Potentially competitve scum list? (no U boats for this guy)

By Challington, in X-Wing Squad Lists

G-1A Starfighter: · Zuckuss (28)

Veteran Instincts (1)

Fire Control System (2)

Outlaw Tech (2)

· Mist Hunter (0)

Tractor Beam (1)

Y-Wing: · Kavil (24)

Veteran Instincts (1)

Blaster Turret (4)

R4 Agromech (2)

Z-95 Headhunter: Binayre Pirate (12)

Homing Missiles (5)

Guidance Chips (0)

Z-95 Headhunter: Binayre Pirate (12)

Homing Missiles (5)

Guidance Chips (0)

What do you think? I played 2 games at my LGS and tabled both opponents. Granted i didn't come up against palp aces or u boats but it handled like a dream and throws a lot of red dice.

Zuckuss with outlaw tec is now an autoinclude for me because of how much it frees up his dial and allows for effective attacks on the k turns.

What were the opponents flying? And did they fly it well? I have a 3 Scum PS7 list that I haven't lost with yet, but I'm not sure it's due to the list/my flying....

Not sure why you'd bother with outlaw in general, but especially on a mere 1 agility ship

it and FCS could be Dengar instead

Edited by ficklegreendice

The two lists were Soontir and 2 x7 defenders, and the second was kind of a goofy list with IG-B and 2 star vipers. The second list did a total of 3 damage and was off the table in a 4 rounds.

As for FCS and outlaw, with Zuckuss often throwing that extra die I like being able to reroll as many as I need and the focus on reds is a nice offensive boost to make sure those dice come up hits.

Dengar is solid but I had the points for the other two. If I took Dengar do I just take the 2 point initiative bid?

I fly Zuckuss with FCS and Outlaw Tech. It just means you can take any move on the dial and be sure you'll be hitting as hard as possible.

I find myself using the 1-turn, 3-bank and Koiograns all the time, and Outlaw Tech has paid dividends.

Dengar crew is the cheaper option, but it's only cheaper by one point.

Dengar crew is better because... It frees up the dial and the point. It's not a bad squad, but you don't want to paint yourself in to the must out play opponent every game corner. This list smacks of good flying and meh ships. I love Zuckuss too.

So not trying to sound like an ******* here, but isn't the entire point of the game to out play your opponent?

Also not sure as to how Dengar frees up the dial? I appreciate the input just don't quite follow.

Dengar is beneficial no matter what maneuver you take. The same is not true of Outlaw Tech. Each turn, you want to pick the optimal move based on where you want to end up, and your decisions become more limited if there are other factors influencing your move (like triggering Outlaw Tech).

If you want to spend 4 points between crew and system slot, take Dengar then drop a electronic baffler in, just in case you ever want to baffle. You never know when you may really want to spend 1HP in order to not be double stressed, or to make a K-Turn and still retain your action.

Not to mention Dengar always works whereas FCs takes a turn to set up and is far less flexible

Edited by ficklegreendice

Fair enough, I'll give the Dengar version a shot next time I am out. I don't look at outlaw Tec as making me WANT to do red moves, but more so as opening up the reds on the dial so that they are not as big of a negative when they are the optimal maneuver.

I have never given baffle any serious thought but for a point I might as well and see where it comes in handy