Strong meta lists for Scum?

By p1nk1e, in X-Wing Squad Lists

Quite simply, which Scum lists do you think fares the best as of the recent FAQ changes?

Anything with Nym or Asajj is still powerful. I expect to see a ton of Nym with Black Sun Aces decked out with Harpoons making a strong showing.

I just kind of threw this Nym build together, but something along these lines:

Captain Nym (Scum) (30)
Veteran Instincts (1)
Twin Laser Turret (6)
Extra Munitions (2)
Bomblet Generator (3)
Advanced Sensors (3)
"Genius" (0)
Havoc (0)

Black Sun Ace (23)
Deadeye (1)
Harpoon Missiles (4)
Vectored Thrusters (2)
Guidance Chips (0)
Munitions Failsafe (1)
Vaksai (0)

Black Sun Ace (23)
Deadeye (1)
Harpoon Missiles (4)
Vectored Thrusters (2)
Guidance Chips (0)
Munitions Failsafe (1)
Vaksai (0)

Total: 99

View in Yet Another Squad Builder

I don't know that there's any scum list set above the rest right now. There's a lot of mixxing and matching to taste in that faction right now with new mid-point options in starvipers and khirax. Scurggs are well valued, robust ships that I think have a firm spot in the meta. Deadeye missile platforms abound - again giving you a lot of price point and customization options. I've heard of ion brobots - I love the idea but I've yet to see them in action. The shadowcaster is really favorably costed for the faction but it doesn't play well with every ship. Double shadowcaster may be a thing.

There was a recent national winner using Thweek, shadowcaster and a jumpmaster.

Dash/X and Miranda/Nym feel like the only top tier lists that will end games before you can realize what happened. So to me, that says design a scum list good against them. Deadeye missiles seem great. I think a lot of lists will want to be able to raze a target in two ship lists.

2 hours ago, Ohnoeszz said:

There was a recent national winner using Thweek, shadowcaster and a jumpmaster.

Im intrigued? What national was this? What was the list?

Twin shadowcaster came top in Swiss in the Belgian nationals. High ps with harpoons is good. Scurgg swarm is good. Heck, twin IGs can still be good if you’re an ace pilot.

2 hours ago, Dengars Toilet Paper said:

Im intrigued? What national was this? What was the list?

This was posted by dodging arcs in the national thread(New Zealand national):

Paul was running

Assaj - Latts Razzi and PTL

Thweek - both titles, FCS and Autothrusters

Contracted Scout - Trick Shot, Rigged Cargo and Intel Agent

99pts

Paul ran a lot of Parattanni so it’s a lot of the same pieces. Thweek is more or less a Sustained Fire Ace similar to Fenn but not as dangerous. The Intel Scout and Assaj are really just parts of the toolkit you use as necessary.

I came 2nd with

Darth Vader - VI, Title, ATC, Engine

Quickdraw - VI, Title, FCS, LWF, Pattern Analyser

OGP - Palp, Collision Detector

100pts

it was a pretty tough final. I feel like Paul’s list has the tools to beat my list but I did manage to find a win condition halfway through the match. Unfortunately Vader couldn’t punch through Assaj fast enough to get to a cat and mouse endgame against Thweek where Vader would have won at time.

I tried really hard to get a win for the Imperials this Nationals season but alas, it was not to be. Paul is a great opponent though and we play each a lot, but he is definitely on a roll at the moment.

From playing my list a lot I have to say I really don’t like the Palp LWF interaction. I know that it isn’t super clear in the FAQ but we played it at this tournament that you Palp the 2 or the 1 and ca only change the dice you Palp before. What I dong like about the interaction is the high level of gambling involved. The change to Palp is fine, and knowing when to use Palp is interesting from a game standpoint, but the way that these two cards currently interact takes away good choice for a Palp player and just makes it all bad choice, which makes me super reluctant to actually use Palp on either roll. This is most noticeable against TLT (which I faced a lot in this tournament). To be clear I’m not really talking about whether the ruling/clarification is bad or good, just that as a player it’s actually immensely frustrating chasing Palp in LWF. If all 3 LWF dice were rolled at the same time it would be much less so.

Also unsurprisingly I faced Turrets in every single game (all 9). It’s rough, but doable.

The rest of the top 8

3rd

Dash - Lone Wolf, Rey, Counter Measures, Title, HLC

Lothal Rebel - Hera, Autoblaster, Gunner, FCS

4th

Dormitz - Hyper Wave Comm

Quickdraw and Backdraft with Hyperwave, Cruise Missiles and a bunch of other upgrades I’m not totally sure of. But suffice to say this list would jump you right at the start and maul you. Most people couldn’t escape it.

5-8

Rey - Expertise, Sloop Title, Kanan, Finn

Miranda - 3p0, TLT, Bomblet, LRS

Torkil - TLT, Greedo, Moldy Crow Title

2x Lok Revenant - Deadeye, Harpoons, EM, GC, Autoblaster Turret

Biggs, Lowrick, Jess, Rex. Standard FSR, Lowie has Tactician.

And the one list I didn’t see was Thweek, Lok revenant and something else which might have been a Khirazx.

So lots of variety in the top 8 which is good. We had 18 Rebel, 13 Imperial and 12 Scum start day one and ended with 3/2/3 in the top 8.

Definitely a fun tournament.

Edited by Ohnoeszz

I got shredded the other day by a Fearlessness/Cluster Missiles Boba Fett along side a VI Asajj Ventress with the Shadowcaster Title. Tractor folks into R1 of Boba for the Fearlessness and rerolls with reduced agility. My friend borrowed it from here http://stayontheleader.blogspot.com/2017/11/didnt-we-just-leave-this-party-is-there.html by @Stay On The Leader .

