Scum Primary Arc Turrets?

By HealOverTime, in X-Wing Squad Lists

The idea is to make the most of turrets inside your primary firing arc and it has 19pts still to be spent if you have any suggestions.

Karthakk Pirate — Scurrg H-6 Bomber 24
Synced Turret 4
R4-B11 3
Havoc 0
Ship Total: 31
Syndicate Thug — Y-Wing 18
Ion Cannon Turret 5
R4 Agromech 2
BTL-A4 Y-Wing 0
Ship Total: 25
Syndicate Thug — Y-Wing 18
Ion Cannon Turret 5
R4 Agromech 2
BTL-A4 Y-Wing 0
Ship Total: 25

Total = 81

If you can position those y-wings well enough sure it could work.

To me, the question is whether or not you want a 4th ship.

At 3 ships, perhaps going for Hired Guns instead of Syndicate Thugs for PS 4, and then adding Vectored Thrusters. That's 8 points total. However, PS 4 with Barrel Rolls will position a lot better than PS 2 without.

The other 11 I think I'd use to get a bigger Scurrg. I'd start with Bomblet Generator and Expertise. Expertise would allow you to have full focus/reroll mods on your front-arc turret shot, and still be able to spend your TL for Shorty (R4-B11). Bomblets just protect the rear flank at low opportunity cost. You're not really giving much up to get them. That'd eat up 7 of the 11 points. If you went with Lok Revanant as the pilot, you could take Fire Control Systems, which would make getting the TL for Synced a bit easier. If you went with Sol Syxxa, you'd have better PS and nicer bomb placements.

Another Y-Wing option to consider would be going with Synced Turret and R4 Agromech. It's a hard ask to give up ion control, but here's how it'd work: You'll be able to focus, attack with your primary weapon, spend the focus to gain a TL on the defender, and then have a TL for your Synced shot. I'd skip the Vectored Thrusters probably on that build, however. It'd be cheap enough to bring Nym with FCS as the Scurrg, too.

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If adding a 4th ship, I'd say it's a Quadjumper. Maybe Jakku Gunrunner with Spacetug Tractor Array and the illicit Cloaking Device, to protect it on the approach to Range 1 (I'd cloak the first turn you think your opponent will have shots). With the Y-Wings double-tapping, the reduced agility from the tractor is pretty nice.

The cloaked quad is fun to run. It's hard to hit and is a great distraction, but it doesn't hit hard (obviously since it can't attack). A fun thing to run is sunny bounder with the heavy title and linked battery. You can focus or evade strictly for defense. And linked battery gives you a very good chance of activating his ability every time you attack. It's 18 points, so, you could have a 1 point bid, or upgrade something on one of the other ships.

5 hours ago, theBitterFig said:

To me, the question is whether or not you want a 4th ship.

I'll go with what you suggested for three ships for now, my best other idea was to buy a jammer and 3x shield upgrades. Your Quadjumper advice has given me more appreciation for them too so I really need to get one.

This is a really cool concept.

Strictly speaking, 4 of those Ion Turret Agro Ys would be awfully brutal.

With 2 of those Ys as a base, I don't really think you could make just a Scurgg (except Nym) fill up 50 points. You could use Dengar or Asajj, if you wanted. That might be my choice. However, I'll stick with the Scurgg and suggest a 4 ship build.

On top of those 2 Y's, you could get a Lok Revenant with Deadeye and Synced Turret, providing for fully modified shots in arc (though you need to focus - Expertise/LRS would let you fully mod attacks in arc AND get another action, but only on one predetermined target unless you use your action to switch the lock, and it's more expensive).

That leaves EXACTLY enough room for my absolute favorite little @$$hole, a Jakku Gunrunner with Pattern Analyzer and Tractor Array. That little guy is BRUTAL, and very potent. A great addition to any squad.

You could instead load up the Lok with Bomblets and Cad, or Havoc/Trajectory Simulator, perhaps a missile/mod, m a y b e squeezing in a Z, or downgrade to a Pirate for a little wiggle room.

Causing stress on a ship combos really well with ionising them and can take a ship virtually out of the game for a turn or two. Therefore, if you want to add a 4th ship I would recommend a M3-A Cartel Spacer with the Heavy Scyk title and a Flechette cannon to go after ionised ships. Alternatively, you could add Bomb Loadout to the Y-Wings and add Thermal Detonators to them and the Scurrg. If an enemy ship is ionised, it should be easy to predict if they are going to finish their move in bomb range or not making them a bit easier to use.

3 hours ago, Greebwahn said:

That leaves EXACTLY enough room for my absolute favorite little @$$hole, a Jakku Gunrunner with Pattern Analyzer and Tractor Array. That little guy is BRUTAL, and very potent. A great addition to any squad.

And a Courier Droid. Heck, it's free, and lets you mindgame your opponent on Turn 0/deployment, if they're not PS9+... ;)