Loadout and list building of the Contracted Scout

By Chief Hugh, in X-Wing

I have no idea where to start with the pilot/ship. I can see where Dengar fits in and his role but not the CS. I can see it has a good platform for a torpedo launcher. How are you planning on using this ship? Where does R5-P8 fit in?

The wolfpack...

Contracted Scout (25)
Deadeye (1)
Extra Munitions (2)
Proton Torpedoes (4)
R4 Agromech (2)
Guidance Chips (0)
Contracted Scout (25)
Deadeye (1)
Extra Munitions (2)
Plasma Torpedoes (3)
R4 Agromech (2)
Guidance Chips (0)
Contracted Scout (25)
Deadeye (1)
Extra Munitions (2)
Plasma Torpedoes (3)
R4 Agromech (2)
Guidance Chips (0)
Total: 100

Funny how after all these dedicated munitions carriers in the game, it's going to be a large based turret that takes the world by storm with torpedoes. ;)

What I remain curious about: how best to fly just the one?

They can be super-strong as blockers. Intel Agent, Feedback Array, Intimidation.

Anti ace tech:

Contracted Scout — JumpMaster 5000 25

Intimidation 2

Intelligence Agent 1

R5-P8 3

Feedback Array 2

Anti-Pursuit Lasers 2

Ship Total: 35

How does Soontir for example beat this 1v1?

Edited by Dardinos

I have no idea where to start with the pilot/ship. I can see where Dengar fits in and his role but not the CS. I can see it has a good platform for a torpedo launcher. How are you planning on using this ship?

SUper blocker!

Intimidation, Ion projector and Intel crew for MAXIMUM FUN

The wolfpack...

Contracted Scout (25)
Deadeye (1)
Extra Munitions (2)
Proton Torpedoes (4)
R4 Agromech (2)
Guidance Chips (0)
Contracted Scout (25)
Deadeye (1)
Extra Munitions (2)
Plasma Torpedoes (3)
R4 Agromech (2)
Guidance Chips (0)
Contracted Scout (25)
Deadeye (1)
Extra Munitions (2)
Plasma Torpedoes (3)
R4 Agromech (2)
Guidance Chips (0)
Total: 100

Wolves, notoriously bad at math.

Looks like you forgot one there.

The wolfpack...

Contracted Scout (25)
Deadeye (1)
Extra Munitions (2)
Proton Torpedoes (4)
R4 Agromech (2)
Guidance Chips (0)
Contracted Scout (25)
Deadeye (1)
Extra Munitions (2)
Plasma Torpedoes (3)
R4 Agromech (2)
Guidance Chips (0)
Contracted Scout (25)
Deadeye (1)
Extra Munitions (2)
Plasma Torpedoes (3)
R4 Agromech (2)
Guidance Chips (0)
Total: 100

Wolves, notoriously bad at math.

Looks like you forgot one there.

They're 25 base, 33 with upgrades putting the list to 99 points

1 has proton torpedoes... 1 pt more.

Anti ace tech:

Contracted Scout — JumpMaster 5000 25

Intimidation 2

Intelligence Agent 1

R5-P8 3

Feedback Array 2

Anti-Pursuit Lasers 2

Ship Total: 35

How does Soontir for example beat this 1v1?

I think the answer is by going zippy fast and having autothrusters. Intelligence agent helps maybe but if soontir just uses the 5k and speedy straight greens to play a little different and avoid range 1 then it's just a matter of time before that poor scout is dead. 2 dice primary isn't gonna punch through 3-4 greens with thrusters. It's a departure from easy mode soontir where you always take a 2 hard then figure out where to go from there but still possible and honestly favors soontir if he flies well.

The wolfpack...

Contracted Scout (25)
Deadeye (1)
Extra Munitions (2)
Proton Torpedoes (4)
R4 Agromech (2)
Guidance Chips (0)
Contracted Scout (25)
Deadeye (1)
Extra Munitions (2)
Plasma Torpedoes (3)
R4 Agromech (2)
Guidance Chips (0)
Contracted Scout (25)
Deadeye (1)
Extra Munitions (2)
Plasma Torpedoes (3)
R4 Agromech (2)
Guidance Chips (0)
Total: 100

Wolves, notoriously bad at math.

Looks like you forgot one there.

Sandwiches, even worse with noting the details.

As noted above, Protons on one, Plasma on two and three.

Funny how after all these dedicated munitions carriers in the game, it's going to be a large based turret that takes the world by storm with torpedoes. ;)

What I remain curious about: how best to fly just the one?

If Y-Wings had an EPT slot without giving up the droid, this probably would have happened a long time ago, in galaxy much closer to home.

Edit: To be fair, Kavil could have done it before, but it would be entirely pointless with his innate ability.

