Build idea scum

By Mrmrsd, in X-Wing Squad Lists

Need some help figuring out a new build for scum to use in the upcoming regionals. Can you all give me input on these two ideas. The meta is wide open here, but I know I will be seeing many alpha harpoons and high ps builds.

Scum A (100)

•Captain Nym (44) - Scurrg H-6 Bomber

Adaptability (0), Dorsal Turret (3), Extra Munitions (2), Harpoon Missiles (4), •Bomblet Generator (3), •Havoc (0), Guidance Chips (0), Fire Control System (2), •"Genius" (0)

Contracted Scout (25) - JumpMaster 5000

Adaptability (0)

Contracted Scout (31) - JumpMaster 5000

Adaptability (0), •Cad Bane (2), Cluster Mines (4)

Second Build

Scum B

•Captain Nym (44) - Scurrg H-6 Bomber

Adaptability (0), Dorsal Turret (3), Extra Munitions (2), Harpoon Missiles (4), •Bomblet Generator (3), •Havoc (0), Guidance Chips (0), Fire Control System (2), •"Genius" (0)

•Torani Kulda (31) - M12-L Kimogila Fighter

Adaptability (0), Harpoon Missiles (4), Long-Range Scanners (0)

Syndicate Thug (25) - Y-Wing

Twin Laser Turret (6), Unhinged Astromech (1)

Dorsal turrets are pretty underwhelming tbh, and long range scanners work better than guidance chips for harpoon missiles

Agreed, ditch those dorsals! I would also perhaps suggest ditching the Harpoons. You really don't need them.

I would keep Bomblets, Havoc, Genius, EM, and use TLT, and either Adv. Sensors (w/ VI) or Trajectory Simulator (with Predator) (my preffered option).

That leaves a little room on your JM5Ks. Definitely keep Cad/Prox Mines on one. I would use the other as a bumpmaster with Intel Agent and Intimidation.

Season to taste!