Hey folks,
I play at a heavily empire-aligned store as a scum-exclusive player and I've been hearing the lists they're thinking up and it's looking pretty grim for me. I'm trying to come up with some general philosophies to build around to help me weather this coming flood of defender squads, what with their superior jousting values and pointy winged tips.
Biggest concern is that low agility ships (the Partybus) seem like a huge risk on paper. Assuming I'm building around 3 Adaptability + Ion + Title Glaives flying at PS7, they're going to be handling 9-12 red dice, also assuming the enemy player knows how to put three arcs on one ship at a time.
What I've determined so far:
The Good:
- Most common Defenders will be PS 6-8, leaving space for aces to not have to fight for >PS9 and to allow mid-PS aces (like Guri) to become potentially competitive if she fights for a PS7 with bid.
- Defenders turning suck. They may elect to take ions to improve it, and with TIE x7 theyll be in love with 3 sharps, but their 1 and 2's are going to make knife-fighters have a potential advantage.
- They ain't gon' be boostin.
The Bad:
- Hard to expect consistent damage against 3 agi ships with consistent evade tokens.
- Easy to expect consistent damage from 3 attack ships with white k4's and reliable stress clear in all contexts other than knife-fighting, which they are encouraged to avoid doing anyway.
So a competent list will require above average methods to confirm damage while also being able to either endure 9-12 red dice volleys or avoid 2-3 arcs at a time. With a scum loadout, what sort of configurations do you think will be worthwhile? I know I've been liking the idea of Palob for stripping evades specifically, and Guri for potentially getting to play like an ace against the Defender generics.