How To Beat Scum Hunters?

By Georgedpalpatine, in Imperial Assault Skirmish

After the World championships the was a great deal of talk that Scum hunter lists are overpowered. At the time, I thought that their prevalence was partly due to how new and shiny they were. Since then, however, I attended the Euro championships and saw firsthand the raw power of these lists. In fact, every single one of my opponents played a variation of Scum Hunters!

Now, I'm certainly no expert at this game (Euros were my first tournament and I lost every game with my Jedi list), but since then I've been trying to design a list that specifically counters the Scum Hunter lists. If you can be confident that the vast majority of your opponents will play a given style, surely there is a counter to that list?

The main strengths of the Scum Hunters seem to be:

  1. Ability to power up in the first two rounds with Hidden and focus
  2. Ability to power up in the first two rounds with huge-damage-dealing command cards

Therefore I envisaged different ways of tacking these strengths:

  1. Use a swarm of low health units to negate the purpose of the spike damage
  2. Use debuffing units to counter the strength of the beneficial conditions
  3. Use strain and bleed to remove the damage dealing command cards
  4. Use high speed figures to launch a full assault on round 1, before they’ve had a chance to power up
  5. Use spies to control the command cards

However, despite playing around with various lists, I cannot find a list that addresses both of the Scum Hunter strengths.

So, because the players on these boards are far more proficient than I am I pose the questions:

Is there a list that can be built to tackle the strengths of the Scum Hunters?

If not, what elements (deployment cards, command cards, upgrades) could/should be introduced that would allow an effective counter?

If you can't beat them, Join them.

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Edited by Stompburger

As far as i know, with Wave 9 Droids have become quite a heavy threat.
Scum seems still to be the strongest faction, mostly thanks to the elite Jawa who greatly replaces Sorin, IG-88 has become the "Machine God", the new command cards are really strong and there are more than a few droids - hunters, therefore you have a really strong list to choose from.

Try Rebel Hunters with two sets of eRangers. I've also had success with a brute force list with large HP pools running eJets, ePigs and Terro.

A splash of spies and a well timed Strategic Planning can ruin their hand of command cards.

I think the mass health or spies are the only real possibilities until the Jedi wave come out.

The other problem though is that Gammoreans are great against hunters but not so great against new Darth... dammit.

epigs are pretty solid against the eWeeqs

It'll often take 2 focused, hidden Weequays to take out a single Gamorrean without command cards, and sometimes it'll take 3.

They are also amazing against Luke I'm a massive fan.

Also agree with @brystrom1 on spies being solid, although I'd run them alongside the new Hunter cards, the command cards are just that good, and both Alliance Rangers and Weequays are solid even without cards with consistent damage output and decent health pools

I've seen Luke with sabs do well without hunters, or Terro with Dewbacks and Probe Droids