Scum Firespray Builds

By intoxicatedALF, in X-Wing

Played Rebels for almost 2 years and I'm finally getting into Scum with the most wanted expansion and the firespray on order. Just curious what a good build would be for the scum firespray.

Currently thinking something like the below with Unkar and TLT Kavil as wingmen.

Kath Scarlet (38) - Expertise (4), Tail Gunner (2), & Engine Upgrade (4)

Total = 48

Tail gunner isn't all that. Spend the points elsewhere.

Would you have any suggestions? K-4 Security Droid maybe?

I had fun flying this a while ago:

• Dengar, Predator, K4 Security Droid, Unhinged Astromech, Punishing One
• Boba Fettm, Fearlessness, 4-LOM, Glitterstim, Engine Upgrade
A bit old build, that can be adjusted for the new cards that have been out ever since, still flies nicely as it is though.
Set up Boba for the joust and Dengar for flanking.
I also won a local tournament with something similar:
Boba Fett + Glitterstim + Fearlessness + Engine Upgrade + 4-Lom
Dengar + Inertial Dampeners + Push the Limit + Unhinged Astromech + Punishing One + Gonk
Edited by tsondaboy

it's fun to put outmanoeuvre and tail gunner on Kath

I've had fun with Boba kitted with Autoblasters, EU, and Fearlessness, plus whatever crew I decided to bring. Never seen the problem with Firesprays TBH (Except that the Imp ones stink like skunks at a landfill).

Some of these sound interesting. Seems like EU is boardline mandatory, which is okay because I was going to use it anyway. Just need to decide between Boba and Kath.

When using Fearless, Autoblaster Boba, how often do you get to use the autoblaster? Seems like a lot of points to sink into a Range 1 front arc only attack.

5 hours ago, ozmodon said:

Tail gunner isn't all that. Spend the points elsewhere.

Tail Gunner's great but Scum can do better. Dengar crew for instance on basically anything other than Scum Boba is a better choice. K4 too.

19 minutes ago, thespaceinvader said:

Tail Gunner's great but Scum can do better. Dengar crew for instance on basically anything other than Scum Boba is a better choice. K4 too.

Even Scum Boba appreciate him, if you don't run Lone Wolf as Elite.

I like Tail Gunner Kath. Not sure about Unkar and Kavil as wingmates. With lack of agility I can see them getting chewed through and Kavil's ability isn't best used by a TLT.

Probably my favourite build to use. Not just for Firesprays but in the entire game:

Emon Azzameen — Firespray-31 36
Cluster Mines 4
Dengar 3
Homing Missiles 5
Extra Munitions 2
Long-Range Scanners 0
Slave I 0
Ship Total: 50

Missiles can be changed depending on your local meta. I'm actually leaning towards Cluster Missiles and adding Glitterstim or a Crane (with an extra point I would get from the other ship).

Coupled with Asajj makes a great and hilarious pair to fly.

Edited by Kharnete
27 minutes ago, FlipmodeSH said:

I like Tail Gunner Kath. Not sure about Unkar and Kavil as wingmates. With lack of agility I can see them getting chewed through and Kavil's ability isn't best used by a TLT.

Yeah... limited on options at the moment. Pretty much only have headhunters, y-wings, hwk, quadjumper, & starviper with the firespray on the way.

Another option is just to take 2 TLT y wings instead.

o_O

Kavil's ability is AMAZING on a TLT. It makes him hyper-reliable at deal consistent damage even against mid to high agility targets*

*if you can roll better than hit eye blank blank... ever...

I made a regional top 8 this year using Kath with Expertise, Dengar and Engine alongside a PTL/K4/Title/Engine Ketsu. Super fun, very fast list that murders lower PS ships and has the potential for some hideous damage if you get a nice engagement.

It has a lot of trouble vs high PS aces, and I imagine the resurgence of stress lists will hamper Expertise a little more as well.

You also can do a nice theme list with Fearlessness, 4-LOM, Long Range Scanners and 5 Binarye pirates.

Edited by Bonza
7 hours ago, intoxicatedALF said:

Some of these sound interesting. Seems like EU is boardline mandatory, which is okay because I was going to use it anyway. Just need to decide between Boba and Kath.

When using Fearless, Autoblaster Boba, how often do you get to use the autoblaster? Seems like a lot of points to sink into a Range 1 front arc only attack.

To be honest, it depends on how you fly. I'm aggressive, so I tend to stay close and get into fur balls. So I get some good use out of it. Especially when I throw Bossk in there with him.

