Contracted Scout is still Amazing

By Tvboy, in X-Wing

11 hours ago, Sekac said:

I like it. Love, love, LOVE Manaroo. Especially after the mindlink nerf. She's the link that makes it feel like it never really did get nerfed. Kinda crazy to think her ability used to be unlimited range.

The only changes I would make in the list is dropping APL for rigged cargo. Rigged cargo does what it does, there's no dice rolls or movement order about it (well except the crit on debris but that's pure bonus).

This would allow you to upgrade PTL to expertise on Asajj which is probably the right meta call right now. Manaroo can safely pass the focus most turns, so PtL becomes redundant and passive mods are the flavor of the month on offense.

And I would 100% go with scav crane too. 3 agility Asajj is far more frightening, IMO, than infinite focus for a turn (especially with Manaroo passing focus). The fact that it sheds a lock and occur multiple times in a game makes it a no brainer as far as I'm concerned.

@Sekac, excellent point. I really like the use of passive abilities like Expertise and Asajj can really utilize either a Focus or TL from Manaroo. The only reason I considered PTL is bc I can use it to Focus and/or Evade, pop Glitterstim and Countermeasures when having to deal with either a swarm or all the TLT shots from Ghost/Fenn, strip a TL from then enemy, and then take Manaroo's TL... all happening in a perfect world. Anti-Pursuit Lasers was just icing on the cake for Manaroo's blocking ability and clogging up lanes. I definitely see the value of RCC to add additional issues.

33 minutes ago, SabineKey said:

Using @MUrunner20's, probably the easiest cut to get Tel over Manny is to get rid of the Shadow Caster title. Exact points needed and Shadow Caster becomes less valuable with Tel out PSing Ventress.

@SabineKey, that could also be a lot of fun and give you either a 1 point bid or take RCC for 100 points even. OR, you can upgrade to Ketsu and run Expertise, K4 Security Droid, Shadow Caster, and Countermeasures (or mod of choice) to add two (2) tractor beams to the enemy. I love these two ships... so much potential but can it stand up against the high HP / alpha strike lists long enough to cause major pain?

6 minutes ago, MUrunner20 said:

@SabineKey, that could also be a lot of fun and give you either a 1 point bid or take RCC for 100 points even. OR, you can upgrade to Ketsu and run Expertise, K4 Security Droid, Shadow Caster, and Countermeasures (or mod of choice) to add two (2) tractor beams to the enemy. I love these two ships... so much potential but can it stand up against the high HP / alpha strike lists long enough to cause major pain?

Yeah, there is actually quite a bit of options in teaming a Jumpmaster and Lancer up. However, your point about high HP/Alpha strike is a good one. With only two three dice primaries (albeit extremely well modded ones), I'm not sure they'll do enough damage to high health ships. Particularly the recent popularity of Ghost builds, the only way I see Jump/Lancer winning is if they can crank out more damage, which means Dengar pilot. Also, the common Ghost builds make relying on tractor tokens iffy. I'm a little more optimistic about going against Alpha Strike, but you've got to control range well.

10 hours ago, Stay On The Leader said:

The reason for Predator not Expertise is it let's you Dash it about over debris without a care in the world.

Ops Spec is the weak link, could be Dengar crew with Intimidation. Opportunist is actually ok here as well as a cheap Punishing One - you're blocking and RCC so much there's often a tokenless target. It just takes you to 99, and it's important to bid under Lothal Rebel.

In an SJ/Ghost meta I think Ops Spec is great, but otherwise I'd probably run Opportunist (as bonkers as that sounds).

In hindsight I can see how 3 extra stress causing debris on the field would put a damper on Expertise so yeah Predator makes sense

I like the Dengar/Intimidation call, Intimidation only helps with Fenn in the Ghost/Fenn matchup but I've always felt it was underrated on the bumpmasters and Dengar is just Predator for less points and twice as good in most cases. I think I'd have to play with Ops Spec in this list to be sold on it. I love it to death in my Snap/Juke A-wing for fun lists but that's because it gives me the focus tokens off of missed snaps so I get twice as many and the opportunity to use them defensively.

Opportunist still feels bad man. Expected damage of 2 dice w/ predator against sensor jammer vs 3 against sensor jammer is almost identical (actually slightly better w/ pred) but Opportunist costs 1 more point and gives you a stress and can't be used if you're stressed. Given the last clause we've got the same problems as with Expertise except worse since it's even harder to use 2 turns in a row. It is significantly better if the stars align so that you're unstressed with a focus token but not sure you can count on that happening often enough to make it worthwhile

Played some games, Opportunist would trigger a lot but clearing the stress without unhinged was a PITA. Enough to make me want to cut it.

It might be Ops Spec, that's my next go-to, or Wingman to clear friendly stress would have been clutch.

Lost badly to a terrible match, stomped on RAC/QD though.

Why not just Trick Shot? Get more dice instead of mods, and there will be plenty of debris to make use of. I'm not sure what you do with all the extra points, but there's got to be something.

3 hours ago, SabineKey said:

Yeah, there is actually quite a bit of options in teaming a Jumpmaster and Lancer up. However, your point about high HP/Alpha strike is a good one. With only two three dice primaries (albeit extremely well modded ones), I'm not sure they'll do enough damage to high health ships. Particularly the recent popularity of Ghost builds, the only way I see Jump/Lancer winning is if they can crank out more damage, which means Dengar pilot. Also, the common Ghost builds make relying on tractor tokens iffy. I'm a little more optimistic about going against Alpha Strike, but you've got to control range well.

