In my other thread,
https://community.fantasyflightgames.com/topic/228025-wave-9-the-good-the-bad-and-the-ugly/
I summarized Wave 9 as the Good, the Bad, and the Ugly, with each faction playing one of these, specifically with Scum, Rebels and Empire respectively.
In this thread I will explain why I feel that Scum is the Good. First I will talk about the ships in terms of miniatures and then in terms of gameplay.
So the two Scum ships, The Fang Fighter and the Shadow Caster are both beautiful miniatures. I particularly like the Fang. It was awesome in the Rebels cartoon and I think it looks really good and the colors go good together. I think I might paint one of mine with the diamond color scheme in the card art though. The Shadow Caster, while it looks good, might need a repaint because it looks kinda "cartoonish" and mine isn't painted particularly great either. Also i feel like the scale is off. As it is now, it is as big as, if not bigger than, the Ghost, and I don't feel like that was the case in the show. Overall though, both models are pretty good.
As far as gameplay goes, the Fang Fighter is just what the doctor ordered for the Scum faction. Finally a true arc dodger with an awesome dial to boot. But wait that's not all! The title and new EPT make you almost want to forgo arc dodging and boosting into Range 1 arc for the extra bonuses. In my experience so far, I think the best way is the take advantage of the title until you are down some health, then arc dodge to stay alive. So far it has been very effective and Rau is an utter beast at Range one with Title and Fearlessness! Just be careful because with no shields, crits hit hard. I lost Old Teroch in one game pretty quick when I made one bad roll at Range 2 followed by a second bad roll at Range 1. It happens. The naned pilots for the Fang all have pretty good abilities, and of course Rau stands out as a slightly better Talonbane(at least at Range 1) but don't discount Old Teroch and Kad Sollus. Taking a focus can really shut down Uboats and getting 2 focusses after a red is awesome with a 2 taking roll or if/when you take the crit that makes your turns red. Anyways, in case you can't tell, I really enjoyed playing with the Fang. As far as the Shadow Caster goes, at times it almost seems too good. It's dial bothers me with all green 3 maneuvers and white 5 straight. My inner fan boy is screaming that no ship should be faster than an Awing or Interceptor anyway, but definitely not faster than the Falcon! But it is. Give it Engine Upgrade and it can go 10 spaces on turn one! Pretty crazy! I really feel like the 5 straight should have been red. Then at least you could not boost afterwards. Anyway, the new IG crew is pretty cool. It will make alot more "Brobots" lists. The mobile arc is very fun and brings new challenges to the game instead of just moving and using your PWT, you really have to anticipate your opponent's move. The new pilots abilities are ok, but Ventress will find a place in the meta I think. Anyway the Shadow Caster is good, but not game breaking, just good fun.
That's my initial thoughts on the Scum ships for Wave 9. What do you think? Have you used them yet, or are you still theory crafting? Let me know.