Help with a Scum list

By Snodherm, in X-Wing Squad Lists

I'm making my first Scum list since wave 8 dropped (for a tournament) and am debating a 3 ship build vs a 4 ship build, below.

I could drop the Z-95 and free up those 12 points elsewhere (unhinged astromech on the Y, extra munitions on the other scout, Boba Fett somewhere, maybe a glitterstim or two). But I like having the 4th ship in there. Just not sure how worth it a naked Z is vs what those other upgrades could bring.

Full disclosure: I'm not a great pilot. I have probably about 20 games of xwing under my belt total and I haven't flown any wave 8 ships yet so I have no idea if this list at 3 OR 4 ships will even be viable. I don't want to go the 3 U-boat list (although two might be nearly as bad) but I want to try Scum and am looking for something that might give me a chance to win a few with average piloting.

Any thoughts or critiques would be helpful.

Thanks!

Syndicate Thug (24)

Y-Wing (18), Twin Laser Turret (6)

Contracted Scout (33)

JumpMaster 5000 (25), Extra Munitions (2), Proton Torpedoes (4), Overclocked R4 (1), Deadeye (1), Guidance Chips (0)

Contracted Scout (31)

JumpMaster 5000 (25), Proton Torpedoes (4), Overclocked R4 (1), Deadeye (1), Guidance Chips (0)

Binayre Pirate (12)

Keeping a single Z-95 helps sometimes and I'm not sure you'd benefit more from pimping your current squad already. But there's one slight change I'd propose to this list:

- Downgrade both ProTorps to Plasma Torps

- Add Extra Munitions to the JM5K without them

OR (if you're feeling confident that you won't miss a second torp shot)

- Downgrade one ProTorp to PlasmaTorp

- Add Unhinged Astromech to your Thug

Either way, it'll only improve your squad's overall performance and pack a better punch against high shields.

I haven't had a chance to use my Jump Master with munitions yet but at my store tournament, 2 of the top 4 were triple u-boat with various munitions. The fact is the ship is a nice ship, great stats, great dial (that white s-loop is love). I've used Dengar and Tel Trevura with Punishing one and crew and whatnot.

I would suggest dropping the z-95 to improve the rest of your list. For 5 of those 12 points you could upgrade one Jumpmaster to Tel Trevura, another 3 gives him hull upgrade (which with his pilot ability doubles its value). The Hull Upgrade would take away a guidance chip but you'd essentially be gaining 2 hull from it. So really it'd be up to you. Even if you skill the hull upgrade it's still a nice ability Unhinged Astromech on a Y-wing is love. Pretty much all the new bounty hunter crew cards are great in their own way, though Boba and Dengar are probably the best of the group.

I'd say until you get used to piloting the ships if you really want to go the muntions route your idea of using the 12 points to upgrade the ships a bit more is definitely sound.

Something you could do that would put you at 100 is

Hired Gun Y-wing (20), Twin Laster Turret (6), Unhinged Astromech (1)

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

Tel Trevura (30), Extra Muntions (2), Proton Torpedoes (4), Overclocked R4 (1), Deadeye (1), Guidance Chips (0), Boba Fett (1)

I think the value you get out of that second extra munitions, the crew and the unhinged would outweigh what you'd get from the base z-95.

That said, if you're worried about your piloting skill it might be better to go with the Punishing One title on one of the u-boats and build it around turretting. Also, basically every scum large ship is great in some way so if you have them, play around and see what works for you. I did quite well with Guri, IG and an M3A, in another tournament I was 5th overall with Dengar and Boba. Scum has a lot of great stuff going for it but experimenting definitely helps, especially with refining lists.

Looking at running something similar with

JumpMaster (Deadeye, Proton Torp, EM, R4 Agro, GC) 34 x 2

And either Talonbane in his Kihraxz (Adapt, Cloak, Stygium)

OR

Kavil in his Y-Wing with (Adapt, TLT, Unhinged) for the last 32... I'm a big fan of Kavil as a potential Ace hunter, but at only 32 points it is pretty light... Ideally Predator on either of the "other" ships... But back to the OP, I'd seriously consider dropping the Z-95 to upgrade the other three ships... At least the PS 4 Y-Wing to potentially ping a few shields before the Protons hit... Getting Criticals to the Hull is pretty nice :-) Just my opinion of course though...

My friend is currently experimenting with S&V builds. The more I play against his squadrons, I see the potential for the faction. Their large ships, especially now that the u-boat torpedo ship is a thing, are a huge asset when supported by the right fighters.

That being said, I have to agree with the others posting here. Drop the Headhunter and use those points to bolster the rest of your squad.

Unhinged astromech is sick on a Wishbone... definitely a must have.