shoot, with its 9 hit points behind 2AGI. And if the opponent is PS2 or lower, then the Scouts almost automatically remove a ship from the board before it shoots.

Proton Torpedo + Deadeye + R4 + GC vs a focused Y-wing does, on average, 3.27 points of damage. So vs quad TLT, figure that one of the TLTs will be removed from the board on the first round. They won't be able to kill a U-boat, so then the ones with extra munitions reload and try to find another target. Plus the PS3 Scouts get to barrel roll into the Y-wing's donut hole after they move at PS2. It could get really ugly really fast.

Biggs + R4-D6 + IA is looking like a halfway decent ship in wave 8 at 26 points. Unfortunately R4-D6 doesn't count critical hits towards its 3 damage cap, so vs Proton Torpedoes he will still typically be eating 2 hits and a crit per U-boat. He could still commonly die in 2 shots and the 3rd U-Boat gets to target something else anyway.

When I've been testing some squads against them, I've found that it's pretty much required to attack them through a central asteroid field. This gives you a little cover, but more importantly it makes huge chunks of the board where they can't fire effectively. Arced attacks (for the torps) + an action required for an attack, + lots of moves that deny actions or attacks outright, and it really jams up the Jumpmaster offense. This lets you hopefully avoid them concentrating fire long enough to make things a lot more interesting. I don't know that it works with low PS TLT carriers that we're discussing, but I think it works with a lot of other squads.

When I've been testing some squads against them, I've found that it's pretty much required to attack them through a central asteroid field. This gives you a little cover, but more importantly it makes huge chunks of the board where they can't fire effectively. Arced attacks (for the torps) + an action required for an attack, + lots of moves that deny actions or attacks outright, and it really jams up the Jumpmaster offense. This lets you hopefully avoid them concentrating fire long enough to make things a lot more interesting. I don't know that it works with low PS TLT carriers that we're discussing, but I think it works with a lot of other squads.

I've heard gammas with chimps as an option. That being said that seems more like a counter than a solid by itself list.

When I've been testing some squads against them, I've found that it's pretty much required to attack them through a central asteroid field. This gives you a little cover, but more importantly it makes huge chunks of the board where they can't fire effectively. Arced attacks (for the torps) + an action required for an attack, + lots of moves that deny actions or attacks outright, and it really jams up the Jumpmaster offense. This lets you hopefully avoid them concentrating fire long enough to make things a lot more interesting. I don't know that it works with low PS TLT carriers that we're discussing, but I think it works with a lot of other squads.

I've heard gammas with chimps as an option. That being said that seems more like a counter than a solid by itself list.

Yeah, I'm thinking tactics to use with any list, not a meta counter. Put rocks between you and them. They either have to turn away or go through, and either way, they're not putting all 3 torp shots on one target that opening turn, and they might not get 2 torps on one target if you have a good approach. Of course, this means the torps are left for later turns, but I'm firmly in the school that believes in just surviving the initial exchange and then exploiting the chaos of the furball.

Edited by Biophysical

Just looking at raw damage output, Long Range Scanners is better than Guidance Chips for Concussion Missiles and Homing Missiles, and Guidance Chips is better on Proton Torpedoes.

Some examples for hits+crits rolled after all the mods:

  1. Proton Torpedo + Deadeye + R4 + GC. 3.89 avg hits, 90% chance 4 hits.
  2. Homing Missile + LRS for stacking TL+F: 3.75 avg damage, 77.25% chance 4 hits.
  3. Concussion Missile + LRS for stacking TL+F: 3.68 avg hits, 73.8% chance 4 hits.
  4. Proton Torpedo + GC: 3.5 avg hits, 59.4% chance 4 hits.

The latter also has no way of getting a reliable lock on the target, and should see the least use once Imperial Veterans comes out.

We still don't know what Overcharged Agromech does.

Edited by MajorJuggler