Scum Aces Options

By hasselhoff54, in X-Wing Squad Lists

So I have had a lot of success with the Fangaroo varient of Scum Aces (Fenn Rau and Old Techy with Manaroo). Thinking of swapping Old Techy for a Party Bus. Both options below. Which do you think would be more successful in a tournament setting?

Option 1:

Party Scum - 100pts

Trandoshan Slaver - 34

- 4-LOM

- Zuckuss

- Dengar

Manaroo -35

- Adaptability (likely down to move first and block)

- K4 Security Droid

- Unhinged Astromech

- Feedback Array

- Anti-Pursuit Lasers

Fenn Rau - 31

- Adaptability (up to a 10)

- Concord Dawn

- Auto Thrusters

Idea here is to block with Manaroo while giving focus and TL to Fenn. Manaroo can also Feedback and Anti-Pursuit Laser those who accidentally get to close. Party Bus takes down Aces from afar. Fenn throws all the dice.

Option Two:

Fangaroo - 100

Fenn Rau - 34

- Push the Limit

- Concord Dawn

- Auto Thrusters

Manaroo -35

- Adaptability (likely down to move first and block)

- K4 Security Droid

- Unhinged Astromech

- Feedback Array

- Anti-Pursuit Lasers

Old Teroch - 30

- Veteran Instincts

- Concord Dawn

- Autothrusters

Two PS9's that are manuverable. Manaroo to get them tokens when needed. Boost and Barrel Roll for Fenn to get a five dice/five hit attack using Focus/TL from Manaroo. Manaroo plays the same blocker, tokens, feedback roll as above. Side note, I am currently undefeated with this list. Only played like four times though.

Go!

I played a few rounds with something similar to your second list the other day. The aces were the same, but I ran Manaroo differently. I had push the limit and recon specialist on her and just slow-rolled here behind asteroids feeding target locks and focuses to the aces. She didn't engage until late game to clean up, because she's easier to focus down than the slippery aces. I like recon/PTL better than k4. 2 focus and a TL is better than 1 focus and a TL, especially on the protectorates who will be shot at more frequently than other aces since they're happy being in arc at range 1.

It worked very well against an assaj/torkil/n'dru list i was playing against. I could keep the aces full of tokens as needed even when they're being deliberately stress by the enemy. Range 1 in arc is amazing for both aces since Fenn gets 4 green dice and a guaranteed evade, and Teroch gets 3 green dice, a guaranteed evade, and you trash their focuses. It does feel weird getting into very aggressive stances at range 1 then taking an evade, but that's the beauty of keeping Manaroo safe out of combat.

The problem I have with passing target locks from Manaroo is you have to be in range three to take a TL. So my thought is, if I have to get in range and maybe shot at, why not have the option of a guaranteed damage through something like a Defender who is dodgy as all get out. Feedback Array doesn't hurt Manaroo that much. If I can try to park her, she can do greens to get Target Locks even while bumping and causing others to bump. So a bumped ship could lose one hit point to Anti-Pursuit and then one to feedback. All while still supporting. Just my thoughts.

I think the first list would do better in a tournament, just because it's going to likely have better MOV on opponents. Half points on either of the big ships only nets 17 points for them, so it's a hard decision to go into. Plus it's a lot of HP to chew through. I'd like to see if there were a way to fit PtL on Fenn on that list. With him being the target that they only have to get through 4 hull to get 31 points, I think he would be focused down in a tournament setting. Being able to arc dodge like a boss with the boost+barrel roll would be well worth it, I think. At least it would force an opponent to have to split his arc coverage, or at the very least, take some long range shots at him. Maybe dropping Feedback Array and 4-LOM, though I don't like the idea of losing that on the party bus. FA can kind of be made up for by the fact you have a PWT, plus you avoid helping your opponent get to that halfway mark.

