I did two proxy matches (me playing aginst me) using my favorite scum build and my favorite imperial build:
Imperial Aces (97)
"Duchess" (29)
- Expertise
- Adaptive Ailrons
- Lighweight Frame
"Quickdraw" (39)
- Expertise
- FCS
- Sensor Cluster
- Special Ops Training
- Lightweight Frame
"Omega Leader" (29)
- Juke
- Comm Relay
- Stealth Device
Ketsu & Co. (98)
Ketsu Onyo (48)
- Veteran Instincts
- K4 Security Droid
- Black Market Slicer Tools
- Shadow Caster
Gyroscopic Targeting
Old Teroch (30)
- Veteran Instincts
- Concord Dawn Protector
- Autothrusters
Kaa'to Leeachos (20)
- Crack Shot
- Concussion Missiles
- Guidance Chips
The first game, Imperials won in a landslide. I made some costly mistakes, specifically sending Kaa'to after Omega Leader. I never pulled the plug on the missiles because I wouldn't be able to modify the dice since Omega Leader had the TL on it. It became too late to go after another ship. I sent Duchess straight into the fight, and it went down in two rounds. But that took attention away from Quickdraw. Quickdraw's ability took out Kaa'to in one round, and then the three Imperials focus-fired on Ketsu at Range 2-3. Then it was just Teroch, and Quickdraw's ability was still kicking, allowing a few extra hits.
I learned from that game and sent Ketsu and Kaa'to straight after Quickdraw in the second game. Ketsu threw Quickdraw onto a rock (which made Quickdraw's ability useless since it was on an asteroid). Then, Kaa'to fired its missile to finish off the rest of Quickdraw's shields. That's about the best you can hope for in that situation: all shields gone without Quickdraw having the ability to return fire. Despite the early offense, this left Ketsu exposed and she died pretty quickly. Quickdraw hung around for a bit, and finished off Kaa'to, but Teroch finished off Duchess and Quickdraw. Omega Leader hit a rock, which took away the stealth device. Since Teroch had the higher PS, it became a dogfight he ultimately won because of the ability to reposition.
So a few takeaways: the scum list is heavily dependent on getting initiative. I'm thinking of dropping BMST that's on Ketsu to make a better initiative bid (didn't get to use it in either game). Having Quickdraw move last really hurt me. I'd rather it shoot first to help me line up the mobile firing arc on Ketsu. The other takeaway is how fragile the Striker is, even with LWF. I probably should have been more conservative with it, but it did make her an immediate threat and took heat off the other guys.
Top to bottom, I think the Imperial list has the upper hand here because of the ability to sit at a distance and evade shots. These games are great practice though because it helps you learn how to maneuver and the synergies between ships/abilities/modifications. I feel better prepared to fly both these lists in actual games now.