Scum Kel Special.. ish

By DanteStorm, in X-Wing Squad Lists

Hi all, after seeing SOTL's Nym/Ghost list, inspired by the Kel Special, it inspired me to try and make a scum version, since it's my prefered faction and it has some of my favourite ships to fly. So I came up with this:

Scurrg H-6 Bomber: Captain Nym (47)
Engine Upgrade (4)
•Havoc (0)
Veteran Instincts (1)
Twin Laser Turret (6)
•Bomblet Generator (3)
Advanced Sensors (3)
•"Genius" (0)

Jumpmaster 5000: Contracted Scout (52)
•Experimental Interface (3)
•Punishing One (12)
Adrenaline Rush (1)
Extra Munitions (2)
•Cad Bane (2)
R4 Agromech (2)
Burnout Slam (1)
Cluster Mines (4)

Total: 99/100

I flew it last night and got tabled, and although the Dice Gods were not on my side, I think it mostly came down to my bad flying. As a player I prefer to joust and alpha strikes. But with this list I can't do, which was what I did, and it did not went well.

Although Miranda is my favorite rebel ship to fly, I haven’t flown her in quite sometime and have kinda forgotten how to fly other than jousting, so I need some advise on how to. As in, asteroid placement, deploy, approach, etc.

Also any comments on the list and improvements are greatly appreciated.

Thank you for any help you can offer! :)

I don't really like Adrenaline Rush. Since AR only works when you reveal a red maneuver and SLAM isn't revealing a dial, you won't be able to SLAM into a "red" K-Turn or S-Loop, AR it to white, then drop a bomb. If you just want to AR to drop mines after a normal dialed-in K-Turn or Right-S-Loop, I'd much rather put in R4-E1 which allows you to take actions on Bombs while stressed (and ditch the stress, if you want, at the cost of the droid). Which is good, because I don't really know if R4 Agromech is the right mech for the ship. I just doubt that you'll have offensive focus tokens often enough to get that many target locks.

If I wanted to trim the bomb package, I'd go with just R4-E1, Cad, Clusters, Extras. If you start mixing it up in the mid game, there ought to be enough space to drop bombs without the full Burnout Slam/Experimental Interface combo (although Barrel Roll bombs might be pretty nice). This could easily be an upgrade to a named pilot and a better Elite upgrade. VI/Tel would work. PS 9 is respectable, and a bit harder to kill with the pilot ability. Lone Wolf might even fit, but that'd probably cost you any initiative bids. A Jumpmaster with rerolls and a focus is pretty solid.

I also might tweak the Nym build some. You say you like Alpha Strikes? How about dropping Engines and TLT for Cruise Missiles, EM, GC, and Autoblaster Turret? That'll still provide long-range early firepower, and Nym will still be a potent threat once he gets up close. You can run a Manaroo, and she can pass focus to Nym who takes the TL. That's a good first round of fire. Second round, put Manaroo in a position to block Nym's 4-forward, then take a TL. Nym can Advanced Sensors a focus, then bump Manaroo who passes along the TL. Here, either Expertise (or Predator) or Draw Their Fire could be a good Elite upgrade on Manaroo. Maybe add Tactical Jammer. One thing which is nice about a Cruise-ABT Nym is that he's enough cheaper that maybe at least Experimental Interface could be kept.

One thing which is cool with Expertise/R4-E1 and Clusters is that you can 4-K, drop bombs, pop the droid. You'll be stress-free for Expertise, and you'll have a row of mines when tracing line of fire, so extra evades from Nym's ability. Seems like a reasonable way to start an engagement, since if they want to directly chase you, they'll have to fly through one, or maybe even two, rows of Cluster Mines.

Just running through options.

I don't necessarily hate the idea of a bomb-focused Scout, but the more I think about it, I'd rather it was just a bomber. The issue, then, is that filler ships often just aren't worth it. Dropping title, R4 Aggro, and AR for R4-E1 and Adaptability, that's only 14 points. A Z-95 probably won't really feel like a better use of the points, and cutting Engine and TLT from Nym to upgrade to a Kihraxz seems like it might be going too far. I dunno.

