Misthunter - Impressions

By Tokyogriz, in X-Wing

Zuckuss can be absolutely brutal with the extra dice. I haven't even paired him with 4-LOM yet and he consistently gets the job done.

There's a lot of synergies in the recent Scum releases, especially between the Mistunter's named pilot abilities.

Can't really comment on the Tractor Beam as if Zuckuss has a shot, he's firing his primary.

Hey, I'd love to hear your Zuckass Kitout...always trying new stuff.

I agree that the title is good because it gives you the Barrel Roll. That helps a bit. I've mostly tinkered with Zuckuss for the firepower, but I think 4LOM is good for the stress mechanic.

One thing I've found I like to do with the Mist Hunter is have an Ion Scyk (Scyk w/ title and Ion Cannon) around for control. It's been pretty effective. The rest of the stuff can be tailored to what you want.

If you plan on using the Tractor Beam, I can see having some cheap ordnance in the rest of the list. Maybe Black Sun Soldiers with Missiles. Reduce the agility and then get the shots.

What's the best system for the Mist Hunter? I've used FCS for Zuckuss, but I wonder if Sensor Jammer isn't a good one. Or....maybe pair Sensor Jammer with Palob to grab their Focus token away. Not the synergy one is used to, but hey...

For me, nothing. I rarely put anything other than crew, title, and maybe illicit on G1As. They're too fragile to be spendy with them.

4LOM pilot/Zuckuss/Title/Adaptability, Juke, or Crack Shot depending on list is my most common layout. Maybe add Dampeners as well for a little unpredictability.

I'd usually prefer to take a bid or spend the two points elsewhere, than to spend more on them.

Especially given that the current meta seems to be favouring mid PSes, so a bit at PS7 or 8 is starting to look a lot more valuable than it used to.

only flown Zuckuss

pops like a soap bubble, but the man hits hard

fly him with

V.I - need PS, not because you're soontir but because you want to shoot before you get blown up; helps with titlte

Title - 1 point for b-roll. The T-beam I've used literally once per game, but that one shot has often been game winning because it completely screwed over one of the opponent's ships for several turns, giving me a decided advantage

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Dengar (crew) - you need full modifiers on any ship; don't question it. Dengar is amazing for giving tons of re-rolls immediately; unlike FCS

and that's it. At 33 points, he hits torpscout levels but with PS 9 and almost as much offense permanently (not tied to munitions) with the benefits of being on a small base (navigates obstacles) + the threat of t-beams which everyone forgets about

the rule of Zuckuss is simple: full mods + zuckuss ability - mods for the opponent = dead opponent

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pictured above: a thoroughly screwed inquisitor

practice flanking with Zuckuss because he'll melt to just about anything (good ole b-wing stats), but he is a glass cannon with actual cannon involved. Approved

has good presence with Xizor (also PS 9 but, unlike Zuckuss, can be flown in formation because his ability makes him very durable) or Palob (strips mods from opponents)

Edited by ficklegreendice
Hey, I'd love to hear your Zuckass Kitout...always trying new stuff.

Honestly, it's not a crazy build. I literally just use:

Zuckuss - Mist Hunter, Tractor Beam - 29 points

Or switch out the Mist Hunter title for 4-LOM crew. I think there's a real temptation to overloading the ship with upgrades, especially given it's spectacular range of options with sensor slot and crew. That's dangerous on a 1 agility, 8 health ship. Zuckuss' ability is money, though, and I give him plenty of support to make the most of it:

Manaroo - Unhinged Astromech, K4 Security Droid - 31 points

Cartel Marauder x 2

Manaroo is the ultimate support ship - most of the time he'll be able to hand off both a Target Lock and a Focus to Zuckuss or the Marauders for a fully-modified shot, leaving the Mist Hunter free to Evade or Barrel Roll into a better position. The Marauders add substantial punch to the list.

I honestly wouldn't push Zuckuss too far though - there's some really good options in all for him in all the slots - VI, Juke, Advanced Sensors, Fire Control System, Outlaw Tech, 4-LOM, Dengar etc - but you don't need to make many changes to get the best out of him.

Hey, I'd love to hear your Zuckass Kitout...always trying new stuff.

Manaroo is the ultimate support ship - most of the time he'll

Manaroo is Dengar's wife, she's not male ;)

Otherwise yeah, this is good advice. Do not overload 1 agility 8 HP. It dies too fast.

It's ships like the Mist Hunter, Dengar, and Guri that really make me want to play games of 150 pts. I mean, just shake things up every once in a while. It would be really cool to see just a little bit more on the table with all the cool Scum ships.

EDIT: All these people say it dies real fast, but isn't that why Sensor Jammer would be good? I especially think with Palob to pull off the worst offensive opponent would be excellent.

Edited by heychadwick

sensor jammer doesn't really help as much as you'd want it to for four points

best thing is to make it as effective as possible for as little as possible. the best defense is either positioning or not losing a lot when the loss is inevitable

It's ships like the Mist Hunter, Dengar, and Guri that really make me want to play games of 150 pts. I mean, just shake things up every once in a while. It would be really cool to see just a little bit more on the table with all the cool Scum ships.

EDIT: All these people say it dies real fast, but isn't that why Sensor Jammer would be good? I especially think with Palob to pull off the worst offensive opponent would be excellent.

Focus is the most common action, basically. And Sensor Jammer costs 4 points, which is a big expense on something that will still remain pretty fragile.

It might be worth it, especially if you can't fit another ship in and have no other way to spend those points, but I'm dubious if there would ever be a situation where neither of those things are true.

Even with Palob grabbing that Focus from the worst offender?

Even with Palob grabbing that Focus from the worst offender?

Even then. IMO anyway, I've not run the maths on it, nor am I going to.

But either way, consider what you're doing with Palob. If you're spending 20 to 30 points to buy a fragile ship in order to spend a further 4 points to make a fragile ship less fragile... is that really the best way to spend your points?

Palob is good in his own right, but if all he's doing by claiming a focus is enabling sensor jammer I don't think he's being used correctly.

You could, for instance, take Juke and guarantee your opponent not reflipping his dice.

I mean, you could take both, but then that's half your list in two fragile ships, one of which hits like a wet dishtowel unless you have paid a lot of money for a good turret.

Edited by thespaceinvader