Triple Deadeye Scruggs gonna the new hotness?

By clanofwolves, in X-Wing

I was thinking this and pondering missile boat madness in the meta akin to the Deadeye Jump phenomenon; and then I heard the Krayte latest Podcast with guest @Rytackle where @Brunas and the guys discuss it. What? FFG didn't see this coming?!?

Edited by clanofwolves

No, because they don't have the tools to finish that Scouts had. It's a bad list.

Quad

Deadeye

Vaksai

Potentially even more dangerous is two Deadeye Scurrg missile boats with a Bombmaster or Scurrg bomber.

16 minutes ago, Stay On The Leader said:

No, because they don't have the tools to finish that Scouts had. It's a bad list.

The Scouts don't have "tools to finish", if the torpedoes don't do the job.

The Scurrg is gonna be better set than the Scouts were, unless you mean 'worse dial' and 'no pwt', but I think 3 red is more reliable than 2 pwt.

I'm guessing a better list is 2 Scurgg's and a Jumpmaster/Bumpmaster. Sacrificing the one Scurgg without EM would free up 32 points, which leaves 7 points worth of upgrades on the Jumpmaster. Which is plenty to kit it out how you'd like.

Edited by Tbetts94
3 hours ago, Sparklelord said:

The Scouts don't have "tools to finish", if the torpedoes don't do the job.

The Scurrg is gonna be better set than the Scouts were, unless you mean 'worse dial' and 'no pwt', but I think 3 red is more reliable than 2 pwt.

Not quite. A Lok with Deadeye, Cruise Missiles, Extra Munitions and Chips is 32 points, so you have 4 points left to play with in a triple list. However, they are notably weaker than the triple Jumps were.

- 10 health behind 1 agility is weaker than 9 health behind 2, though they don't give up half points if you fail to kill them.
- No white turnaround maneuver, no green hard turns.
- No PWT, so can't keep shooting every turn and vulnerable to arc-dodging. Only enough points for two AB turrets.
- Cannot take R4 Agromech or Overclocked R4s.
- Small base makes it harder to set up blocks on targets.
- Cruise missiles really rely on speed 3-4 moves to be effective, so can't slow-roll. Could compensate by running Cruise/Plasma instead of EM, but then you only have room for one crew member.

4 hours ago, Sparklelord said:

The Scouts don't have "tools to finish", if the torpedoes don't do the job.

The Scurrg is gonna be better set than the Scouts were, unless you mean 'worse dial' and 'no pwt', but I think 3 red is more reliable than 2 pwt.

the PWT makes the 2 die primary a lot more stupid than it has any right to be

moreso because it's combined with action independent modifiers ala k4 and mindlink, and possibly large base bumps on opposing ships that require actions to survive

At least they can't fire outside of ar... oh wait.:unsure:

**** FFG!:angry:

Edited by Marinealver
1 hour ago, PhantomFO said:

Not quite. A Lok with Deadeye, Cruise Missiles, Extra Munitions and Chips is 32 points, so you have 4 points left to play with in a triple list. However, they are notably weaker than the triple Jumps were.

- 10 health behind 1 agility is weaker than 9 health behind 2, though they don't give up half points if you fail to kill them.
- No white turnaround maneuver, no green hard turns.
- No PWT, so can't keep shooting every turn and vulnerable to arc-dodging. Only enough points for two AB turrets.
- Cannot take R4 Agromech or Overclocked R4s.
- Small base makes it harder to set up blocks on targets.
- Cruise missiles really rely on speed 3-4 moves to be effective, so can't slow-roll. Could compensate by running Cruise/Plasma instead of EM, but then you only have room for one crew member.

I don't think Cruise Missiles are the way to go with these. Homing Missiles are where it's at. Here's a Double Scurrg & Bumpmaster:

Lok Revenant (26)
Deadeye (1)
Extra Munitions (2)
Homing Missiles (5)
Boba Fett (1)
Guidance Chips (0)

Lok Revenant (26)
Deadeye (1)
Extra Munitions (2)
Homing Missiles (5)
Zuckuss (1)
Guidance Chips (0)

Contracted Scout (25)
Adaptability (0)
Intelligence Agent (1)
Rigged Cargo Chute (1)

Total: 97

View in Yet Another Squad Builder

More like the new Boringness! Easy Mode indeed.