This is all my opinion, and your meta may be very different from mine, so take that into account. My list I'm currently running is Palp with VI Vader and Echo (not Whisper). I would undoubtedly send Vader to hunt Fenn in either list, and Echo would try to put some hurt down on the Slaver first, then Manaroo. 4 dice primary is painful vs. Low agility ships, and ACD would ensure I get my 4 green dice by the time you return fire. But if you used Manaroo to get in Vader's way, Fenn and her could easily make quick work of the dark lord, and Echo is super weak to higher PS. I still think PTL gives you the best shot in a tournament setting though, so I would try to play with it and see what you can fit on there.

Edited by Raven19528

It does feel weird getting into very aggressive stances at range 1 then taking an evade, but that's the beauty of keeping Manaroo safe out of combat.

How are you taking an evade? Are you taking an evade action, or talking about CDP?

It does feel weird getting into very aggressive stances at range 1 then taking an evade, but that's the beauty of keeping Manaroo safe out of combat.

How are you taking an evade? Are you taking an evade action, or talking about CDP?

I would take an evade action. I didn't need the focus, because i'd get 2 from Manaroo (1 for my shot, 1 for my defense), and even though I'd get the evade result from CDP, I'd rather have the token as backup.

I would take an evade action. I didn't need the focus, because i'd get 2 from Manaroo (1 for my shot, 1 for my defense), and even though I'd get the evade result from CDP, I'd rather have the token as backup.

I'm a bit confused. What upgrade is allowing you the evade action?

I would take an evade action. I didn't need the focus, because i'd get 2 from Manaroo (1 for my shot, 1 for my defense), and even though I'd get the evade result from CDP, I'd rather have the token as backup.

I'm a bit confused. What upgrade is allowing you the evade action?

It's Concord Dawn. Free evade if both at range one and in arc.

It's Concord Dawn. Free evade if both at range one and in arc.

I recently did well with something similar, though I don't think that's necessarily the best version of the list.

I've played a couple versions of Manaroo Aces. The version you have with Ol' Terry & Mr. Fenntastic is pretty powerful (My prefered version has all of them Mindlinked but that's just me). The list just takes a little practice to play well due to the nature of the Fang. I like the idea of adding the Party Bus into it. Good idea. Let me know how it works.

I've destroyed a mixed palp ace (PalpDefenderInquisitor) with a PartybussFennaroo.

Attanni Mindlink on Fenn and Manaroo, and the classic Partybus at 34 points

I'm pretty sure the Party Bus variant is the way to go in the current meta. The Party Bus is just stupidly good at what it does, and you don't even need to bid for initiative because the Bus and/or APL, etc. on Manaroo can take out enemy aces, enabling Fenn to out-maneuver everything else.

So do we think it's worth scrounging to find a way to put PTL on Fenn with the Party Bus variant?

So do we think it's worth scrounging to find a way to put PTL on Fenn with the Party Bus variant?

What you want is this.

Trandoshan Slaver (29)

+ Dengar (3)

+ 4-LOM (1)

+ Inertial Dampeners (1)

+ Zuckuss (1)

Fenn Rau (28)

+ Push the Limit (3)

+ Autothrusters (2)

+ Concord Dawn Protector (1)

Manaroo (27)

+ Recon Specialist (3)

You've got a point left to play with on Manaroo, though there aren't any options that jump out at me as being must-haves.

Edited by ObiWonka

It's Concord Dawn. Free evade if both at range one and in arc.

That's a free evade result if both in arc at range 1. He's talking about using an evade action when he's gotten all range 1 in their grill. I think he, like many, thought the protectorate was a scum Interceptor, and so haven't paid close attention to the action bar. I was merely trying to lead him to water in asking my questions, but just in case others were confused, the protectorate action bar has focus, target lock, boost, and barrel roll. No evade. I've done this myself and had it pointed out, so I just wanted to help him out here instead of him getting into a tournament or something and there realizing he doesn't have the evade action. That's a bad place to discover your ship isn't quite as capable as you thought.

Whoa! Yep you're right. I was playing like he had an evade action all night and neither of us noticed! Whoooops!