4 hours ago, theBitterFig said:

I don't really like Adrenaline Rush. Since AR only works when you reveal a red maneuver and SLAM isn't revealing a dial, you won't be able to SLAM into a "red" K-Turn or S-Loop, AR it to white, then drop a bomb. If you just want to AR to drop mines after a normal dialed-in K-Turn or Right-S-Loop, I'd much rather put in R4-E1 which allows you to take actions on Bombs while stressed (and ditch the stress, if you want, at the cost of the droid). Which is good, because I don't really know if R4 Agromech is the right mech for the ship. I just doubt that you'll have offensive focus tokens often enough to get that many target locks.

If I wanted to trim the bomb package, I'd go with just R4-E1, Cad, Clusters, Extras. If you start mixing it up in the mid game, there ought to be enough space to drop bombs without the full Burnout Slam/Experimental Interface combo (although Barrel Roll bombs might be pretty nice). This could easily be an upgrade to a named pilot and a better Elite upgrade. VI/Tel would work. PS 9 is respectable, and a bit harder to kill with the pilot ability. Lone Wolf might even fit, but that'd probably cost you any initiative bids. A Jumpmaster with rerolls and a focus is pretty solid.

I also might tweak the Nym build some. You say you like Alpha Strikes? How about dropping Engines and TLT for Cruise Missiles, EM, GC, and Autoblaster Turret? That'll still provide long-range early firepower, and Nym will still be a potent threat once he gets up close. You can run a Manaroo, and she can pass focus to Nym who takes the TL. That's a good first round of fire. Second round, put Manaroo in a position to block Nym's 4-forward, then take a TL. Nym can Advanced Sensors a focus, then bump Manaroo who passes along the TL. Here, either Expertise (or Predator) or Draw Their Fire could be a good Elite upgrade on Manaroo. Maybe add Tactical Jammer. One thing which is nice about a Cruise-ABT Nym is that he's enough cheaper that maybe at least Experimental Interface could be kept.

One thing which is cool with Expertise/R4-E1 and Clusters is that you can 4-K, drop bombs, pop the droid. You'll be stress-free for Expertise, and you'll have a row of mines when tracing line of fire, so extra evades from Nym's ability. Seems like a reasonable way to start an engagement, since if they want to directly chase you, they'll have to fly through one, or maybe even two, rows of Cluster Mines.

Just running through options.

I don't necessarily hate the idea of a bomb-focused Scout, but the more I think about it, I'd rather it was just a bomber. The issue, then, is that filler ships often just aren't worth it. Dropping title, R4 Aggro, and AR for R4-E1 and Adaptability, that's only 14 points. A Z-95 probably won't really feel like a better use of the points, and cutting Engine and TLT from Nym to upgrade to a Kihraxz seems like it might be going too far. I dunno.

Before I start I just want to say thanks for the feedback, and that I always enjoy reading your comments, even on other threads.

I was aware that AR didn’t work with slam, unfortunately, it was to replace R4-E1 so I could keep the Agromech, but yeah, I see your point if I have a focus I'll mostlywant to spend it on defense. Experimental interface was there mostly for barrel roll bombs, which are pretty amazing I think.

I love the idea of a bomber scout, since JM5K is actually one of my fav ships, despite all the hate, but Nym might not be the best partner, I played with this the other day and won by quite a bit.

Jumpmaster 5000: Contracted Scout (34)
Adaptability (-1) (0)
Extra Munitions (2)
•Cad Bane (2)
•R4-E1 (1)
Cluster Mines (4)

Scurrg H-6 Bomber: Karthakk Pirate (33)
Long-Range Scanners (0)
Twin Laser Turret (6)
Cruise Missiles (3)

Scurrg H-6 Bomber: Karthakk Pirate (33)
Long-Range Scanners (0)
•Havoc (0)
Twin Laser Turret (6)
•Bomblet Generator (3)
Collision detector (0)
•"Genius" (0)

Total: 100/100

I didn’t get the cruise off since counter measures and only dropped one bomblet so those points ca be tweeked but that 4-k poop bomb, then next round 1 straight poop bomb again... my opponent did not see it coming.

