Possible Scum list?

By Andyhagrid, in X-Wing Squad Lists

Hello, I am going to a tournament in the near future and I am struggling to come up with a list. I thought I would put one of my ideas out on the forums to see what people think of it. By the way the cards mentioned in italics are other cards I am thinking of juggling about with.

Emon Azzameen 36

Andrasta 0

Dead Mans Switch 2 or Inertial Dampeners 1

Bombardier 1 or Dengar

Conner Net 4

Ion Bombs 2

Proton Bombs 5

Palob Godalhi 20

Moldy Crow 3

Dorsal Turret 3

Dead Mans Switch 2

Or Alternatives:

Boba Fett 1

Outlaw Tech 2

Recon Specialist 3

Wired 1

Adaptability 0 (I would welcome feedback on this card as I am not too sure of it, but its free unless it screws me over)

Kaa'to Leechos

Dead Mans Switch 2 (You may spot a theme here)

Adaptability 0

Once again I would like to know peoples thoughts and improvments.

I am also working on an Imperial line up, so if I get stuck you may see me post another list.

Emon Azzameen 36

Andrasta 0

Dead Mans Switch 2 or Inertial Dampeners 1

Bombardier 1 or Dengar

Conner Net 4

Ion Bombs 2

Proton Bombs 5

Palob Godalhi 20

Moldy Crow 3

Dorsal Turret 3

Dead Mans Switch 2

Or Alternatives:

Boba Fett 1

Outlaw Tech 2

Recon Specialist 3

Wired 1

Adaptability 0 (I would welcome feedback on this card as I am not too sure of it, but its free unless it screws me over)

Kaa'to Leechos

Dead Mans Switch 2 (You may spot a theme here)

Adaptability 0

Ok, the first and most important thing: Dead Man's Switch is...bad. For 1pt it might be worth it, but when you can get a Feedback Array for the same amount, there's no reason to ever take DMS unless you are attached to it for the fun it provides.

At the moment I'd say the biggest trouble is firepower - Emon has a decent gun but focuses more on bomb use, the Dorsal Turret is fairly poor, and Kaa'to is a Z-95 (nuff said). I think you would struggle to bring down high-HP lists, and do not have the defensive capabilities to last long against 'spike' damage lists.

Alright, so Emon. His ability is fantastic fun and potentially deadly, but the inherent problem lies with the Firespray: it has only 1 native bomb slot and no native torpedo slot, so unlike most bomb carriers he either can't easily increase his efficiency with Extra Munitions (since the required torpedo slot comes only from the Slave-1 title) or he only has one bomb type (since the additional bomb slots come from the Andrasta title). As a result, if you want more than one bomb type, Emon gets very expensive very fast and yet can still only use his ability a maximum of three times.

In which case, in order to bring his cost down, I'd go against the canon at this point and have Emon pinch the Slave-1 instead of flying his own ship.

I like Kaa'to a lot (cheapest way for Scum to get Crack Shot into a list, and he fits into Mindlink networks quite well), but with this list I'd suggest dropping him - the points saved from Emon and from tweaking Palob to increase his effectiveness leave a points gap that isn't quite enough for Kaa'to + something else, so might be better spent on a single third ship.

Here's how I'd change things:

Emon Azzameen (Firespray-31)

-'Slave-1'

-Dengar

-Conner Net

-Extra Munitions

45pts

Palob Godalhi (HWK-290)

-Wired

-Twin Laser Turret

-Zuckuss

28pts

Ruthless Freelancer (G-1A Starfighter)

-Fire Control System

-Outlaw Tech

27pts

Emon is as lean as he can get away with being, and with only a single bomb choice it has to be Conner Nets. He only gets to use his ability twice, but both should be quite easy to land on target. Dengar is a great choice for the Firespray in general (as he frees up EPT slots otherwise used for Predator and the like) and gives Emon some decent impact even after his bombs are used.

Palob can get away with having just about any turret (if built right) except the Dorsal Turret, in my opinion - the ability to fire at Range 2 isn't that helpful when it's only two attack dice, and if you've got him into Range 1 you're better off with an Autoblaster than a 3-dice shot. I've gone for the TLT not just because it's the obvious choice damage-wise, but also because it gives your opponent no safe engagement with him - either they are within range of your ability (1-2) or they can be shot (2-3) or both (Range 2). Zuckuss and Wired is a cheap combo for some dice modification, though it can make the HWK very slow and awkward to fly (there's a lot of red moves on its dial).

The third ship I've given there is really just an example use of the 27pts, and you could swap out a number of other options (2 Z-95's with maybe some Illicits, M3-A cannon carrier, PS5 Protectorate Fighter, etc), but I've found that particular ship to be surprisingly effective given how action-independent it can be.

If you wanted to explore other options, you could move Dengar to Palob and try Tail Gunner on the Firepspray (since it's one of only two ships that can use it right now), though that cuts a little more into your 3rd ship 'budget'.

Hope that helps!

Edited by MalusCalibur

Go for a few more points on Emon and stick a homing missile and LRS on him.
Keep it simple after that and use double Y Wing TLT

Thank you, there is something to mull over with these options.

Although "there's no reason to ever take DMS unless you are attached to it for the fun it provides." I do like a bit of a madness in my games. However after further thought it would prvide me with more points if I tinkered with that.

I have been thinking that the Bombardier is a waste. At first I did consider using cluster mines but that really silly.

Thank you I will have a dig round a bit more. I may drop the other two and see what else I can use as I was considering using Palob Godalhi to provide tokens. But the idea of using the other two ships as support and trying to kill the enemy with one ship is a bit nutty.

I have been thinking that the Bombardier is a waste. At first I did consider using cluster mines but that really silly.

Cluster Mines are actually pretty good now, as they changed the rules for them such that they also cause damage on crit results. Personally I prefer the Conner Net simply for it's multiple debilitating effects. Bombardier is not a terrible choice for Emon (it gives him a huge amount of flexibility in his bomb placement, combined with his ability), but given how few bombs he'll be using, he's better off with a more 'general' upgrade like Dengar.

Oops I forgot the FAQ stuff. (I must load that up for the tournament.) they are alot better now although the random dice rolling and sods law is still the random risk of doing 0 damage. Dropping the conner net and even the prox mine reminds me of a rule for a war game involving mine templates. (Thats off topic though)

I orignally put Dengar in the list but moved him the other way. But that sthe good thing its not set in stone yet.