Scum Suicide Squad

By Marinealver, in X-Wing

So we got a new trash mech that allows you to shoot your own ships. Also trajectory simulator is a system so all factions can use it (if they have both system and bomb slot hi punisher).

But what I am interested is dead mans switch.

So through some Bynaree pilots out there, throw a proton bomb at them and watch the fireworks? OR will you be shooting at a wounded shadow caster with 2 deadmans switches?

Come to think of it I still want to try out my house rule for Scum GR-75 with the Blackmarket title for 3 illicits and 3 deadmans switch.

The problem really is that Deadman's Switch isn't 1pt, or even 0pts (which would have been reasonably appropriate, given it's double-edged nature).

It's still fun, but 14pt Headhunters add up quick . Still, there's hope yet...

Karthakk Pirate (24)
Twin Laser Turret (6)
Collision Detector (0)
R3KT (0)
Havoc (0)

Binayre Pirate (12)
Dead Man's Switch (2)

Binayre Pirate (12)
Dead Man's Switch (2)

Binayre Pirate (12)
Dead Man's Switch (2)

Binayre Pirate (12)
Dead Man's Switch (2)

Binayre Pirate (12)
Dead Man's Switch (2)

Total: 100

View in Yet Another Squad Builder

Karthakk Pirate chosen for giving you the maximum chance of setting off the perfect choice of wounded 1-HP Z by dint of firing a TLT at it no matter what direction it is from you, and being PS1 - a Y-wing doesn't buy you an extra Z (or even a deadman switch'd Vaksai instead), and everything being PS1 means you can let the poor halpless pirate shoot at an enemy ship, then get blown up.

There's also something to be said that they're all explicitly pirates, and the one that does the teamkills is the Havoc ... :D

Edited by Reiver
11 minutes ago, Reiver said:

The problem really is that Deadman's Switch isn't 1pt, or even 0pts (which would have been reasonably appropriate, given it's double-edged nature).

It's still fun, but 14pt Headhunters add up quick . Still, there's hope yet...

Karthakk Pirate (24)
Twin Laser Turret (6)
Collision Detector (0)
R3KT (0)
Havoc (0)

Binayre Pirate (12)
Dead Man's Switch (2)

Binayre Pirate (12)
Dead Man's Switch (2)

Binayre Pirate (12)
Dead Man's Switch (2)

Binayre Pirate (12)
Dead Man's Switch (2)

Binayre Pirate (12)
Dead Man's Switch (2)

Total: 100

View in Yet Another Squad Builder

Karthakk Pirate chosen for giving you the maximum chance of setting off the perfect choice of wounded 1-HP Z by dint of firing a TLT at it no matter what direction it is from you, and being PS1 - a Y-wing doesn't buy you an extra Z (or even a deadman switch'd Vaksai instead), and everything being PS1 means you can let the poor halpless pirate shoot at your target ship, then blow it up.

There's also something to be said that they're all explicitly pirates, and the one that does the teamkills is the Havoc ... :D

This is the only use that makes it worthwhile imo.

I just think that there is a *better* choice for the salvaged astromech slot over this 90% of the time.

13 minutes ago, Tom1132 said:

This is the only use that makes it worthwhile imo.

I just think that there is a *better* choice for the salvaged astromech slot over this 90% of the time.

Hey, the astromech itself is hilarious: Turn 1, TL Manaroo. Later on, let Manaroo dump that red TL onto someone else.

What for? I dunno, but the juggling could be fun.

Edited by Reiver
25 minutes ago, Tom1132 said:

This is the only use that makes it worthwhile imo.

I just think that there is a *better* choice for the salvaged astromech slot over this 90% of the time.

At the moment, maybe.

But as soon as we get a Scum ship that combines a Salvaged Astromech slot with the Cannon upgrade and a high enough pilot skill... combat phase repositioning of your own ships could be a lot of fun. Moving your own ships out of an enemy's firing arc, or boosting/barrel rolling them into arc or range one...

1 minute ago, FTS Gecko said:

At the moment, maybe.

But as soon as we get a Scum ship that combines a Salvaged Astromech slot with the Cannon upgrade and a high enough pilot skill... combat phase repositioning of your own ships could be a lot of fun. Moving your own ships out of an enemy's firing arc, or boosting/barrel rolling them into arc or range one...