Edited by Slugrage

Anti ace tech:

Contracted Scout — JumpMaster 5000 25

Intimidation 2

Intelligence Agent 1

R5-P8 3

Feedback Array 2

Anti-Pursuit Lasers 2

Ship Total: 35

How does Soontir for example beat this 1v1?

I think the answer is by going zippy fast and having autothrusters. Intelligence agent helps maybe but if soontir just uses the 5k and speedy straight greens to play a little different and avoid range 1 then it's just a matter of time before that poor scout is dead. 2 dice primary isn't gonna punch through 3-4 greens with thrusters. It's a departure from easy mode soontir where you always take a 2 hard then figure out where to go from there but still possible and honestly favors soontir if he flies well.

I think you underestimate the nuisance ability of a low-PS large base ship with barrel roll and Intel Agent, especially one with a dial as good as the Contracted Scout.

And if Soontir is avoiding the Range 1-2 band, then he's giving the Scout a defensive bonus while doing nothing to mitigate R5-P8. If Soontir's plan is to shoot three red dice against three green dice backing nine health, with a 50/50 chance of suffering one damage on every attack, then he probably needs to have a Plan B in his pocket.

Anti ace tech:

Contracted Scout — JumpMaster 5000 25

Intimidation 2

Intelligence Agent 1

R5-P8 3

Feedback Array 2

Anti-Pursuit Lasers 2

Ship Total: 35

How does Soontir for example beat this 1v1?

I think the answer is by going zippy fast and having autothrusters. Intelligence agent helps maybe but if soontir just uses the 5k and speedy straight greens to play a little different and avoid range 1 then it's just a matter of time before that poor scout is dead. 2 dice primary isn't gonna punch through 3-4 greens with thrusters. It's a departure from easy mode soontir where you always take a 2 hard then figure out where to go from there but still possible and honestly favors soontir if he flies well.

I think you underestimate the nuisance ability of a low-PS large base ship with barrel roll and Intel Agent, especially one with a dial as good as the Contracted Scout.

And if Soontir is avoiding the Range 1-2 band, then he's giving the Scout a defensive bonus while doing nothing to mitigate R5-P8. If Soontir's plan is to shoot three red dice against three green dice backing nine health, with a 50/50 chance of suffering one damage on every attack, then he probably needs to have a Plan B in his pocket.

he has autothrusters and a ton of tokens, I bet he'll win the fire exchange.

Anti ace tech:

Contracted Scout — JumpMaster 5000 25

Intimidation 2

Intelligence Agent 1

R5-P8 3

Feedback Array 2

Anti-Pursuit Lasers 2

Ship Total: 35

How does Soontir for example beat this 1v1?

I think the answer is by going zippy fast and having autothrusters. Intelligence agent helps maybe but if soontir just uses the 5k and speedy straight greens to play a little different and avoid range 1 then it's just a matter of time before that poor scout is dead. 2 dice primary isn't gonna punch through 3-4 greens with thrusters. It's a departure from easy mode soontir where you always take a 2 hard then figure out where to go from there but still possible and honestly favors soontir if he flies well.

I think you underestimate the nuisance ability of a low-PS large base ship with barrel roll and Intel Agent, especially one with a dial as good as the Contracted Scout.

And if Soontir is avoiding the Range 1-2 band, then he's giving the Scout a defensive bonus while doing nothing to mitigate R5-P8. If Soontir's plan is to shoot three red dice against three green dice backing nine health, with a 50/50 chance of suffering one damage on every attack, then he probably needs to have a Plan B in his pocket.

he has autothrusters and a ton of tokens, I bet he'll win the fire exchange.

He's not talking about the fire exchange. he's talking about r5-p8, who has a 50% chance of doing guaranteed unblockable damage to soontir every time soontir shoots the scout. On top of the 50% chance of doing damage to soontir if you block him, and the 100% chance of feedbacking him if he gets into range 1, which you can probabaly arrange with intel agent and barrel roll on a large base ship.

I'm more of a minimalist, give me the scout and IA and adaptability (-1 PS) for hands down the best blocker in the game.

That leave's more points for the damage dealing ships in the list.

Anti ace tech:

Contracted Scout — JumpMaster 5000 25

Intimidation 2

Intelligence Agent 1

R5-P8 3

Feedback Array 2

Anti-Pursuit Lasers 2

Ship Total: 35

How does Soontir for example beat this 1v1?

I think the answer is by going zippy fast and having autothrusters. Intelligence agent helps maybe but if soontir just uses the 5k and speedy straight greens to play a little different and avoid range 1 then it's just a matter of time before that poor scout is dead. 2 dice primary isn't gonna punch through 3-4 greens with thrusters. It's a departure from easy mode soontir where you always take a 2 hard then figure out where to go from there but still possible and honestly favors soontir if he flies well.