1 hour ago, PhantomFO said:

- Cruise missiles really rely on speed 3-4 moves to be effective, so can't slow-roll. Could compensate by running Cruise/Plasma instead of EM, but then you only have room for one crew member.

And why can't you slow roll, exactly?
Scurrgs can take LRS, so they don't need to be careful about crawling into range 3 to get their lock (also they don't need Deadeye; when your alpha doesn't require the TL spend, double modifiers are a given and Guidance Chips aren't needed, Crack Shot would be better).

If you are thoughtful about your range control from the beginning, you can (and should) slow roll until ready, and save your fast move for when you know there must be shots exchanged.

Even if you overshoot into Range 1, there's a 4 die primary with TL+focus that will be almost the same amount of pain as the missile shot.

41 minutes ago, Sparklelord said:

And why can't you slow roll, exactly?
Scurrgs can take LRS, so they don't need to be careful about crawling into range 3 to get their lock (also they don't need Deadeye; when your alpha doesn't require the TL spend, double modifiers are a given and Guidance Chips aren't needed, Crack Shot would be better).

If you are thoughtful about your range control from the beginning, you can (and should) slow roll until ready, and save your fast move for when you know there must be shots exchanged.

Even if you overshoot into Range 1, there's a 4 die primary with TL+focus that will be almost the same amount of pain as the missile shot.


Kinda agree, but Deadeye still usefull even with LRS. Sometimes you will not be able to keep in sight your locked enemy, so Deadeye still more safe.

But I prefer Deadeye+GuidanceChip. You are TL free, you can shoot to anyone in your sight, and because you will B-Roll sometimes to catch your prey, you still get a modify without tokens (so you have Focus+1 blank changed).

Edited by Cerve

The jumpmaster is cheaper, has a PWT and +1 agi, a large base for superblocks, and a white facing reversal for ordinance. The scurrg has none of these.

I can take 4x Scimitar Bombers with LRS, Homing Missiles, and seismic charges for 100 points.

Edit- +1 vote for 3 scurrgs being a lollist.

Edited by JasonCole
moar infoze!
2 hours ago, Cerve said:


Kinda agree, but Deadeye still usefull even with LRS. Sometimes you will not be able to keep in sight your locked enemy, so Deadeye still more safe.

But I prefer Deadeye+GuidanceChip. You are TL free, you can shoot to anyone in your sight, and because you will B-Roll sometimes to catch your prey, you still get a modify without tokens (so you have Focus+1 blank changed).

I think if you BR then you won't have a shot that Guidance Chips will modify.

Edited by Sparklelord
1 hour ago, JasonCole said:

The jumpmaster is cheaper, has a PWT and +1 agi, a large base for superblocks, and a white facing reversal for ordinance. The scurrg has none of these.

I can take 4x Scimitar Bombers with LRS, Homing Missiles, and seismic charges for 100 points.

Edit- +1 vote for 3 scurrgs being a lollist.

It's true that the jumpmaster is cheaper and has other advantages, but I think the point is that the Scurrg is is a small ship and can take Deadeye. Compared in a head-to-head with the TIE Bomber list you mentioned, the Scurrgs have a higher Pilot Skill and will kill a Bomber before it fires.

8 minutes ago, Incard said:

It's true that the jumpmaster is cheaper and has other advantages, but I think the point is that the Scurrg is is a small ship and can take Deadeye. Compared in a head-to-head with the TIE Bomber list you mentioned, the Scurrgs have a higher Pilot Skill and will kill a Bomber before it fires.

You can do 4 gamma squadron vets with deadeye and cruise missiles. Now a Scurrg dies before it fires.

Just now, Crit Happens said:

You can do 4 gamma squadron vets with deadeye and cruise missiles. Now a Scurrg dies before it fires.

Solid point. It will take 3 high speed cruise missiles to down a Scurrg, while the Scurrgs will reply with 2 homing missiles to down a bomber. Then the initial engagement is over and I think I'd favor the 2 remaining Scurrgs with their 3 dice primary, 10 HP and better dial (or 1 Scurrg and 1 bumpmaster) vs. the 3 bombers with 2 dice primary and 6 HP, but it would not be a given either way, in my opinion.

I would build it this way. Outlaw Techs mean you can still shoot your missiles after a 3 turn, Tallon Roll, or 5 Straight. 30 HP, 5 focused missiles with 3-5 dice, depending on speed.

