Skurrg Discussion.

By tsuruki, in X-Wing

3 hours ago, Rakky Wistol said:

It looks so much better than the Y-wing, B-wing, and GA-1 for similar point cost; more the first 2 and less the latter of course. The upgrade combos are just ridiculous. If the rebels had full access to the ship (which they will get in the next "most wanted style pack) it's going to really get messy and the Y and B can officially go into retirement with the rebel HWK.

You are referring to the Havoc, right? If so, how are Rebels gonna get full access to it in a "most wanted" style pack?

25 minutes ago, Cerve said:

If X-Wing will have ground objectives, I will agree. But as now, I'm investing points (almost 25+) doing...nothing? I know that it seems a poor thought, but it is not a Manaroo nor a blocker. For example the Ghost : That ship shoots 4 dice, he don't care about missing the opportunity to shoot with the ABT . I can use it into an ps2 Y-Wing when I run 2 Ghost s. So I create a large no-fly zone with 2 large ships+small one. Or I can run it into a K-Wing if I use bombs. So I don't miss the opportunity to doing damage if I can't shoot with it.

But if I have 100 points, and I win with killpoints, I need that my 100 points will hit enought to grants me a victory. I don't have any clue to buy an turret that grants me a no-fly zone. I got that no ace will fly near to me.....so what? Did I need to buy an Y to cover the side of the YV-666? I don't need it, I'll fly well the YV and other punchy ships will cover his side (by positioning, so they will shoot in anycase).

So that thought doesn't seems valuable to me :-/

You still have a 3 die primary on the scurrg. It's not like you never get to shoot if you don't get an autoblaster shot off.

i take bombs all the time and they do work even without doing damage. Why? Makes people not want to chase behind me, giving me a chance to turn around without someone hugging my ass.

The point of the ABTs is its 2pts on top of what you are already doing (3die ship with barrelroll and heavy mods on a fat frame, which doesnt need a turret to function in that way) to add another level of complexity your opponent has to deal with.

Sure, it may never go off if your opponent somehow never, ever ends up in range 1 of the ABT ships. It will force him to run away to get additional shots on you rather than swerve right around you and stay close, which vaaast majority of arcdodgers MUST do in order to survive. If hes sitting at range2-3 to avoid ABTs, more than likely hes unable to avoid regular firing arcs since range2-3 is really difficult to dodge without sacrificing your attack as well, and even then its hard. Even harder when theres multiple ships to deal with. If someone can consistently dodge ABTs AND my regular firing arcs for many many turns in a row, they deserve to win regardless of what is on the table. Nobody is THAT good.

I dont know how many times i have killed an interceptor with the typical build because i deliberately shot for R3, either being too far for them to close the next turn properly or blasting into range2 thinking i was going faster than i did and i pegged them with multiple ships. You should never try to get R1 on any arcdodger type ship, or even a ship in general with broll that moves after you. ABTs scare him off from abusing that advantage.

"Its only 2 damage' yeah on a 3-4 hull frame that tends to die the moment they roll blank defense. One ABT wont kill an interceptor as he'd likely dodge any crits and he has 1 hp left if you get 2 hits, but now he has to be REAALLLY careful or hes dead next time. And he cant miss a single evade ever again either. Your health is a resource and they dont have a very deep bank account for that resource, the Skurrg does.
In an optimum, ideal setting for an Interceptor vs an ABT Skurrg, where he gets a shot every turn and lands all 3 hits every turn while simultaniously never getting into R1, hes looking at minimum 3 turns to take out that Skurrg, 4 if crits dont favor him or if the Skurrg manages to dodge a couple. Thats quite a long time to last without ever getting zapped by ABTs. Realistically, about twice that given the Interceptor will not be able to Kturn, and if he 2turns to keep firing i guarantee hes either not having a shot because he rolled away or hes in ABT range.

If you dont see the value in a 2pt card for all this mindgaming, either you somehow never encounter these players or dont know how mindgames can be more powerful than raw firepower.

Edited by Vineheart01
1 hour ago, SabineKey said:

You are referring to the Havoc, right? If so, how are Rebels gonna get full access to it in a "most wanted" style pack?