I think you underestimate the nuisance ability of a low-PS large base ship with barrel roll and Intel Agent, especially one with a dial as good as the Contracted Scout.

And if Soontir is avoiding the Range 1-2 band, then he's giving the Scout a defensive bonus while doing nothing to mitigate R5-P8. If Soontir's plan is to shoot three red dice against three green dice backing nine health, with a 50/50 chance of suffering one damage on every attack, then he probably needs to have a Plan B in his pocket.

Entirely possible I underestimate it but I'm pretty positive people consistently overestimate these low ps intel agent blockers (see also any discussion including outer rim smugglers). Heck the forums in general overestimate the absoluteness of most things in this game.

It's entirely possible it's true that the super block scout can kill soontir 1v1 but one of those ships feels much more likely to get to the end game with full health and it's definitely Soontir.

I regularly ruin Soontir with Intel agent and APL on a YT-2400. With feedback array and intimidation on this ship too, there are few worse scenarios for Soontir.

Anti ace tech:

Contracted Scout — JumpMaster 5000 25

Intimidation 2

Intelligence Agent 1

R5-P8 3

Feedback Array 2

Anti-Pursuit Lasers 2

Ship Total: 35

How does Soontir for example beat this 1v1?

I think the answer is by going zippy fast and having autothrusters. Intelligence agent helps maybe but if soontir just uses the 5k and speedy straight greens to play a little different and avoid range 1 then it's just a matter of time before that poor scout is dead. 2 dice primary isn't gonna punch through 3-4 greens with thrusters. It's a departure from easy mode soontir where you always take a 2 hard then figure out where to go from there but still possible and honestly favors soontir if he flies well.

I think you underestimate the nuisance ability of a low-PS large base ship with barrel roll and Intel Agent, especially one with a dial as good as the Contracted Scout.

And if Soontir is avoiding the Range 1-2 band, then he's giving the Scout a defensive bonus while doing nothing to mitigate R5-P8. If Soontir's plan is to shoot three red dice against three green dice backing nine health, with a 50/50 chance of suffering one damage on every attack, then he probably needs to have a Plan B in his pocket.

Entirely possible I underestimate it but I'm pretty positive people consistently overestimate these low ps intel agent blockers (see also any discussion including outer rim smugglers). Heck the forums in general overestimate the absoluteness of most things in this game.

It's entirely possible it's true that the super block scout can kill soontir 1v1 but one of those ships feels much more likely to get to the end game with full health and it's definitely Soontir.

I've flown the scout blocker on vassal and blocked higher PS aces multiple turns in a row (generally scout blocked first, then another ship blocked the next round). I haven't played it a ton to be able to say it's something I'll manage all the time, but it's worked so far. As for soontir being more likely to get to the end game, you might be surprised. So far in the games I've tried it the scout is pretty much the last target, as the other pilots are the ones that are actually scarier and doing most of the damage for you (though I'm not flying it with r5p8 for it to be quite as scary to a soontir late game)

Anti ace tech:

Contracted Scout — JumpMaster 5000 25

Intimidation 2

Intelligence Agent 1

R5-P8 3

Feedback Array 2

Anti-Pursuit Lasers 2

Ship Total: 35

How does Soontir for example beat this 1v1?

I think the answer is by going zippy fast and having autothrusters. Intelligence agent helps maybe but if soontir just uses the 5k and speedy straight greens to play a little different and avoid range 1 then it's just a matter of time before that poor scout is dead. 2 dice primary isn't gonna punch through 3-4 greens with thrusters. It's a departure from easy mode soontir where you always take a 2 hard then figure out where to go from there but still possible and honestly favors soontir if he flies well.

I think you underestimate the nuisance ability of a low-PS large base ship with barrel roll and Intel Agent, especially one with a dial as good as the Contracted Scout.

And if Soontir is avoiding the Range 1-2 band, then he's giving the Scout a defensive bonus while doing nothing to mitigate R5-P8. If Soontir's plan is to shoot three red dice against three green dice backing nine health, with a 50/50 chance of suffering one damage on every attack, then he probably needs to have a Plan B in his pocket.

Entirely possible I underestimate it but I'm pretty positive people consistently overestimate these low ps intel agent blockers (see also any discussion including outer rim smugglers). Heck the forums in general overestimate the absoluteness of most things in this game.

It's entirely possible it's true that the super block scout can kill soontir 1v1 but one of those ships feels much more likely to get to the end game with full health and it's definitely Soontir.

I had an instance last month where I ran into a top player flying a Wild Space Fringer with IA and APLs. I was flying Poe, and he was a constant thorn in my side. There was little I could do to get away from him, and the constant aggro of action loss and anti-pursuit lasers made life very difficult. I won the match, but it was a razor-thin modified win and I'm pretty confident I would have lost had the game gone another 10 minutes.

