Add a Y or a Hwk to Most Wanted for new Scum player?

By Eyegor, in X-Wing

If you get the Y-Wing then you could run two Y-Wings in either Scum or Rebel.

If you get the HWK you'll only be able to run Y-Wing/HWK in Scum but only use the HWK in Rebel squadrons because you have no rebel pilots for your MW Y-Wing.

Ehh, depends how people feel about proxies. A Thug and a Gold Squadron pilot chit are wholly identical but for the name and the color of the fire arc.

And if you want a pair of Golds you end up needing the extra chits either way, so the 'two Y-wings' approach has less flexibility than at first glance.

If you don't care about proxies then it really shouldn't matter what you get beause you can just call it what ever you like.

If you can tell my feeling about proxies is DON'T. If you're going to start doing that then why stop at upgrade cards or even cardboard which is what is being suggested there?

If you get the Y-Wing then you could run two Y-Wings in either Scum or Rebel.

If you get the HWK you'll only be able to run Y-Wing/HWK in Scum but only use the HWK in Rebel squadrons because you have no rebel pilots for your MW Y-Wing.

Ehh, depends how people feel about proxies. A Thug and a Gold Squadron pilot chit are wholly identical but for the name and the color of the fire arc.

And if you want a pair of Golds you end up needing the extra chits either way, so the 'two Y-wings' approach has less flexibility than at first glance.

If you don't care about proxies then it really shouldn't matter what you get beause you can just call it what ever you like.

If you can tell my feeling about proxies is DON'T. If you're going to start doing that then why stop at upgrade cards or even cardboard which is what is being suggested there?

Im ambivalent about proxies, have been playing Asajj and BMST a lot recently and am glad for proxies, as well as using Pulp to learn how to play Pulp Faces.

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Ehh, depends how people feel about proxies. A Thug and a Gold Squadron pilot chit are wholly identical but for the name and the color of the fire arc.

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If you don't care about proxies then it really shouldn't matter what you get beause you can just call it what ever you like.

If you can tell my feeling about proxies is DON'T. If you're going to start doing that then why stop at upgrade cards or even cardboard which is what is being suggested there?

Im ambivalent about proxies, have been playing Asajj and BMST a lot recently and am glad for proxies, as well as using Pulp to learn how to play Pulp Faces.

If you're playing for "tournament practice" before something comes out or you decide to go out and buy that is one thing. For more casual play I believe using a no-proxy rule is actually better as it may force people to try combinations that they aren't used to.

If you get the Y-Wing then you could run two Y-Wings in either Scum or Rebel.

If you get the HWK you'll only be able to run Y-Wing/HWK in Scum but only use the HWK in Rebel squadrons because you have no rebel pilots for your MW Y-Wing.

Ehh, depends how people feel about proxies. A Thug and a Gold Squadron pilot chit are wholly identical but for the name and the color of the fire arc.

And if you want a pair of Golds you end up needing the extra chits either way, so the 'two Y-wings' approach has less flexibility than at first glance.

If you don't care about proxies then it really shouldn't matter what you get beause you can just call it what ever you like.

If you can tell my feeling about proxies is DON'T. If you're going to start doing that then why stop at upgrade cards or even cardboard which is what is being suggested there?

The dial is tourney legal. The ship is tourney legal.

I don't usually advocate proxying ship cardboard, but in the case of the Thug vs Gold, c'mon, it's literally identical. As noted, the newbie's on a tight budget to be choosing between the two ships to start with.

Ironically enough, for those with a tight enough budget I'd have actually recommended not collecting Scum at all, to start - it's a third faction, and one that doesn't come in starter boxes, so that's pushing up the price tag in trying to maintain 'parity' between collections. But if you're going to collect Scum, you can do pretty well doing Rebel/Scum, as noted... and then, eventually, a second Rebel Y-wing has a perfectly viable place in the long run. (Indeed, it even works out that many lists, pre-jumpmaster anyway, would for Scum have multiple Y-wings... or for rebels, a single Stresshog.)