I've had fun with a Fearless Boba and two TLT Thugs. Boba gets in close and mixes it up while the Thugs orbit outside and snipe with the TLTs. Sometimes I'll swap in Expertise so I can take the Evade action and still get a Focus effect.

I've had great success using Scum Kath (obvious as she's the main Firespray pilot these days). I usually kit her out with Tail Gunner, Inertial Dampeners and either load her up for Homing Missile firing or Ion Cannon. It just depends on if I want more control or damage output. I know people like Dengar crew on her instead of Tail Gunner, which makes total sense, but in most lists I play with Kath, I run Ketsu which is already using Dengar crew on her anyway.

Kath w/expertise, tailgunner, eu, burnout slam

Ketsu w/PTL, K4, EU, Shadowcaster title

I have an even record with this at 7-7. Most my losses have come from not knowing how to approach certain lists(i am still new). The idea is to hit them with ketsu tractor beam at least once and twice if possible and then pound them with Kath out the rear arc. You can reduce an aces agility down to 0. It can be brutal for your opponent. Flying and positioning are everything with this list, but if you fly right it is very rewarding. Also I just added burnout slam and have not had a chance to actually try it, but I know from experience that it is needed almost once a match for Kath to reposition.

Zuysdql.jpg

Edited by bamhvac

Kath + TG is potent. Trying to get enemies behind you is a different kind of thing and needs to be played differently (which makes it fun to me). K turning in front of an enemy to drop a bomb and do a 4-5 dice roll vs -1 greens is a good feeling.

The Firespray is oddly fragile for a ship with 10 hits behind two dice. Despite all its goodies, I think it is a little overcosted.

I never tried the scum Firespray. Looking at the pilot abilities, isnt Kath better than Boba?

On 3/26/2017 at 10:49 PM, intoxicatedALF said:

Played Rebels for almost 2 years and I'm finally getting into Scum with the most wanted expansion and the firespray on order. Just curious what a good build would be for the scum firespray.

Currently thinking something like the below with Unkar and TLT Kavil as wingmen.

Kath Scarlet (38) - Expertise (4), Tail Gunner (2), & Engine Upgrade (4)

Total = 48

This is the Firespray list ive been flying lately and it dominates, but if you make wrong moves (red) it can really cost you. It takes some getting used to but if you learn to fly it right it can set you up with some nasty traps and combos. Here it is.

Kate Scarlet (38) - Slave 1 (0), Expertise (4), Linked Battery (2), Cluster Mines (4), Tail Gunner (2), Cruise Missiles (3), EMP Device (2), Engine Upgrade (4), Extra Munitions (2) - Total = 61 pts

Talonbane Cobra (28) - Vaksai (0), Expertise (3), Cruise Missiles (2), Cloaking Device (1), Engine Upgrade (3), Autothrusters (1), Vectored Thrusters (1) - Total = 39 pts

The ABSOLUTE FIRST THING you have to do with this list is you need to FLY CASUAL! If you fly stressed with this list you will lose every time.

So the plan is to get Kath right up into your opponents space, but not too much into a "sitting duck" position. Bump and EMP is a good initial move or boost to get them into your auxiliary arc at range 1 (preferably) and that right there would give you a 5 die attack against -1 defense for tail gunner and Kaths ability, plus re-rolls from target locks and linked battery. Additionally you can use an emp to control where the other ships are going and use youre cluster mines and target locks effectively.

As for Talonbane, bounce him around the map with his added boost, barrel roll and cloaking device and that makes him perfect for maneuvering out of firing arcs and sneaking up into a range 1 shot which is a 5 die attack with the ability to change focus' to hits cuz expertise and rerolls with target locks. Additionally, a range 3 attack against Talonbane while cloaked gives him 6 defensive dice plus an auto evade cuz autothrusters.

They both are equipped with cruise missiles to set up decent approach shots, if you can manage to do a 4 straight and get a target lock on a defender in range at 2-3, thats another 5 die attack with the ability to change focus' to hits and with re-rolls since cruise missiles does not spend the lock.

This is a very high damage output list as both ships have multiple ways of landing 5 hit attacks from all ranges without having to set up those attacks too much. Talonbane is shifty enough to hold his own, and Kath has a pretty decent health pool and maneuver dial for a large ship making it pretty easy for her to swing around and get people into her rear arc for that devastating +1 attack die -1 defense die or to drop a cluster mine right in front of ships so they have to fly straight through them.

Ive been experimenting with other EPT's on both ships and outmaneuver or veteran instincts on kath and PTL or lone wolf on Talonbane arent terrible combos either.

Im working on making this even better, if anyones got idea feel free to comment!