The thought makes me weep for the upgrade being possible on the Mist Hunter. It'd even be a halfway reasonable pricetag. :D

45 minutes ago, Reiver said:

The problem really is that Deadman's Switch isn't 1pt, or even 0pts (which would have been reasonably appropriate, given it's double-edged nature).

It's still fun, but 14pt Headhunters add up quick . Still, there's hope yet...

Karthakk Pirate (24)
Twin Laser Turret (6)
Collision Detector (0)
R3KT (0)
Havoc (0)

Binayre Pirate (12)
Dead Man's Switch (2)

Binayre Pirate (12)
Dead Man's Switch (2)

Binayre Pirate (12)
Dead Man's Switch (2)

Binayre Pirate (12)
Dead Man's Switch (2)

Binayre Pirate (12)
Dead Man's Switch (2)

Total: 100

View in Yet Another Squad Builder

Karthakk Pirate chosen for giving you the maximum chance of setting off the perfect choice of wounded 1-HP Z by dint of firing a TLT at it no matter what direction it is from you, and being PS1 - a Y-wing doesn't buy you an extra Z (or even a deadman switch'd Vaksai instead), and everything being PS1 means you can let the poor halpless pirate shoot at an enemy ship, then get blown up.

There's also something to be said that they're all explicitly pirates, and the one that does the teamkills is the Havoc ... :D

I still think the best is a scurrg with trajectory simulator and proton bomb, but you may have to cut a pirate or two. Oh I forgot with Havoc they can take both trajectory and R3-KT. Time to nerf Suicide Squad is the new meta.

21 hours ago, Marinealver said:

I still think the best is a scurrg with trajectory simulator and proton bomb, but you may have to cut a pirate or two. Oh I forgot with Havoc they can take both trajectory and R3-KT. Time to nerf Suicide Squad is the new meta.

Doable for sure, but you either sacrifice TLT completely or have to lose a pirate to do it, and then I'd wonder if a pair of TLT boats still wouldn't work better.

Trajectory Simulator is certainly potent, but a Scurrg using it, proton bombs, and some kind of turret gets a bit spendy for a ship that struggles to aim the bombs at the enemies easily. Unless you plan on just straight up running Nym, but I'm not sure how good he'd be?

1 minute ago, Reiver said:

Doable for sure, but you either sacrifice TLT completely or have to lose a pirate to do it, and then I'd wonder if a pair of TLT boats still wouldn't work better.

Trajectory Simulator is certainly potent, but a Scurrg using it, proton bombs, and some kind of turret gets a bit spendy for a ship that struggles to aim the bombs at the enemies easily. Unless you plan on just straight up running Nym, but I'm not sure how good he'd be?

Well since Genius has been nerf the idea is you take the pirates you have at pilot skill one as blocker jamming up the mess then all you need to do is throw a proton bomb at them. Any ship that hit them no longer gets actions unless there was some special thing like advanced sensors. So in a way you could use the suicide squad as a net of sorts. Hopefully when they all go so does whatever gets caught.

3 minutes ago, Marinealver said:

Well since Genius has been nerf the idea is you take the pirates you have at pilot skill one as blocker jamming up the mess then all you need to do is throw a proton bomb at them. Any ship that hit them no longer gets actions unless there was some special thing like advanced sensors. So in a way you could use the suicide squad as a net of sorts. Hopefully when they all go so does whatever gets caught.

Certainly an interesting way to run it. Got a hypothetical build?

6 minutes ago, Reiver said:

Certainly an interesting way to run it. Got a hypothetical build?

Nothing very inspiring. Just a Scurg with title trajectory simulator and a proton bomb and 4 B-pirates with deadman switch. It starts out at 87 points if you begin with a K-Pirate so you can easily build up to super Nym from there with TLT and such. Also won't geinus still work because it won't be the scurrg that does the bumping.

30 minutes ago, Marinealver said:

Nothing very inspiring. Just a Scurg with title trajectory simulator and a proton bomb and 4 B-pirates with deadman switch. It starts out at 87 points if you begin with a K-Pirate so you can easily build up to super Nym from there with TLT and such. Also won't geinus still work because it won't be the scurrg that does the bumping.

Yes, but then you're not using R3KT any more, at which point there was nothing beyond the trajectory simulator missing from trying the build previously. Also would feel a little nervous about the fact that Nym is immune to his bomb, but not the Pirates explosions, and that's an awful lot of Range 1 going around at the time...

