Skurrg Discussion.

By tsuruki, in X-Wing

One thing I'm curious about is the two bomb tokens. People are saying they go with the Bomblet Generator, but what if they're with the Mine-laying Field, or whatever that card is? And they represent bombs that the enemy doesnt know about? So they could be seismic charges or conner nets or proton bombs? Could be something along those lines? An attempt at hidden bombs?

On 16/03/2017 at 11:17 AM, StriderZessei said:

If only that title didn't drop crew. Could you imagine having bomblet generator, Genius, AND Sabine all in one ship?

Well you can put Sabine on another beefier ship.

The Skurrg looks in many ways like a light-weight version of the VCX. It has a pile of health points, the ability to turn quickly and seems reasonably fast for its size (if the 4 white is anything to go by). It also has plentiful slots for bombs, turrets and crew.

3 of them well tooled up could well be a decent list on their own or one by itself looks like a good gunship/bomber to fly support.

22 hours ago, heychadwick said:

I wonder how they would fair if you just had 4 generics and almost no upgrades? If you flew them well, you could still do some heavy damage with them.

With 40HP and solid 3 attack dice and seems like they might have decent dial too.. Im sure that they have good maneuvers, but lack on green maneuvers to balance out on those tallon rolls etc.

4p for upgrades...I would be really looking into those 1-2p crew upgrades, the usual suspects, zuckuss, 4lom, but now I would love to see greedo in one of them, with 5 shields, im willing to take that risk..outlaw tech to provide the focus while doing red moves..

I just saw those colors on the pilot cardsand it seems that Rebels really have that one unique ps 8 pilot and thats it, no generic pilots like Scum has. If so, im very pleased Scum player!! :)

Scurrg H-6 24p

-Ig88d crew 1p

-Engine upgrade 4p

Aggressor IG88C 36p

Total of 65p, so there is still room for another ship/ships and when we know the cost of better pilots with EPT, there is potential Scurrg with free evade after boosting, so im thinking PTL, bombs etc... Could even use that Aggressor IG88A for shield regen. Just to point out how many crazy cool options we have with this bomber/gunboat!!

21 minutes ago, Zazaa said:

With 40HP and solid 3 attack dice and seems like they might have decent dial too.. Im sure that they have good maneuvers, but lack on green maneuvers to balance out on those tallon rolls etc.

4p for upgrades...I would be really looking into those 1-2p crew upgrades, the usual suspects, zuckuss, 4lom, but now I would love to see greedo in one of them, with 5 shields, im willing to take that risk..outlaw tech to provide the focus while doing red moves..

4 3die ships if flown well can be pretty potent. Ive done 4 Xwings in the past and while it has obvious flaws it tends to give some more veteran players a real rough time (one guy in particular has a sincere hatred for xwings because of me lol). The 4 xwings is only 20hp, so youre doubling the hp of the list. We know they have a 4fwd and 3Troll so odds are they will have a similar dial to the T70, at least in options probably not colors.

i would totally run 4 of these if the dial is workable. I'd probably equip 1 of them with Autoblasters just to middle finger high-evasive ships and also paint the obvious "KILL ME FIRST" target so i can play mind games.

Don't forg et the long range scanners if you're running 4 of em. Set up TL/Focus for the first round of combat, then anytime one bugs out or ends up out of the fight for wahtever reason, pick up a new TL for later.

With TLT and a decent dial I'm hoping the H-6 can be a viable host for GONK! Depending on Nym's ability this could be the Scum version of Miranda, although I'm not counting on it having enough greens for Experimental Interface though.

On 17/03/2017 at 1:45 PM, tsuruki said:

Calling it now, the Skurrg's dial is a T-70's clone with a white 3-forward instead of green.

If i'm wrong, it's because it might have Red 2-hard turns.

Or red three hards, but yes - I can totally see it either way.

Unlike the K-wing, this dial won't be afraid to have red on it.

I want to paint mine to look like this:

MvEqcWa.jpg

I think a generic with Synched turret and Outlaw Tech is cool.

