Wave 9 Three Ship Scum List I'm Theorycrafting

By markcsoul, in X-Wing Battle Reports

So for several months now I've been working on my next "competitive" scum build to use. I haven't played a lot this year, and when I have it's mostly been fun lists.

The build I've been working on has gone through several changes based on my thoughts as well as reveals for new waves. I haven't played any games with it for real yet, but have done a bunch with the online simulator to see how it works.

SCUM TRIO

Trando Slaver, Dengar, Tactician, Zuckuss - 35

Mando Merc, Predator, 4-LOM, Slicers, Tractor Beam, Slave 1, LRS - 41

N'dru, Clusters, Stims, VI, Chips - 24

Total - 100

I feel like this list is pretty fun and fits my playstyle well. I also think it can hold it's ground against all the major meta lists of the moment - palp aces, triple uboats, crack swarms, dengaroo, etc. Since N'dru has VI, he SHOULD be able to get his clusters off most games as long as I don't botch my move or get blocked or something. That means he's likely killing or crippling a ship early in the game. Then my two other ships can hit hard with their rerolls and use of scum crew. Slicers is a nice extra bit of insurance but not always needed necersarily. The tractor beam can be a deterrent if an opponent gets too near a rock or edge of the board, or if I think my slaver has a better shot I can put them into range 1 with one less agility.

The only part I haven't been able to test yet is slicers since it's not yet implemented on the test site. I'm having a bit of trouble with n'dru still as I've never flown him before, and it's tricky keeping him far away yet not out of the fight before he can deliver his big payload.

Edited by markcsoul

Vi N'dru is an absolute bargain at 24 points. He is a bit tricky to fly right but it's simply a matter of practice. Even if you don't get to fire the missiles he'll give you board control.

It's a good list. Each ship is powerful.