The dead man's switch swarm is an awful lot better in Epic play, where you can field 12 Z-95s and some Ion Torpedo carriers to funnel the enemy ships.

The suicide net sounds good for epic.

have 98 pts of dead-zeds, maybe something wtih R5-TK, and some otherstuff

25 minutes ago, Infinite_Maelstrom said:

The suicide net sounds good for epic.

have 98 pts of dead-zeds, maybe something wtih R5-TK, and some otherstuff

Oooh, that's when Trajectory Simulator starts to look downright potent: Not only do you have more targets, but you've much better odds of having something in position and able to throw the killer bomb when the opportunity finally arises...

And faceup cards hurt Epic ships a whole bunch, too. Yes indeed.

Edited by Reiver

You could also fire a harpoon at one of your Z95 with deadman to add to the damage.....seems like a waste of a 'poon to me.

On 11/23/2017 at 3:37 AM, Reiver said:

The problem really is that Deadman's Switch isn't 1pt, or even 0pts (which would have been reasonably appropriate, given it's double-edged nature).

It's still fun, but 14pt Headhunters add up quick . Still, there's hope yet...

Karthakk Pirate (24)
Twin Laser Turret (6)
Collision Detector (0)
R3KT (0)
Havoc (0)

Binayre Pirate (12)
Dead Man's Switch (2)

Binayre Pirate (12)
Dead Man's Switch (2)

Binayre Pirate (12)
Dead Man's Switch (2)

Binayre Pirate (12)
Dead Man's Switch (2)

Binayre Pirate (12)
Dead Man's Switch (2)

Total: 100

View in Yet Another Squad Builder

Karthakk Pirate chosen for giving you the maximum chance of setting off the perfect choice of wounded 1-HP Z by dint of firing a TLT at it no matter what direction it is from you, and being PS1 - a Y-wing doesn't buy you an extra Z (or even a deadman switch'd Vaksai instead), and everything being PS1 means you can let the poor halpless pirate shoot at an enemy ship, then get blown up.

There's also something to be said that they're all explicitly pirates, and the one that does the teamkills is the Havoc ... :D

I'm not sure whether this Suicide Squad or the movie was a worse idea.

In all seriousness, this with a bomb-flinging Ion Pulse Missile Nym, TLT Ys with Ion Torps, EM (one with kill-a-friend bot) and ~5 Flying Mines along with whatever else could get real nasty in epic. Less so in 100/6.

Edited by Npmartian
8 hours ago, Reiver said:

Yes, but then you're not using R3KT any more, at which point there was nothing beyond the trajectory simulator missing from trying the build previously. Also would feel a little nervous about the fact that Nym is immune to his bomb, but not the Pirates explosions, and that's an awful lot of Range 1 going around at the time...

But I am using the proton bomb in place of the Friendly Fire droid. The hope is that you bomb all 4 and flip a direct hit or 2 on a headhunter to set off the chain reaction. Genius alos combines with trajectory simulator so you won't have to worry about running into your own bomb.

In my opinion, this could be a Jumpmaster fix if anything, because the best way to use it in my opinion is to help out a bumpmaster:

Contracted Scout (32) - JumpMaster 5000
Intimidation (2), Intelligence Agent (1), EMP Device (2), Anti-Pursuit Lasers (2)

Cartel Brute (26) - M12-L Kimogila Fighter
Extra Munitions (2), Scrambler Missiles (2), R5-TK (0)

Leaves you with 48 points for either one really powerful ship or two smaller ships (like HLC Scyks or something) to destroy the ship that gets blocked. Basically, the bumpmaster gets in their way, ions them, intimidates them, they get shot by the rest of your fleet, and then the Kimogila shoots the bumpmaster and scrambles the enemy ship as well (with the scrambler missiles' splash jamming). I still don't think it's that good, and you're tying up a ton of points on stuff that doesn't do any damage. But that's the best use I can think of.

On 11/24/2017 at 10:33 AM, Kieransi said:

In my opinion, this could be a Jumpmaster fix if anything, because the best way to use it in my opinion is to help out a bumpmaster:

Contracted Scout (32) - JumpMaster 5000
Intimidation (2), Intelligence Agent (1), EMP Device (2), Anti-Pursuit Lasers (2)

Cartel Brute (26) - M12-L Kimogila Fighter
Extra Munitions (2), Scrambler Missiles (2), R5-TK (0)

Leaves you with 48 points for either one really powerful ship or two smaller ships (like HLC Scyks or something) to destroy the ship that gets blocked. Basically, the bumpmaster gets in their way, ions them, intimidates them, they get shot by the rest of your fleet, and then the Kimogila shoots the bumpmaster and scrambles the enemy ship as well (with the scrambler missiles' splash jamming). I still don't think it's that good, and you're tying up a ton of points on stuff that doesn't do any damage. But that's the best use I can think of.

