So, one of the greatest issues a competitive Scum player faces in Wave 8 is the dilemma of "why is this ship in my squadron not a Scout?". At anywhere from 32~35 pts, it's hard to justify any other pick in the current pool and the possibility of fielding three is usually the best cost-benefit, especially considering an alpha strike composition.
Recently Zuckuss has become an option to escort 2 JM5K instead of the triad. But is the idea of a single Scout just outclassed? Many people don't have the funds or the will to get 2 copies of a costly ship, let alone 3. There should be an option for lone Scouts out there.
I just came back from practice with an answer that I'd like to share and, hopefully, discuss.
Bossk (35):
- Wired (1)
- 4-LOM (1)
- Zuckuss (1)
- Dengar (3)
Total: 41 pts
N'Dru Suhlak (17):
- Lone Wolf (2)
- Cluster Missiles (4)
- Guidance Chips (0)
- Glitterstim (2)
Total: 25 pts
Contracted Scout (25):
- Deadeye (1)
- Plasma Torpedoes (3)
- Extra Munitions (2)
- Guidance Chips (0)
- R4 Agromech (2)
Total: 33 pts
S. Total: 99 pts
Scout and N'Dru go full alpha strike from flanking positions (admittedly, it takes practice to keep N'Dru at R3 of 2 large ships).
Dengar's party bus hosted by Bossk hits hard and re-rolls pretty much everything, while making it hard for opponents to defend themselves.
Played against 3 Scouts and Poe, Corran, ProtoA.
1st Scout was decimated by Bossk and N'Dru's first assault on both games played, while my Scout softened one of the leftovers. At this point, N'Dru either burned or had trouble activating hs ability again. Barely an issue, though, as the damaged Scout never lived to fire again and both games were just a matter of preying around the last U-Boat.
Against Rebels, I only got one game in, but it was trickier. N'Dru started the game close to the squad and broke away on T2 to find a suitable position. It paid off, as he was able to survive Corran's opening salvo while having the ProtoA targetting him as well. The payback didn't kill him but the Scout finished it off. N'Dru himself would fall for the ProtoA. Poe and the Proto then went to work, avoiding engagements and flying around the big asteroids. Bossk was picked apart by Poe during that time but the Scout quickly disengaged and found arc again on him 3 turns later while Bossk got a shot at the Proto. Next turn Bossk would finish it off and Poe got predictable trying to regain shields. Scout blocked him allowing Bossk to get back into position and Poe played keep away until time was called.
Overall results were very satisfying, but I worry against PalpAces, where Bossk might be cornered if I can't blow something up quickly. Attack dice are consistent and, outside N'Dru, there's a lot of HP to chew through, so there's that. Suggestions, critics, similar experiences anyone?