Plus, it's not just a super-block Scout. It's a super-block scout with 65 points of backup. Scum can do a lot with 65 points.

Anti ace tech:

Contracted Scout — JumpMaster 5000 25

Intimidation 2

Intelligence Agent 1

R5-P8 3

Feedback Array 2

Anti-Pursuit Lasers 2

Ship Total: 35

How does Soontir for example beat this 1v1?

I think the answer is by going zippy fast and having autothrusters. Intelligence agent helps maybe but if soontir just uses the 5k and speedy straight greens to play a little different and avoid range 1 then it's just a matter of time before that poor scout is dead. 2 dice primary isn't gonna punch through 3-4 greens with thrusters. It's a departure from easy mode soontir where you always take a 2 hard then figure out where to go from there but still possible and honestly favors soontir if he flies well.

I think you underestimate the nuisance ability of a low-PS large base ship with barrel roll and Intel Agent, especially one with a dial as good as the Contracted Scout.

And if Soontir is avoiding the Range 1-2 band, then he's giving the Scout a defensive bonus while doing nothing to mitigate R5-P8. If Soontir's plan is to shoot three red dice against three green dice backing nine health, with a 50/50 chance of suffering one damage on every attack, then he probably needs to have a Plan B in his pocket.

Entirely possible I underestimate it but I'm pretty positive people consistently overestimate these low ps intel agent blockers (see also any discussion including outer rim smugglers). Heck the forums in general overestimate the absoluteness of most things in this game.

It's entirely possible it's true that the super block scout can kill soontir 1v1 but one of those ships feels much more likely to get to the end game with full health and it's definitely Soontir.

Soonts isn't going anywhere when blocked ;)

Ors is just garbage. Scout is fairly proved and comes standard with broll and tools the ors dreams of (ala feedback)

R5p9 is the least unnecessary IMO; more for fun

Just want one?

K4 + unhinged + Pun-1 = 41 pts.

Pretty good value and you still have your EPT, illicit and mod slots open for additional customization.

Or for 2 points more, make it a Manaroo!

I had an instance last month where I ran into a top player flying a Wild Space Fringer with IA and APLs. I was flying Poe, and he was a constant thorn in my side. There was little I could do to get away from him, and the constant aggro of action loss and anti-pursuit lasers made life very difficult. I won the match, but it was a razor-thin modified win and I'm pretty confident I would have lost had the game gone another 10 minutes.

Plus, it's not just a super-block Scout. It's a super-block scout with 65 points of backup. Scum can do a lot with 65 points.

As for the other 65 points that certainly is true of both but my original post was responding to 'how does soontir 1v1 the super block scout'. Turns out the empire can do a lot with 65 points too but soontir fel would admittedly have trouble flying 100 vs. 35.

Edited by nigeltastic

I had an instance last month where I ran into a top player flying a Wild Space Fringer with IA and APLs. I was flying Poe, and he was a constant thorn in my side. There was little I could do to get away from him, and the constant aggro of action loss and anti-pursuit lasers made life very difficult. I won the match, but it was a razor-thin modified win and I'm pretty confident I would have lost had the game gone another 10 minutes.

Plus, it's not just a super-block Scout. It's a super-block scout with 65 points of backup. Scum can do a lot with 65 points.

As for the other 65 points that certainly is true of both but my original post was responding to 'how does soontir 1v1 the super block scout'. Turns out the empire can do a lot with 65 points too but soontir fel would admittedly have trouble flying 100 vs. 35.

That's where my earlier comment comes in. In that matchup, the rest of the scum list will be shooting at the rest of soontir's list (if you don't manage to block soontir, if you do, you'll probably kill soontir anyway and then there's no chacne of it coming down to scout vs soontir regardless). Meanwhile, soontir's list is probalby going to be shooting everyone that's NOT the scout, as those will generally be the scarier shooty ships, which leaves decent odds of the scout being th elast ship on the board for the scum side.

That's where my earlier comment comes in. In that matchup, the rest of the scum list will be shooting at the rest of soontir's list (if you don't manage to block soontir, if you do, you'll probably kill soontir anyway and then there's no chacne of it coming down to scout vs soontir regardless). Meanwhile, soontir's list is probalby going to be shooting everyone that's NOT the scout, as those will generally be the scarier shooty ships, which leaves decent odds of the scout being th elast ship on the board for the scum side.

This is a very reasonable point. Heavily depends on the lists though. If the rest of the scum is some amount of tlt or something soontir can safely ignore it's possible that the big flying asteroid with feedback bumps up higher in priority since if that ship catches soontir he's certainly dead.