@SabineKey, that's my concern. However, I very rarely play at a store or competitively (casual is the way to go) but can see how the recent Ghost/Fenn list could be problematical against these ships. Please correct me if I'm wrong by can't Asajj with Latts remove Fenn's ability to stop your dice modification by removing the Stress he just added and then let you focus on the Ghost? I doubt an opponent would intentionally target Asajj for that reason but it could give you an opportunity to remove Fenn with the other ship?

@Sekac, what do you think about adding a passive card like Tactical Jammer on the JM5K to aid your other ship? Doesn't require anything to trigger and adds another defensive layer to your list. Plus, you can do any action you need to reposition to pass tokens or block. Not sure if the juice with worth the squeeze though.

36 minutes ago, MUrunner20 said:

@SabineKey, that's my concern. However, I very rarely play at a store or competitively (casual is the way to go) but can see how the recent Ghost/Fenn list could be problematical against these ships. Please correct me if I'm wrong by can't Asajj with Latts remove Fenn's ability to stop your dice modification by removing the Stress he just added and then let you focus on the Ghost? I doubt an opponent would intentionally target Asajj for that reason but it could give you an opportunity to remove Fenn with the other ship?

@Sekac, what do you think about adding a passive card like Tactical Jammer on the JM5K to aid your other ship? Doesn't require anything to trigger and adds another defensive layer to your list. Plus, you can do any action you need to reposition to pass tokens or block. Not sure if the juice with worth the squeeze though.

You are on the right track with Ventress and Rebel Rau, but it works differently. It's Ventress' ability to hand out stress at the beginning of the combat phase that hurts Rebel Rau. He needs to be unstressed in order to trigger his ability, and she gets her stress in first. This has a downside of not stressing the Ghost, but it would mean pretty free offensive token use.

3 hours ago, Biophysical said:

Why not just Trick Shot? Get more dice instead of mods, and there will be plenty of debris to make use of. I'm not sure what you do with all the extra points, but there's got to be something.

You could use trick shot on the one rolling with Dengar crew. You'll still have rerolls that way.

55 minutes ago, SabineKey said:

You are on the right track with Ventress and Rebel Rau, but it works differently. It's Ventress' ability to hand out stress at the beginning of the combat phase that hurts Rebel Rau. He needs to be unstressed in order to trigger his ability, and she gets her stress in first. This has a downside of not stressing the Ghost, but it would mean pretty free offensive token use.

Ah, gotcha... thanks for the clarification. That does seem to work out really well. Now the real question is if dropping down to the Contracted Scout to try for a bid against the Ghost/Fenn build is the right answer here?

35 minutes ago, MUrunner20 said:

Ah, gotcha... thanks for the clarification. That does seem to work out really well. Now the real question is if dropping down to the Contracted Scout to try for a bid against the Ghost/Fenn build is the right answer here?

None of the Lancer pilots can get up to PS 11, so a bid won't do much good in that case.

As odd as it may sound, but I have had decent result with RAGE and Inpiring Recruit. Even though you dont have 3 dice to reroll at all, it is an amazing thing to just do every round.

1 hour ago, SabineKey said:

None of the Lancer pilots can get up to PS 11, so a bid won't do much good in that case.

I meant so I can move before the Ghost (if they are using the Lothal Rebel) otherwise it's a moot point.

1 hour ago, MUrunner20 said:

I meant so I can move before the Ghost (if they are using the Lothal Rebel) otherwise it's a moot point.

Ah, in which case, maybe.

22 hours ago, Zura said:

The ones from a different ship. If you're paying 48 points for it, may as well pay 53, get better ps and ability and make your list work around it. (You should also consider hull upgrade then)

Tel is awesome!

And consider? Hah! Hull upgrade is mandatory! LOL.

8 hours ago, MegaSilver said:

Tel is awesome!

And consider? Hah! Hull upgrade is mandatory! LOL.

Yes any time tel hits the field Hull is mandatory.

Is boba crew also mandatory still?

19 hours ago, MUrunner20 said:

Sekac, what do you think about adding a passive card like Tactical Jammer on the JM5K to aid your other ship? Doesn't require anything to trigger and adds another defensive layer to your list. Plus, you can do any action you need to reposition to pass tokens or block. Not sure if the juice with worth the squeeze though.

I'm not really a fan of tactical jammer. It's too difficult to position to be used more than a couple times and even then, your opponent may just decide to shoot the JM5K instead. On one hand, you're forcing a decision that they'd rather not make, but on the other hand, they're gonna want to kill the scout eventually anyway, so they're not terribly put out by throwing damage its way when it makes sense to.

It was great in the Kanan Biggs list of Olde, because you had to shoot Biggs and tactical jammer added a lot of value for 1 point.

While they are not the most popular ship right now, listjuggler data seems to indicate when scouts are taken, those players/lists perform better than any other scum options.

Edited by Kdubb
4 hours ago, Sekac said:

I'm not really a fan of tactical jammer. It's too difficult to position to be used more than a couple times and even then, your opponent may just decide to shoot the JM5K instead. On one hand, you're forcing a decision that they'd rather not make, but on the other hand, they're gonna want to kill the scout eventually anyway, so they're not terribly put out by throwing damage its way when it makes sense to.

It was great in the Kanan Biggs list of Olde, because you had to shoot Biggs and tactical jammer added a lot of value for 1 point.

Fair point. Thanks for the advice... I guess in the end it's a good problem to have when deciding what upgrade to use.