My attempt at a G1-A Starfighter Scum build

By xtoddh, in X-Wing Squad Lists

I've always been a scum fan and I have been toying around lately with a build with Zuckuss. Plan is to try and keep Palob near Zuckuss to help strip a focus away from potential shots against Zuckuss which helps SJ. Manaroo will act as a bumpmaster handing Zuckuss target locks and if possible a focus. Zuckuss will take evade almost always. Let me know your thought. This is my first squad post here so looking for feedback.

Another version of this build had 4Lom pilot with Zuckuss crew and either VI or maybe even Juke.

Manaroo (27)

Intimidation (2)

K4 Security Droid (3)

Unhinged Astromech (1)

Feedback Array (2)

Anti-Pursuit Lasers (2)

Palob Godalhi (20)

Adaptability (0)

Twin Laser Turret (6)

Dengar (3)

Zuckuss (28)

Veteran Instincts (1)

4-LOM (1)

Sensor Jammer (4)

Total: 100

View in Yet Another Squad Builder

Looks like a fun list. I fought a Mist Hunter this weekend.

Zuckuss 34

Juke

Dengar

Title

He would take the evade action, took the extra die on every attack, and minced my squad pretty handily. I think it's crazy to not take the title for only one point. The barrel roll makes it worth it. Same price too! Maybe put 4-Lom with Palob?

Hmm didn't even think of popping 4Lom on Palob instead.

juke isn't worth it

it will never equal the amount of damage you lose by not focusing

What about Zuckuss with FCS, Juke, 4LOM, title?

4LOM freezes Focus after you just Juked an evade. Successive shots have TL. I dunno, polishing turds.

I think FCS has more value than SJs, but other than that its something I'd put on the table myself. Could drop Unhinged and give Zuckuss FCS to give Palob the Moldy Crow title to make him a tankier ship.

I'm trying super hard to get G-1As to work, and am up to 4-1-0 with my current version. The other day it was mentioned that G-1As suffer from the "need to be second biggest threat" syndrome, otherwise they die a little too fast. One way to get past that is Sensor Jammer, another option is action efficiency to be able to always take the evade token, and the third option is to run two of them! That means one will always be second target!

I went with all three options!

Zuckuss (37)

Veteran Instincts

Dengar (crew)

Sensor Jammer

Mist Hunter + Tractor Beam

This gives a PS9 repositioning ship that always has a bit of offensive re-rolls, and sensor jammer means that they can't spend their focus on defense because of pretty much guaranteeing they need it on an attack or can't re-roll with the R4 agromech target lock.

4-LOM (34)

Stay On Target

Advanced Sensors

Outlaw Tech

As long as you can always pass the stress token with his ability, he can advance sensors an evade (or target lock if you are pretty sure you won't get shot) and then SoT to a red maneuver, getting a focus and stress to pass!

There are some other options here, Fire Control Systems is a cheaper systems slot, but it is offense-only. I'm not 100% sold on VI Zuckuss, it depends on who you think you will face and initiative bids. At the above build, you have 29 points for a third ship (and I really like a bumpmaster: Adaptability, Intelligence Agent, Inertial Dampeners, Anti-Pursuit Lasers).

Edited by AEIllingworth

I really like electronic baffle on zuchus which makes you clear stress after a red manouver then focus for a lot of attack dice...

// LÖWE

Yeah, ive been going back and forth between FCS and SJ. My thoughts for my build were that If I have Manaroo with K4 doing greens and passing TL to Zuckuss, SJ would be better. And if I can use Palob to strip focus from the attacker against Zuckuss, SJ does more. That leaves 4-Lom crew to help with getting past an evade on an imperial Ace only if needed. I plan on testing this build out this friday, so hopefully I can report back how well or how horrible my plans went lol. :)

The only problem I see with a bumpmaster Manaroo is that it moves after any Triple U-Boats. So a list like that will be hard to beat with the bumpmaster losing most of it's effectiveness. Against Palp aces, it should perform well and give major headaches to those aces that need actions and either get bumped or lose their focus/evade with palob taking them. I haven't found a solid Zuckuss build I like just yet, but if he's going to be your main damage dealer overall, he does need VI imo. I've personally been preferring 4-LOM pilot with Zuckuss crew, Mist Hunter, FCS, and Adrenaline Rush (which has been way better than I expected), but with two support ships, a PS 6 4-LOM doesn't really round it out well enough.

The best part about 4-LOM is that if you are tailing someone in range 1, they cannot get arc on you next turn (unless they are a TIE defender or Jumpmaster, who has a turret anyway). At PS6, that can be a hard thing to set up, and in most games he's going to die before that happens.

The best thing about Zuckuss is dice variance. His ability is a big ol' gamble, betting Zuckuss rolls well and the target rolls badly.

4-LOM really has the stronger ability, but his PS hurts a little bit. It almost feels like the Starviper in that the Mid-PS ace has a great ability and the PS7 ace is mostly taken for the ability to Put On Veteran Instincts.

So I played the squad this weekend and went 3-2. It did ok. The games I lost where ones where I kinda split up my guys a bit and couldnt concentrate fire very well. Manaroo was ok. it was great to be able to get a TL from K4 and focus action and give it to Zuckuss who took evade. But in the end, i think the amount of points spend on Manaroo just for that gimmick may not be worth it. She didnt do much at all for damage. Palob did pretty well to be honest. the TLT and Dengar combo is nice. Stress didnt bother him at all.