Help with a scum army

By Petrus81, in Imperial Assault Skirmish

I have the Imperial assault core box and have only played the campaign so far. How ever I am now thinking about what to expande with first. I really want to start playing Skirmish at some point and I really like the Scum and Villainy characters, so I want to build an army around that. How ever it seems like they hardly have any cheap bulk troops available as blister packs? I really like the trando hunters but cant get any more of those without another core box? The hired guns seem to be the only ones you can get?

How do you guys build your scum armys? Help a n00b out with some idéas =)

The first I would do, is go buy Hired Guns and R2-D2 & C-3PO. This gives you the ability to spam out some figures right away. 10 points and you have yourself a group of Hired Guns, C-3PO and either Gideon or R2-D2. Then you can fill in with combinations of eNexu, rTrando and/or eTrando. With only the core, you don't have much to rummage with.

Could look like this:

eTrando (10)

eTrando (10)

rHired Guns (4)

C-3PO (2)

Gideon (3)

-Alliance (1)

eNexu (6)

-Devious Scheme (1)

-3x Last Resort (3)

That's 40 point and a place to begin. You've got 6 activations which is fine. With Last Resorts (you need to photocopy the one card a couple of times for casual play) on many of your groups, you got some random crowd control and the eTrandos can hit pretty hard when getting close. You can dish out Focus with Gideon and C-3PO.

Will it win against the best of the best? Probably not, but I think it is a decent list to get started on Scum for the cheapest possible when starting with only a Core box.

Next up, I'd get Return to Hoth for sure. It has good stuff for Scum imo. HK Droids are stables, Wampa is big and thick. Good Command Cards as well and the Medical Droid isn't too shabby either to ally.

Always start with Devious Scheme, Gideon and either R2-D2 or C-3PO.

Regular Trandoshans are great, try to get some at eBay.

Bantha!

Why are Banthas so good?

C3p0 and Gideon? And you use them just to boost the rest of the army with focus or for some other reason also??

Almost everylist Iv seen here includes Boba but Boba also get alot of critic for not hitting hard enough. Should I stay away from Boba? I have used IG 88 in Campaign and he was great. How is he in skirmrish?

In general I think IG-88 is a bit too expensive / a bit too squishy in skirmish. To use his Assault power, he kinda needs to be in the thick of it, but he can't withstand the thick of it. Also, 2 dice is not a lot.

Banthas are good because of all the automatic damage abilities you can use with them. A lot of it comes from command cards and you definitely want to run Beast Tamer with it to give it an extra 5 movement points most turns (and sometimes use it on other beasts instead).

With a Bantha you can do such things as:

Move ten spaces (1 Beast tamer move and 1 regular move action), land on let's say 3 figures, each receives 1 auto damage because of stampede. Then use your final action to Trample and pick up to 3 adjacent enemy figures to roll a red die and they receive that much damage without being able to block.

Now, if you have "Crush" command card you can pick one of those small figures and add another 4 damage. Played a game the other day where Luke had 2 damage. I landed on him. Up to three damage. Played Crush - now we're at 7. And Trampled to roll the 3 for a dead Luke. Even if I'd missed, Luke would have either wanted to run away or spent all of his actions attacking the Big Furball back and a Luke is worth more than a Bantha so I'll take that trade.

You can move onto a terminal and completely take up all the adjacent spaces so no one else can control it that round. Fun to do right at the end of a round and they didn't expect it.

Other good command cards - Jundland Terror - at end of the round pick a Bantha or Tusken and they get 2 movement points (Stampede!) and an attack/action (Trample if you can! Shoot if you can't). Survival Instincts - free block on the Bantha for the whole round. Roar - you've taken damage so stun some people adjacent to you. Cripple - get in close to that important figure and make sure he doesn't leave for the whole round! Opportunistic - play after an enemy unit is damaged by ANY of your figures, then move the Bantha up to three spaces and Stampede - auto one damage! You get the idea, there's more cards that work for him.

Then just spice up the list with other scum - definitely bring in the Gideon - he can command the Bantha to move two spaces and you can use that to move your own characters by displacement/landing on them (Bantha doesn't hurt his own characters when he lands on them). Also, figures don't block line of sight to a Bantha so Gideon can command the Bantha from almost anywhere on the map as long as their aren't walls in the way.

You do have to remember/realize that the moment you finish movement on any figure(s) with a massive figure - bantha - your movement for that activation immediately ends and all movement points leftover are gone and you can't move any other way in that activation even through other cards.

OMG the Bantha seems to be totally insane!

Might get him and Boba first then

Bespin Gambit will hopefully be a game changer for scum.

Between Bossk looking awesome and well costed at 8 points with an attack and a mini grenade each turn, the possibility of ugnaughts being very cool depending on the rules for those companion droids, and depending on wing guards power opening the door to three unit cards to scum reliably and more options for stress/damage to your opponent. And then the possibilities of grabbing agent Blaise to discard command cards or the command card that lets you play a command card from your opponents discard pile as if it was yours, or bringing in Lando to have some fun with dice or using the command card that adds a red dice to your attack and adds a white to their defense but use it with an HK and make sure the bad guy has to reroll that xmen!

Haha I'm excited for the possibilities for scum and we don't even know half the command cards, anything really about the rebel heroes, and the elite versions of stuff. But it's nice that the main box is all scum and rebels - makes it a little more worth buying two for a scum player assuming they're good units.

Edit - forgot to add this about bantha. It is awesome. Very good value for 9 points. Definitely has the ability to build a list around it. You do need to be careful not to overextend too early or for not enough reason. He will go down to focused fire. Four shots from elite stories are pretty close to a dead bantha with their avg damage of 5. Also be aware of units that can stun on the opponents team. Beast tamer can still be used to give you movement points when you're stunned but it is one less action which is always not as much fun ;)

Edited by Masterchiefspiff

Actually, I play a scum squad that works well :
- Bantha (9)

- rWampa (5)

- eTusken (7)

- rNexu (4)

- rHK Assasin droids (8)

- Gideon (3)

- Devious Scheme (essential IMO)
- Last Resort (for the Bantha)

- Temporay alliance
- Besta Tamer

Dengar is pretty good to throw in there as well. He gives you some nice harmful conditions that the Scum still lack.

~D

So I got the Return to Hoth box and me and a friend played our first Skirmish matches (I won them all, yeay)

First thing that came to mind is that large creatures like Wampas seem almost impossible to use since some maps just dont have the space to let them move about.

Other than that I really like the Scums. Trandoshans are just wonderful and HK assassin droids really wrecked havoc (even though the wampa cant manuver, he was a great meatshield!)