Because, some people thing, rebels need to have every ship in the game, I think it's good that rebels only can have one scurrg, I think ffg balanced the ship more for Scum anyway

1 hour ago, Vineheart01 said:

i take bombs all the time and they do work even without doing damage. Why? Makes people not want to chase behind me, giving me a chance to turn around without someone hugging my ass.

The point of the ABTs is its 2pts on top of what you are already doing (3die ship with barrelroll and heavy mods on a fat frame, which doesnt need a turret to function in that way) to add another level of complexity your opponent has to deal with.

Sure, it may never go off if your opponent somehow never, ever ends up in range 1 of the ABT ships. It will force him to run away to get additional shots on you rather than swerve right around you and stay close, which vaaast majority of arcdodgers MUST do in order to survive. If hes sitting at range2-3 to avoid ABTs, more than likely hes unable to avoid regular firing arcs since range2-3 is really difficult to dodge without sacrificing your attack as well, and even then its hard. Even harder when theres multiple ships to deal with. If someone can consistently dodge ABTs AND my regular firing arcs for many many turns in a row, they deserve to win regardless of what is on the table. Nobody is THAT good.

I dont know how many times i have killed an interceptor with the typical build because i deliberately shot for R3, either being too far for them to close the next turn properly or blasting into range2 thinking i was going faster than i did and i pegged them with multiple ships. You should never try to get R1 on any arcdodger type ship, or even a ship in general with broll that moves after you. ABTs scare him off from abusing that advantage.

"Its only 2 damage' yeah on a 3-4 hull frame that tends to die the moment they roll blank defense. One ABT wont kill an interceptor as he'd likely dodge any crits and he has 1 hp left if you get 2 hits, but now he has to be REAALLLY careful or hes dead next time. And he cant miss a single evade ever again either. Your health is a resource and they dont have a very deep bank account for that resource, the Skurrg does.
In an optimum, ideal setting for an Interceptor vs an ABT Skurrg, where he gets a shot every turn and lands all 3 hits every turn while simultaniously never getting into R1, hes looking at minimum 3 turns to take out that Skurrg, 4 if crits dont favor him or if the Skurrg manages to dodge a couple. Thats quite a long time to last without ever getting zapped by ABTs. Realistically, about twice that given the Interceptor will not be able to Kturn, and if he 2turns to keep firing i guarantee hes either not having a shot because he rolled away or hes in ABT range.

If you dont see the value in a 2pt card for all this mindgaming, either you somehow never encounter these players or dont know how mindgames can be more powerful than raw firepower.

No no no wait, I said where an ABT will works. And I know pretty well how valuable this mindgame will worth. I love Boshek crew, I consider myself as a mind-oriented game.

But I consider my opponents mind too. So I never said that the ABT on low ps are always worthless, but there's a few cases where it will work. Otherwise, a TLT onto a low ps Scurrg will always work, 100% sure.

Talking about Scurrg, maybe those ships will have some nice new cards to consider a triple ABT low ps, creating a pretty larger danger-zone.

Anyway, all my thoughts were about which turret will be better into low ps Scurrg.

If an Autoblaster turret means that the enemy suddenly has a bubble to avoid that means I can better predict where he will be with the rest of my guns, I then give my opponent bad choices: Sit there and token up, praying that the autoblaster blanks out... or scramble out of range of the ABT while being left taking multiple shots from 3-die primaries, with fewer tokens to their name to boot.

An ace won't enjoy either option, and aces are one of the generic jousters greatest enemies. I'm pretty happy putting such a complicator on a ship that already paid for its main gun. TLT will be good, too, sure - but then you're wasting the points spent on the primary weapon. A TLT Y-wing is the same price as a naked Scurrg, after all...

9 minutes ago, Reiver said:

If an Autoblaster turret means that the enemy suddenly has a bubble to avoid that means I can better predict where he will be with the rest of my guns, I then give my opponent bad choices: Sit there and token up, praying that the autoblaster blanks out... or scramble out of range of the ABT while being left taking multiple shots from 3-die primaries, with fewer tokens to their name to boot.