You'll always have a focus token when you want it. You're basically never denied a 3 die attack unless your opponent is running away. At range 2 in-arc you've got a fully modified attack without spending the lock, then if you fly well you can chain that fully modified attack into another 4 die fully modified attack the round after or at least a 3 die fully modified attack if your opponent ducks out of your arc.

Meta wise, TLT Y's and aggressors are going to be all over the place so if you equip the PS3 generic like this and give it Fearlessness you might as well be flying a lethal turret punishing gunship Ace.

9 minutes ago, tsuruki said:

I think a generic with Synched turret and Outlaw Tech is cool.

You'll always have a focus token when you want it. You're basically never denied a 3 die attack unless your opponent is running away. At range 2 in-arc you've got a fully modified attack without spending the lock, then if you fly well you can chain that fully modified attack into another 4 die fully modified attack the round after or at least a 3 die fully modified attack if your opponent ducks out of your arc.

Meta wise, TLT Y's and aggressors are going to be all over the place so if you equip the PS3 generic like this and give it Fearlessness you might as well be flying a lethal turret punishing gunship Ace.

AGI 1 does not fare well against TLTs, and your Hull is paying a premium for the main gun that your turret doesn't care about, but your cost-per-hitpoint does.

I do think it's a viable ship, dial depending... It's just showing up in the same wave as a natural counter, so will take a while to come in vogue.

7 minutes ago, Reiver said:

AGI 1 does not fare well against TLTs, and your Hull is paying a premium for the main gun that your turret doesn't care about, but your cost-per-hitpoint does.

I do think it's a viable ship, dial depending... It's just showing up in the same wave as a natural counter, so will take a while to come in vogue.

But with the Synched turret your Turret does care about your main gun, that's the thing! That range 2 attack is fully modified without spending a target lock and the followup 4 die attack then spends the target lock so that it too is fully modified. Then the fact that you have a synched turret (perhaps coupled with the PS 3 pilot) means you can duck into range 1, out of arc even, so youre getting in free shots on the TLT carrier.

Your ship is still worth 28 points at that point, though - and if you want the PS3 version, you're probably looking at 30 plus - for a three die attack which gets to bank it's target lock, and with 10hp@agi1.

It's not bad at all, but make no mistake - quad TLT itself might still be a tough matchup. They *love* low AGI targets.

I actually quite like the idea of a couple of these things packing autoblasters a whole lot, though! The problem with autoblaster Ys was that they had nothing else - it was the turret or bust, and on a stiff dial besides.

A 3 die primary and barrel roll solves both of these neatly, and that's before you start peering at low cost crew or systems options.

4 minutes ago, Reiver said:

Your ship is still worth 28 points at that point, though - and if you want the PS3 version, you're probably looking at 30 plus - for a three die attack which gets to bank it's target lock, and with 10hp@agi1.

It's not bad at all, but make no mistake - quad TLT itself might still be a tough matchup. They *love* low AGI targets.

I actually quite like the idea of a couple of these things packing autoblasters a whole lot, though! The problem with autoblaster Ys was that they had nothing else - it was the turret or bust, and on a stiff dial besides.

A 3 die primary and barrel roll solves both of these neatly, and that's before you start peering at low cost crew or systems options.

Actually quad scurrg vs quad tlt might be an interesting match. If you both have a ship in range of all of yours to focus fire, the TLTs literally can't kill a scurrg in one round since they can only do 8 damage max, while the scurrgs can do up to 12 damage and COULD kill a y-wing in one round. On the other hand, the y-wings shot first and can PS kill ships on subsequent rounds

Edited by VanderLegion

Anyway, 4 TLTs cannot physically kill 1 Scurrge. If you manage to kill almost 1Y I think will be a nice match up

Anyway, 4 TLTs cannot physically kill 1 Scurrge. If you manage to kill almost 1Y I think will be a nice match up

4 hours ago, VanderLegion said:

Actually quad scurrg vs quad tlt might be an interesting match. If you both have a ship in range of all of yours to focus fire, the TLTs literally can't kill a scurrg in one round since they can only do 8 damage max, while the scurrgs can do up to 12 damage and COULD kill a y-wing in one round. On the other hand, the y-wings shot first and can PS kill ships on subsequent rounds

Oh, yes - 4 scurrg with 1pt crews scattered around to taste (Or even one rocking FCS and one naked elsewhere) could do very nicely. They've got the bulk to be a PS1 jouster. I should really go find out what their jousting value is...

