Which is a better Harpoon carrier?

By DanteStorm, in X-Wing Squad Lists

So as I played around with lists I came up with 2 similar versions for scum harpoon generics, they're builds are actuslly nothing new, but it got me wondering, which is better?

M12-L Kimogila Fighter: Cartel Executioner (33)
Guidance Chips (0)
Deadeye (1)
Extra Munitions (2)
Harpoon Missiles (4)
R4 Agromech (2)

Total: 33/100

Or

Scurrg H-6 Bomber: Lok Revenant (33)
Guidance Chips (0)
Deadeye (1)
Autoblaster Turret (2)
Harpoon Missiles (4)

Total: 33/100

Kimo's ups:

- It has a bullseye arc, which if well managed might help deal damage with the harpoons.

- It can easily have TL + Focus in the second round of shooting, due to R4 Agromech.

- It has two harpoons, before having to reload, yet one of these harpoons can be changed into an illicit of somekind.

- It has a higher PS then the Scurrg, which is also higher than most Ghosts in Ghost/Fenn lists, which is good for avoiding Hotshot, as you can Target lock the Ghost instead.

- Has reload, if it lives long enough.

Scurrg's Ups:

- it has a better Dial than the Kimo.

- It can carry a Turret.

- It has 2 more health than the Kimo.

- It can have a crew, like Boba Fett or Intel Agent.

So which one do you think is best and why? Let me know!

I prefer the kimogila, but i keep it at a minimal point cost.

Cartel Brute — M12-L Kimogila Fighter 22
Harpoon Missiles 4
Guidance Chips 0
Ship Total: 26

Same PS as the scurrg, way cheaper. And it can still reload if it lives long enough or simply use its 3 red dice, which, thanks to the bullseye arc, are still pretty good vs large bases.

Edited by AlCranio

I have the ships, but have not tried this yet...

5x Cartel Spacer (20) - M3-A "Scyk" Interceptor
"Heavy Scyk" Interceptor (2), Guidance Chips (0), Harpoon Missiles (4)

...Or, 4 of those + one of the following to taste:

Ordnance Coordinator: •Inaldra (20) - M3-A "Scyk" Interceptor
Elusiveness (2), "Heavy Scyk" Interceptor (2), XX-23 S-Thread Tracers (1)

Harpoon Triggerer: Cartel Spacer (20) - M3-A "Scyk" Interceptor
"Heavy Scyk" Interceptor (2), "Mangler" Cannon (4)

Reliable & Underestimated Damage Dealer: •Sunny Bounder (18) - M3-A "Scyk" Interceptor
"Heavy Scyk" Interceptor (2), Linked Battery (2)

...Or...

4x Tansarii Point Veteran (24) - M3-A "Scyk" Interceptor
Deadeye (1), "Heavy Scyk" Interceptor (2), Guidance Chips (0), Harpoon Missiles (4)

I like the Scurgg better. 2HP is enough to essentially eat one more shot before going down than the Kimo. The turret is really nice to have when dealing with anything on low health that may be able to barrel roll or boost out of your firing arc.

I've tended to try and keep my Kimos leaner though, since they can so easily pop. I also prefer the cheaper Cartel Brute and LRS.