An ace won't enjoy either option, and aces are one of the generic jousters greatest enemies. I'm pretty happy putting such a complicator on a ship that already paid for its main gun. TLT will be good, too, sure - but then you're wasting the points spent on the primary weapon. A TLT Y-wing is the same price as a naked Scurrg, after all...

Not totally wasted, in your front arc you can shoot 4 dices at range 1.

An Ace will simple rest in R3 and shoot you, protected by autothrusters. And yes, a good player is able to do it. Or it will simply avoid the fight for that turn, positioning himself for the next turn. Think about that there's no Turret carrier with agi2+ (ok until Wave11) so for an Ace is simple making some damages even at range 3.

Personally, my Fenn Rau never been shooted by any ABT EU Ghost (a large ship then). Just move carefully. When it happens, you know how to fly an Ace. Until then, there's more practice to do in my opinion.

But stop talking about this, I'll focus more over this lovely ship <3 I will buy 3 of them for sure!

On 3/15/2017 at 8:00 PM, VanderLegion said:

24 points leaves plenty of room for upgrades. You just don't run 4 of them.

Which is good because can you imagine another 4 TLT list?

20 minutes ago, Marinealver said:

Which is good because can you imagine another 4 TLT list?

I see what you did there. ;)

5 hours ago, DeathstarII said:

Because, some people thing, rebels need to have every ship in the game, I think it's good that rebels only can have one scurrg, I think ffg balanced the ship more for Scum anyway

Ah, I see. And agreed.

Here's a more interesting question, which I don't know if it's been asked before. Will Rebel and Scum Nym have different pilot abilities? Scum and Rebel Sabine are different, though the Shadowcaster sabine lacks her normal EPT and is customized to that ship (And would have to represent her at like, 13-14 or something when she was a freelance bounty hunter working with Ketsu). Scum and Imperial Boba have different abilities. So, it would seem to follow they do. What sort of differences could those be to sync with different factions/ships. It's an interesting idea we'll have to see play out.

1 hour ago, UnitOmega said:

Here's a more interesting question, which I don't know if it's been asked before. Will Rebel and Scum Nym have different pilot abilities? Scum and Rebel Sabine are different, though the Shadowcaster sabine lacks her normal EPT and is customized to that ship (And would have to represent her at like, 13-14 or something when she was a freelance bounty hunter working with Ketsu ). Scum and Imperial Boba have different abilities. So, it would seem to follow they do. What sort of differences could those be to sync with different factions/ships. It's an interesting idea we'll have to see play out.

Yes they'll be different. You can already tell that from the pilot cards int he spread. We can't see most of the text of either, but we can see enough to tell they aren't the same

The system slot opens a lot with this ship that I hadn't first thought of. Advanced Sensors means you can do an action before you move, which makes the ship rather unpredictable. For one, you can drop action bombs before you move. Or, you can Barrel Roll before you move, which can put you in a really unexpected position. That works for TLT's or Auto Blaster Turrets.

I can even see PS 8 Nym (or higher with VI) want to use Genius with some Bombs. If you are facing someone like Fenn Rau you probably don't mind dropping a Seismic Charge to take a damage if you can ensure that you are doing 1 to a light ship with few hull. Or someone super tanky like a /X7. Or maybe an Ion Bomb if you have ships in your list that can take advantage of whomever you need being ionized.

Depending on the dial, advanced sensors and PTL could be very, very fun. Gives you so many options as to where you are dropping your conner nets or cluster mines.

I wonder if the Mine... Map card could be something like:

During setup place a bomb token on an asteroid or deris. During play as an action you may detonate that bomb.

Would really provide a difficult set of flying conditions on some parts of the board. Only ships with the Mine... Map would be able to detonate the bomb/mines.

On 3/21/2017 at 3:34 PM, SabineKey said:

You are referring to the Havoc, right? If so, how are Rebels gonna get full access to it in a "most wanted" style pack?

I was being a bit facetious. I really hope the rebels don't get full access because it would absolutely overshadow many of their ships but the rebels seem to be getting everything (EVEN TIES!!!).

That also demonstrates how bad some of the Rebel ships are in this meta.