1 hour ago, Reiver said:

Oh, yes - 4 scurrg with 1pt crews scattered around to taste (Or even one rocking FCS and one naked elsewhere) could do very nicely. They've got the bulk to be a PS1 jouster. I should really go find out what their jousting value is...

I like long range scanner too. No extra action efficiency, do you'll probably just focus anyway when in the fight for it to not hurt to bad to be unable to target lock at that point, but means you can line up focus/TL for the first round of combat

19 hours ago, VanderLegion said:

I like long range scanner too. No extra action efficiency, do you'll probably just focus anyway when in the fight for it to not hurt to bad to be unable to target lock at that point, but means you can line up focus/TL for the first round of combat

I did think that at first myself, but then I realized that you would run into the issue of sitting pretty next to an enemy ship outside your arc, unable to target lock them and therefor unable to hit them with a synched turret. But of course if you leave out the synched turret.

1 hour ago, tsuruki said:

I did think that at first myself, but then I realized that you would run into the issue of sitting pretty next to an enemy ship outside your arc, unable to target lock them and therefor unable to hit them with a synched turret. But of course if you leave out the synched turret.

I'm specifically talking about in a 4 scurrg list. At 24 points base, you aren't running synced turrets anyway. It'd be a sheer jousting list.

On 20/03/2017 at 10:59 AM, VanderLegion said:

I'm specifically talking about in a 4 scurrg list. At 24 points base, you aren't running synced turrets anyway. It'd be a sheer jousting list.

You could, technically, run one synced turret in the list. Just, y'know, leave the LRS of off of that one. ?

You'd almost certainly be better off with the crew, systems, or a range of other picks, though. A pair of autoblaster turrets might work well, for example.

Personally i dont think the Scurrg should have any turret except Autos. Its got a 3die primary with barrelroll and we already know it has a Troll, odds are its going to be a very easy ship to get that arc on people for. For 2pts you get anti-arcdodge and anti-super evasion, while with the synch turret youre going to have the same attack you have in arc as you do out of arc.

I'd rather dump points onto a Missile and slap Gchips on there than take an expensive turret. Why? 3die primary = crit mod from gchips. Almost NOTHING that takes ordnance can benefit from that.

4 minutes ago, Vineheart01 said:

Personally i dont think the Scurrg should have any turret except Autos. Its got a 3die primary with barrelroll and we already know it has a Troll, odds are its going to be a very easy ship to get that arc on people for. For 2pts you get anti-arcdodge and anti-super evasion, while with the synch turret youre going to have the same attack you have in arc as you do out of arc.

I'd rather dump points onto a Missile and slap Gchips on there than take an expensive turret. Why? 3die primary = crit mod from gchips. Almost NOTHING that takes ordnance can benefit from that.

A lot will depend on the pilot abilities TBH, not to mention the rest of the dial. Given the 3-troll we can probably assume a white 3 turn, maybe a green if they're feeling unusually generous.

And as things stand, having a turret slot and NOT filling it with a TLT is questionable at best. ABT if you're really squeezed for points.

57 minutes ago, Vineheart01 said:

Personally i dont think the Scurrg should have any turret except Autos. Its got a 3die primary with barrelroll and we already know it has a Troll, odds are its going to be a very easy ship to get that arc on people for. For 2pts you get anti-arcdodge and anti-super evasion, while with the synch turret youre going to have the same attack you have in arc as you do out of arc.

I'd rather dump points onto a Missile and slap Gchips on there than take an expensive turret. Why? 3die primary = crit mod from gchips. Almost NOTHING that takes ordnance can benefit from that.

If you have 9-10 PS you can be correct. Otherwise, Autoblaster is wasted on him. Yes you have B-Roll: Aces have B-roll as well. If the move after you, you will be never able to shoot anyone.

In fact, in high PS I will put AB. In low PS (as the 3 Scurrg list) TLT will be the best turret, for me