Scum for Store Tournament

By Smaeks, in X-Wing Squad Lists

What u think guys ?

Zuckuss (33)

VI

Dengar

TB

Mist Hunter

Suhlak (24)

VI

Glitterstim

ClusterRo.

Chips

IG-88 C (42)

VI

FCS

Inertial Dampeners

AutoThr.

99 p.

I could play IG-88 B with mangler , Thruster and Adaptability instead of C.

Any suggestions ?

Can it be competitive?

My only gripe is with IG-88C. It doesn't need VI, so I'd take either Crackshot or Wired.

And that leftover point could upgrade ID into Glitterstim. Other than that, a fun list.

You field Zuckuss for 33 pts. I field Slaver for 35 (4lom, zuck, dengar). They do what they are designed to do - joust. Guess who wins..... :)

To be honest im recently toying with list build on the same principle : jouster+powerhouse ship+ flanker N'dru and it works fine, very fine. But my jouster is the slaver i listed above(that i think is superior to Zuckus), and as powerhouse i used Boba (VI,Tactician, Dampeners) but here i think agressor is superior. So i guess by mixing our lists we should get optimal one:

Slaver (zuck, 4lom, dengar)

N'dru (Adaptability,clusters,glitters, chips)

IG88C - Crackshot, AT, glitters, FCS)

As an Imperial flyer, I really hate seeing the Zuckuss/Dengar combo. Some people discount his ability, but it's so freaking effective against Imperial aces when you pair it with Dengar. The choice between IG-88 B and C is a hard one. C just screams around the map, but the ability to follow up your 3 dice attack with a 4 dice mangler if you miss is really potent. Especially since you have a decent chance of forcing your opponent to burn their focus/evade token to dodge that first shot.

Different strokes, actually.

Zuckuss has the dice increase, PS advantage and repositioning tool. But, most importantly, no MoV penalty. When considering a tournament environment, you must take that into account.

Also, I should mention that the party bus is 34 pts, unless you add Inertial Dampeners for the double-stop trick.

Zuckuss has the dice increase, PS advantage and repositioning tool. But, most importantly, no MoV penalty. When considering a tournament environment, you must take that into account.

And against who you gonna use that dice increase? Aces? Sure they take that anyday. Scouts? They gonna be happy to roll 3 dice too. As for the MoV sure im gonna end up with slaver halved any game i know that. But i have 4HP more than zuckus on the same defence. So of the same firepower and rolls - hes gonna be gone while i still have slaver with guns blazing. I think in this particular list - brute force is the way at least the way i play it.

Also, I should mention that the party bus is 34 pts, unless you add Inertial Dampeners for the double-stop trick.

Right my bad. And thanks for the double stop trick, i missed that.

Edited by Vitalis

Why are you not lone wolfing N'dru? Rerolls are cool, just ask Dengar.

Zuckuss has the dice increase, PS advantage and repositioning tool. But, most importantly, no MoV penalty. When considering a tournament environment, you must take that into account.

And against who you gonna use that dice increase? Aces? Sure they take that anyday. Scouts? They gonna be happy to roll 3 dice too. As for the MoV sure im gonna end up with slaver halved any game i know that. But i have 4HP more than zuckus on the same defence. So of the same firepower and rolls - hes gonna be gone while i still have slaver with guns blazing. I think in this particular list - brute force is the way at least the way i play it.

Also, I should mention that the party bus is 34 pts, unless you add Inertial Dampeners for the double-stop trick.

Right my bad. And thanks for the double stop trick, i missed that.

Actually the Zuckuss/Dengar combo is deadly against Aces because Dengar kicks in for 2 dice rerolls. Get into range 1 and you are rolling 5 attack dice with 2 rerolls. Throw a target lock or a focus in there and the defender is going to have a bad day, I don't care how many green dice they are rolling. The entire point to his ability is that if you give each person an extra die, the Zuckuss gains the attacking advantage because of how the dice are built. Also, variance. I had a Defender get shot by Zuckuss at range 1. He rolled, then rerolled two of the dice, then burned a focus to get 5 hits. I know I'm taking damage at this point, but I'm ok knowing I've got 4 dice to roll. All blank, crit draws a 6th damage and BOOM. Defender dead in one shot.

I literally stared at the dice for like 30 seconds speechless.

Zuckuss has the dice increase, PS advantage and repositioning tool. But, most importantly, no MoV penalty. When considering a tournament environment, you must take that into account.

And against who you gonna use that dice increase? Aces? Sure they take that anyday. Scouts?

you are correct on both counts

just remember

Situation A, do not bother increasing dice

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Situation B, MELT THEIR FACE OFF

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12795116_10156614051100142_8016184489614

12841390_10156614051385142_8846828322902

faceoff7.gif

Edited by ficklegreendice

So all in all what would be the best list of brute force? I see a lot of possibilities, but what are the best synergies between the ships? I'm looking to buy a yv possibly to add to all my scum ships. I've never flown 1/2 a bro bot but it looks like fun....