Why do we need a jumpmaster fix? The Nerf Herders on the forums and Reddit and Podcasts and FFG been working to destroy that through 5 NerF.A.Q.s now. They have been working harder at blowing it up than Rebels dealing with an Imperial Superweapon. The only difference is the Rebels were successful in blowing up their problems (numerous times I might add). These Nerf Herders not so much :rolleyes: .

Edited by Marinealver

My main question is, are you inside your own firing arc? Part of your base is inside your arc - does this let a ship with R3-KT attack itself?

Could you use a Scurrg with Saturation Salvo, Accuracy Corrector, Munitions Failsafe and a Harpoon Missile, target lock Manaroo early and pass it back to yourself so that you could fire your Harpoons at yourself as you have yourself locked, cancel all the results with Accuracy Corrector to auto-miss, keep your missiles because of Failsafe then splash to all ships around you like some sort of super-Feedback Array?

27 minutes ago, Mangipan said:

My main question is, are you inside your own firing arc? Part of your base is inside your arc - does this let a ship with R3-KT attack itself?

Could you use a Scurrg with Saturation Salvo, Accuracy Corrector, Munitions Failsafe and a Harpoon Missile, target lock Manaroo early and pass it back to yourself so that you could fire your Harpoons at yourself as you have yourself locked, cancel all the results with Accuracy Corrector to auto-miss, keep your missiles because of Failsafe then splash to all ships around you like some sort of super-Feedback Array?

ooh, even better, a Jumpmaster with teamkill droid and deadmans switch so it could suicide itself against a ship with 1 hit point left get 100-100 draw with no final salvo if it were not going to win. Confirmed R3-KT would have made jumpmasters OP. :P

15 hours ago, Marinealver said:

Why do we need a jumpmaster fix? The Nerf Herders on the forums and Reddit and Podcasts and FFG been working to destroy that through 5 NerF.A.Q.s now. They have been working harder at blowing it up than Rebels dealing with an Imperial Superweapon. The only difference is the Rebels were successful in blowing up their problems (numerous times I might add). These Nerf Herders not so much :rolleyes: .

I'm definitely not saying we needed a jumpmaster fix, just saying that seems to be the best use for it (I meant that somewhat sarcastically). I think the jumpmaster will prove to be a lot less "dead" than everyone says it is... :P

4 hours ago, Kieransi said:

I'm definitely not saying we needed a jumpmaster fix, just saying that seems to be the best use for it (I meant that somewhat sarcastically). I think the jumpmaster will prove to be a lot less "dead" than everyone says it is... :P

I know it will, and we got the FAQ thank for it. But don't tell the Nerf Herders on Reddit that, they will downvote you :rolleyes: , not as bad as EA got but EA deserved that.

Whilst I don't think the Jumpmaster is dead, I do think they could have left either one of the torpedo slots OR the Salvaged Astromech slot on it, and I'm saying this as someone who's more used to facing them than using one.

Anyway, getting back to the topic title, I had the same idea myself a while back for a Scum suicide bomber list but came at it from a completely different direction:

Jakku Gunrunner - Intelligence Agent, Seismic Charges, Primed Thrusters, EMP Device (21)

Jakku Gunrunner - Seismic Charges, Primed Thrusters, Dead Mans Switch (20)

Jakku Gunrunner - Seismic Charges, Primed Thrusters, Dead Mans Switch (20)

Jakku Gunrunner - Seismic Charges, Primed Thrusters, Dead Mans Switch (20)

Jakku Gunrunner - Seismic Charges, Dead Mans Switch (19)

Total = 100pts

I recently picked up some extra Quadjumpers for cheap so I'm hoping to try it out next time I can arrange a game of X-Wing at our club. I figured the Quadjumpers reverse moves will help them stick close to the opposition so that when they blow up the enemy will be in range for the damage. The Intelligence Agent, Primed Thrusters and EMP Device should also help by enabling me to predict where I need to be to arrange bumps or if it's worth dropping a bomb.