How viable is this list?
Triple Scouts
I'd say it's very viable if you know how to fly it. I believe a very similar list came in at 14. place in the Tatooine open in Spain (the last scout might have had torpedoes instead of FA or APL).
Edited by Samurai33Three torpedo scouts is still a thing. Most people gave up on them after the deadeye nerf but I still have a blast with them. You just have to play them a little safer then before.
Edited by Phanto FiendYep, pretty much the same as the other thirty million triple jump lists out there.
21 hours ago, Phanto Fiend said:Three torpedo scouts is still a thing. Most people gave up on them after the deadeye nerf but I still have a blast with them. You just have to play them a little safer then before.
Am I missing something? This list above looks like you still have the basic problem of a low PS ship trying to get a TL on higher PS opponents. I can see that Attanni and Agromechs synergise quite nicely for good action economy but it looks on paper like getting those torpedo shots off is still going to be somewhat situational.
Also R4 only works when attacking meaning you cannot use your Focus token for defense (although I guess 2 of the Scouts will often have 2 Focus tokens if necessary).
It's not that hard. You run one of them in front of the others to block people from getting a close approach and use your agromechs to get the TLs if you need to.
It's no longer as stupidly easy as it was with Deadeye but it's not as hard as you're implying.
32 minutes ago, thespaceinvader said:It's not that hard. You run one of them in front of the others to block people from getting a close approach and use your agromechs to get the TLs if you need to.
It's no longer as stupidly easy as it was with Deadeye but it's not as hard as you're implying.
This ^
As thespaceinvader wrote the popular way to go about it now is with a "bumpmaster" build to design one of the scouts specifically for blocking/jamming so the other two can get their shots
Edited by Phanto Fiend