I think I prefer this over the original list, but I haven’t given up on it yet, just setting aside for a bit now.

1 minute ago, DanteStorm said:

I love the idea of a bomber scout, since JM5K is actually one of my fav ships, despite all the hate, but Nym might not be the best partner, I played with this the other day and won by quite a bit.

There are a lot of things to enjoy about non-Dengar JM5k. Large base with barrel rolls and an interesting upgrade bar. I think it'd be less of an issue if it didn't have torpedo slots. Then without the title, it'd just be a support ship or blocker or other sort of tricky things. It just does too much damage too cheaply. If it didn't do damage, it'd be a lot more fun for the game.

//

I do like the 2x Karthakk list. Part of me thinks that it'd work better with Cruise Missiles on both, but then you're missing part of the point of Cad Bane.

//

Another thing which was going through my head: starting with the stripped down 34 point Bombmaster, and a 39 point trim Nym (VI, ABT, Bomblets, Genius, AdvSensors, LRS), that'd leave 27 points. A TLT Y-Wing seems like it could be fun to include. However, even a Y-Wing can get blown off the table in a single round of shooting these days, so perhaps R5-P9 on one? The green moves would be awful, but the painbot might be enough to discourage attackers from focusing it right away. But maybe you want it blown away, to distract from Nym, so Unhinged can stay an option. Anyhow, even the lesser Nym is still going to be a threat to some ships. If Fenn Rau or The Inquisitor are still out there anywhere, this Nym will hunt them. Against other ships, aim to block or bump and bomb. Plus, you'll get the bonus evades when hiding behind your Cluster Mines, and tossing a few TLT shots their way with the Y-Wing.

Another cool thought for the Bombmaster: Inertial Dampeners. It'll work fine with R4-E1 to stall and bomb. Maybe that's just too obvious of a play, though.

//

And while we're still talking Jumpmasters...

Contracted Scout [Extra Munitions, Cad Bane, R4-E1, Attanni Mindlink, Cluster Mines] (35)

Contracted Scout [Plasma Torpedoes, Intelligence Agent, R4 Agromech, Attanni Mindlink, Guidance Chips] (32)

Contracted Scout [Proton Torpedoes, Boba Fett, R4 Agromech, Attanni Mindlink, Guidance Chips] (33)

Yeah, if they just removed torpedoes, but kept the illicit, and maybe even the salvaged, I think it'd be mostly ok.

I also think it might work better two Cruise, Bomblet was there mostly for when they start chasing, but two cruise missiles might me too good an alpha strike to pass up.

R5-P9 + TLT Thug is a cool idea, which might work, since people don't want to leave it alive a long time, because it will deal some hurt, but, they might regret attacking it....

A Cheap Jostero might not be a horrible idea, although it might be hard to make him good with just 3 points available, even with the Vaksai title. Another option is Thweek with AT and Mk.II. You could also put Cruise in Nym, and a 24 point N'dru (VI + GC + CM + SC), try and do 4k poop bomb in the first engange, ships bumb you and get hit with two missles in the face. Or pretty much any Scik, like a CM Quinn Jast.

I hadn't thought of ID, but it might actually be a great idea, if they are behind you, just stop and drop.... pretty cool....

About that triple JM5K you sent, I like it, I had done a similar one but with EM instead of Agro, as much as I love agro, and as much of a good droid it is, I don't think it's worth sacrificing two missiles, because you lose a great deal of firepower... perhaps you could keep the Agromechs by downgrading Boba + Proton to simple Plasma, losing Boba is bad, because it such a good card, but the UK national champion won with 3 jumps and none had boba in them so.... it might be worth considering.

Thank you for the reply, I now have a new list I want to try with Ndru, Bombmaster and Nym! :D

Edited by DanteStorm