First game against it (my opponent's first game with it), if I'd boosted on Dash, I might have won, since Boba wouldn't have had arc, and D would have got a shot off (killed the second round of combat). As was, the Shadowcaster eventually escaped at 1 HP from my U-Wing, I wouldn't have been able to turn fast enough to catch her, so I chased Boba for a few rounds, getting him at least 2 crits into hull, but once his Lancer circled back around, I got blown out for 6 HP.

Second game my Defenders got absolutely wrecked.

//

I've also had a lot of fun with double Lancer. Ketsu Onyo can be brutal against any list which try to joust. You can move slow enough on round one, then get in their faces round 2, and start tossing people onto rocks and using Countermeasures to shut down their attacks. Expertise/Dengar build doesn't even care if you bump. Just toss them off with Tractors, and blaze away.

6 hours ago, Ohnoeszz said:

This was posted by dodging arcs in the national thread(New Zealand national):

Paul was running

Assaj - Latts Razzi and PTL

Thweek - both titles, FCS and Autothrusters

Contracted Scout - Trick Shot, Rigged Cargo and Intel Agent

99pts

That's 97 pts, or is there a upgrade missing?

17 minutes ago, DaProfezzur said:

That's 97 pts, or is there a upgrade missing?

My guess would be antipursuit lasers on JM5K

It's 99 pts?

Latts - 42

Thweek - 30

Scout - 27

41 minutes ago, NABLA_OPERATOR said:

It's 99 pts?

Latts - 42

Thweek - 30

Scout - 27

You're right i forgot autothrusters.

I really want to tweak and make this work:

Captain Nym (Scum) — Scurrg H-6 Bomber 30
Adaptability 0
Autoblaster Turret 2
Extra Munitions 2
Harpoon Missiles 4
Seismic Charges 2
Collision Detector 0
"Genius" 0
Guidance Chips 0
Havoc 0
Ship Total: 40
Talonbane Cobra — Kihraxz Fighter 28
Crack Shot 1
Harpoon Missiles 4
Inertial Dampeners 1
Vectored Thrusters 2
Guidance Chips 0
Munitions Failsafe 1
Vaksai 0
Ship Total: 32
Contracted Scout — JumpMaster 5000 25
A Score to Settle 0
Intelligence Agent 1
Rigged Cargo Chute 1
Ship Total: 27
I know PS9 Nym is a gamble, I might be convinced to go VI on him and Talonbane and remove Havoc for Boba... I dunno.

Edited by Skargoth
12 hours ago, theBitterFig said:

I got shredded the other day by a Fearlessness/Cluster Missiles Boba Fett along side a VI Asajj Ventress with the Shadowcaster Title. Tractor folks into R1 of Boba for the Fearlessness and rerolls with reduced agility. My friend borrowed it from here http://stayontheleader.blogspot.com/2017/11/didnt-we-just-leave-this-party-is-there.html by @Stay On The Leader .

1

I like this idea a lot. A made a few modifications to the source list to fit my taste a little better:

Boba Fett (Scum) (39)
Fearlessness (1)
K4 Security Droid (3)
Cluster Missiles (4)
Scavenger Crane (2)
Extra Munitions (2)
Guidance Chips (0)
Slave I (0)

Asajj Ventress (37)
Veteran Instincts (1)
Latts Razzi (2)
Black Market Slicer Tools (1)
Rigged Cargo Chute (1)
Gyroscopic Targeting (2)
Shadow Caster (3)

Total: 98

View in Yet Another Squad Builder

Edited by jwilliamson12

This list worked really well for me:

Asajj - PTL and Latts Razzi

(Bumpmaster) Contracted Scout - Trickshot, Intel agent and Anti per suit lasers

Thweek- both titles, Autothrusters and FCS

I played it versus a Nym and a Chewi and my Asajj still has 7 health and my Viper had 1

On 11/15/2017 at 3:21 PM, Skargoth said:

I really want to tweak and make this work:

Captain Nym (Scum) — Scurrg H-6 Bomber 30
Adaptability 0
Autoblaster Turret 2
Extra Munitions 2
Harpoon Missiles 4
Seismic Charges 2
Collision Detector 0
"Genius" 0
Guidance Chips 0
Havoc 0
Ship Total: 40
Talonbane Cobra — Kihraxz Fighter 28
Crack Shot 1
Homing Missiles 5
Inertial Dampeners 1
Vectored Thrusters 2
Guidance Chips 0
Munitions Failsafe 1
Vaksai 0
Ship Total: 33
Contracted Scout — JumpMaster 5000 25
A Score to Settle 0
Intelligence Agent 1
Rigged Cargo Chute 1
Ship Total: 27
I know PS9 Nym is a gamble, I might be convinced to go VI on him and Talonbane and remove Havoc for Boba... I dunno.

Swap Homing Missiles for Harpoons and you got your 1 Point you need for VI on Nym

46 minutes ago, ScumDan said:

Swap Homing Missiles for Harpoons and you got your 1 Point you need for VI on Nym

Haha thanks I mean to make that Harpoons. Fixing now.

I am still unsure if Talonbane should have Vector + ID or Glitterstim instead. Is PS9 really bad on Nym + Talonbane?

I was testing Nym + Fenn + Jostero.

Main disadvantage was that Nym wanted to be in close range to drop bombs but as well Fenn was at close range. So at the end couldn't drop as many bombs as would like to due to danger close Fenn.

BR,

Pelzak

Edited by Pelzak