[Looking for Advice] New player, Scum two-ship build(s)

By CynicalCode, in X-Wing Squad Lists

Hi there,

I've been learning X-Wing by playing an imperial ace-heavy list (Heaver's 2016 Regionals list of Jax/Inquisitor/Omega Leader/Academy Pilot) and having absolutely no success.

For the next week or two I'd like to run something a little more... resilient and perhaps easier. Thus I present to you, Kathbot:

Kath Scarlet (52)

  • Veteran Instincts (1)
  • Cluster Missiles (4)
  • Engine Upgrade (4)
  • Dengar (3)
  • Glitterstim (2)

IG-88B (48)

  • Veteran Instincts (1)
  • Heavy Laser Cannon (7)
  • Fire Control System (2)
  • Autothrusters (2)

I'm mainly looking for advice about Kath's build, some alternatives are:

  • Replace Cluster Missiles, Dengar & Glitterstim for Heavy Laser Cannon & Tactician
    • The lack of re-roll on attacks makes this feel a bit lackluster
  • Replace Cluster Missiles, Dengar & Glitterstim for Mangler Cannon & Gunner
    • Feels like a decent tradeoff - lose alpha strike, gain consistency

However, I'm open to any and all feedback. I have access to the YV-666 and Jumpmaster 5k if you strongly feel that Firesprays are completely useless. :P

Cheers!

Edited by CynicalCode

My first advice would be to drop the Cluster Missiles. You have absolutely no need for them on a Firespray that wants BADLY to face its rear to the opponent's ships. Not only that, you already have a 3-dice attack on your primary. Doing it twice for 4 pts just doesn't cut it.

With the 4 pts you save, 2 can go to Glitterstim for your IG. Goes a loooong way on improving it.

Also on your IG, PS6 to 8 doesn't give you much. If you have access to it, switch to Crackshot. It's a one-time, but might net you a kill you would otherwise miss. If you don't have it, honestly, even Calculation might be better.

Finally, you still have 2 pts left. Either take the bid for Kath's PS9 or switch VI for Daredevil or Push the Limit.

The first makes it easier to point your rear towards whatever you need and gives the 'spray a very interesting hard-1 turn. The second makes her resilient and flexible with boosting, but locks you into a lackluster set of greens after that. A fair price.

Other than that, you're set.

Edited by K Genesis