Lok Revenant — Scurrg H-6 Bomber 26
Deadeye 1
Extra Munitions 2
Cruise Missiles 3
Outlaw Tech 2
Guidance Chips 0
Ship Total: 34
Lok Revenant — Scurrg H-6 Bomber 26
Deadeye 1
Extra Munitions 2
Cruise Missiles 3
Outlaw Tech 2
Guidance Chips 0
Ship Total: 34
Lok Revenant — Scurrg H-6 Bomber 26
Deadeye 1
Cruise Missiles 3
Outlaw Tech 2
Guidance Chips 0
Ship Total: 32
1 hour ago, Crit Happens said:

You can do 4 gamma squadron vets with deadeye and cruise missiles. Now a Scurrg dies before it fires.

I like it:

Gamma Squadron Veteran — TIE Bomber 19
Deadeye 1
Extra Munitions 2
Cruise Missiles 3
Guidance Chips 0
Ship Total: 25
Gamma Squadron Veteran — TIE Bomber 19
Deadeye 1
Extra Munitions 2
Cruise Missiles 3
Guidance Chips 0
Ship Total: 25
Gamma Squadron Veteran — TIE Bomber 19
Deadeye 1
Extra Munitions 2
Cruise Missiles 3
Guidance Chips 0
Ship Total: 25
Gamma Squadron Veteran — TIE Bomber 19
Deadeye 1
Extra Munitions 2
Cruise Missiles 3
Guidance Chips 0
Ship Total: 25
1 hour ago, Incard said:

Solid point. It will take 3 high speed cruise missiles to down a Scurrg, while the Scurrgs will reply with 2 homing missiles to down a bomber. Then the initial engagement is over and I think I'd favor the 2 remaining Scurrgs with their 3 dice primary, 10 HP and better dial (or 1 Scurrg and 1 bumpmaster) vs. the 3 bombers with 2 dice primary and 6 HP, but it would not be a given either way, in my opinion.

The thing is that the Bombers can do even more damage on the initial engagement. With LRS Bombers and Crack Shot (better than Deadeye/Chips in my opinion), you lock 2 bombers on one Scurrg and 2 Bombers on a second Scurrg. 2 missiles go off first, if they each get 5 hits, that's a dead Scurrg thanks to Crack Shot. If there's a hit point left over, Bomber primaries with Crack Shot can probably take it down. The 4th Bomber then drops its Cruise Missile into the second Scurrg. So 1.5 Scurrgs down, 1 Bomber down. At the end of Turn 2, odds are its 3 Bombers to 1 Scurrg. It's a joust, though, so there's a lot of variation possible, and dials matter.

40 minutes ago, Biophysical said:

The thing is that the Bombers can do even more damage on the initial engagement. With LRS Bombers and Crack Shot (better than Deadeye/Chips in my opinion), you lock 2 bombers on one Scurrg and 2 Bombers on a second Scurrg. 2 missiles go off first, if they each get 5 hits, that's a dead Scurrg thanks to Crack Shot. If there's a hit point left over, Bomber primaries with Crack Shot can probably take it down. The 4th Bomber then drops its Cruise Missile into the second Scurrg. So 1.5 Scurrgs down, 1 Bomber down. At the end of Turn 2, odds are its 3 Bombers to 1 Scurrg. It's a joust, though, so there's a lot of variation possible, and dials matter.

Agreed - I think with a bit of practice against Cruise Missiles, one might learn how to avoid their maximum damage.

Edited by Incard
1 hour ago, Incard said:

Agreed - I think with a bit of practice against Cruise Missiles, one might learn how to avoid their maximum damage.

Yeah, that's a big question right now. They do seem totally awesome, but anything that movement reliant is going to take some table time to really make solid assertions on. I do think we can say that if Cruise Missiles are good, they're really good for TIE Bombers because the ship's price, upgrade options, and dial support Cruise Missiles pretty well.

And then you find an intensity Black One t-70 with bb-8... and you cry

1 hour ago, Flaren48 said:

And then you find an intensity Black One t-70 with bb-8... and you cry

I don't know about that. Everybody locks whoever you want to kill, Poe dumps 2 of the locks, and 2 Focus/TL missiles with Crack Shot, then 2 Focused primary shots with Crack Shot do what they can.