Edited by MrCorellian

So do we think it's worth scrounging to find a way to put PTL on Fenn with the Party Bus variant?

What you want is this.

Trandoshan Slaver (29)

+ Dengar (3)

+ 4-LOM (1)

+ Inertial Dampeners (1)

+ Zuckuss (1)

Fenn Rau (28)

+ Push the Limit (3)

+ Autothrusters (2)

+ Concord Dawn Protector (1)

Manaroo (27)

+ Recon Specialist (3)

You've got a point left to play with on Manaroo, though there aren't any options that jump out at me as being must-haves.

Why inertial dampeners on the YT-666? He already has a red 0 move. And my problem with this is I can't use Manaroo the way I want to which is being able to plink off Ace (specifically those with three defense dice and an evade - Defenders or tons of green and an evade - Soontir. If I can park Manaroo right, I could take two hull away from Soontir or two shields off a Defender without having to throw dice. All the while, if I can do greens, I can still pass target locks and possibly focus tokens to Fenn and his friends on the Bus if needed.

Edited by hasselhoff54

Why inertial dampeners on the YT-666? He already has a red 0 move.

You can't do the 0 move on the dial twice in a row, nor can you do it after you start stressing yourself with Zuckuss. The guy who beat my above list in the final last weekend has flown a lot of YV-666 for a long time and will tell you it's pretty much a staple.

Edited by ObiWonka

Why inertial dampeners on the YT-666? He already has a red 0 move.

You can't do the ) move on the dial twice in a row, nor can you do it after you start stressing yourself with Zuckuss. The guy who beat my above list in the final last weekend has flown a lot of YV-666 for a long time and will tell you it's pretty much a staple.

But you can only do Dampeners once.

Why inertial dampeners on the YT-666? He already has a red 0 move.

You can't do the ) move on the dial twice in a row, nor can you do it after you start stressing yourself with Zuckuss. The guy who beat my above list in the final last weekend has flown a lot of YV-666 for a long time and will tell you it's pretty much a staple.

But you can only do Dampeners once.

...which is still one more stop than you'd get without them.

Why inertial dampeners on the YT-666? He already has a red 0 move.

You can't do the ) move on the dial twice in a row, nor can you do it after you start stressing yourself with Zuckuss. The guy who beat my above list in the final last weekend has flown a lot of YV-666 for a long time and will tell you it's pretty much a staple.

But you can only do Dampeners once.

Damps is the way to go. It's a life saver, and allows you to get your attack off for another turn in which you would have bumped. Intentionally bump where you can, but there are times when you're in too good a spot to not stay put. You usually only need Damps once, but when you have it you're glad you do!

But you can only do Dampeners once.

Why inertial dampeners on the YT-666? He already has a red 0 move.

You can't do the ) move on the dial twice in a row, nor can you do it after you start stressing yourself with Zuckuss. The guy who beat my above list in the final last weekend has flown a lot of YV-666 for a long time and will tell you it's pretty much a staple.

But you can only do Dampeners once.

Damps is the way to go. It's a life saver, and allows you to get your attack off for another turn in which you would have bumped. Intentionally bump where you can, but there are times when you're in too good a spot to not stay put. You usually only need Damps once, but when you have it you're glad you do!

But is it worth losing out on Auto Thrusters on Fenn?

So for anyone who is still interested, I took the list with Inertial Dampeners to a tourney this weekend and went 3-1. My only loss I decided to get cute with Fenn and try to flank rather that run down their throat. It was a lot of fun.

Why inertial dampeners on the YT-666? He already has a red 0 move.

You can't do the ) move on the dial twice in a row, nor can you do it after you start stressing yourself with Zuckuss. The guy who beat my above list in the final last weekend has flown a lot of YV-666 for a long time and will tell you it's pretty much a staple.

But you can only do Dampeners once.

You can do a stop maneuver one round and pop the dampeners the next.

Rigged Cargo Chute on a YV-666 might be a decent choice if you have a point to spare. It will discourage anyone from staying on your tail.