Anyway, if you're trying to play but can't afford to buy ships willy nilly, and are determined to avoid proxying at all, I'd actually hold off on too much Imperial stuff - their ships often require a lot of plastic to be bought to make the cardboard legal. The TIE/FO expansion pack, Imperial Veterans, and Decimators are probably the only Imperial ships that have everything you need to fly 'in the box'. Scum at least synergises between the decent ships within their own faction more easily. Just, uh, skip the Kithraxz, Scyk, and think carefully before buying a StarViper. (Yeah, poor Scum needs a lil' work in the balance patches. :( ) Playing casual? The latter two are fine after all.

I dunno, man. It's not the easiest game to expand into bit by bit without proxies. Probably why I advocate them for the cardboard, if not the ships proper. :)

For casual play, I've been very happy using proxies for everything except models and dials. As I've bought ships, the amount of proxying has declined.

What is the problem with that? Why would you want to buy eg 4 star vipers if you only want 1 just ti get more autothrusters?

Fir tournaments, it's completely different.

If you're playing for "tournament practice" before something comes out or you decide to go out and buy that is one thing. For more casual play I believe using a no-proxy rule is actually better as it may force people to try combinations that they aren't used to.

Proxying and borrowing ships/cards from a friend is the same thing, I really don't see why you need to make a distinction between "tournament practice" and "really casual play".

For the record I am a casual player for now, still very much a novice, and slowly trying to bring others into the game. Time and distance are rough for me when it comes to FLGS game nights. As such I'm usually providing all materials. I have nothing against proxies but tend to avoid it myself. Personal choice. I'm also found that for completely new players they find it more confusing than having actual cards. Not sure why.

As for buying into Scum: Gotta do it. The idea of S&V drew me towards the game originally. Really surprised at the amount of help provided in such a short time. Thanks again.

For the record I am a casual player for now, still very much a novice, and slowly trying to bring others into the game. Time and distance are rough for me when it comes to FLGS game nights. As such I'm usually providing all materials. I have nothing against proxies but tend to avoid it myself. Personal choice. I'm also found that for completely new players they find it more confusing than having actual cards. Not sure why.

As for buying into Scum: Gotta do it. The idea of S&V drew me towards the game originally. Really surprised at the amount of help provided in such a short time. Thanks again.

Welcome. Feel free to hit me/us up for future ship advice once you've mucked around with your HWK some more and know what you're interested in going for next :)

Edited by Reiver

Technically, you already do have a hawk. You have all the cards, dials, and bases for one scum hawk. I'd suggest trying it out without a miniature attached (I think that's legal) and then buying the rebel one later if you like the way it plays. As for turrets, I love the dorsal turret (from the Ghost, aka VCX-100), and the twin laser turret (from the K-Wing). If you can bring yourself to buy either one, it'll really help your scum hawks and Y-Wings.

Also, I would suggest another most wanted pack! I know it sounds silly, but having two hawks, four y-wings, and four z-95s is really, really helpful for building scum swarms. Scum ships offer more leeway than the other factions in terms of how much you want to load up your ships (TIE bombers are worthless with more than 25 squad points on 'em, Han Solo is worthless with any less than 60), but scum has some surprizingly effective swarms! Plus, I love seeing people's faces when I bring a fleet made up of four z-95s and two hawks ("are you sure that's only 100 points?!?")

Technically, you already do have a hawk. You have all the cards, dials, and bases for one scum hawk. I'd suggest trying it out without a miniature attached (I think that's legal) and then buying the rebel one later if you like the way it plays. As for turrets, I love the dorsal turret (from the Ghost, aka VCX-100), and the twin laser turret (from the K-Wing). If you can bring yourself to buy either one, it'll really help your scum hawks and Y-Wings.

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Technically you must have the miniature attached to its base AT ALL TIMES for play to happen. If there would be interference between miniatures then you just have to change the height until they no longer interfere.

In practical terms the miniatures are not needed at all to play the game. They certain add to the game's visual appeal but all the actual game mechanics are found on the base tile, dial, and pilot card selected plus any upgrades included. As you already have all of the HWK parts that really matter (assuming you have a spare base) you could practice using it before deciding on purchasing a HWK model. The same could even be said for Y-Wing and Firespray if you have bases sitting around.