Poll - Rate 2.0 Scum Ships from 1-5 stars

By SOTL, in X-Wing

The Kihraxz rates pretty highly among Scum ships for me. It gets an extra hull and a barrel roll action while staying at the same (effective) points cost. The fact you can get five in a list is a really big deal.

Hwk as a 3.3... the **** are people smoking?

Moldy Crow is EASILY one of the most powerful ships in this current state of the game. Both Palob and Mux are ****** monstrosities that I cannot justify making a list without one or the other

They effortlessly carry the hwk to five stars

Also the khirax at sub-4...huh!? The dang thing is so efficiently priced!

Kimoglia makes more sense, but I have a soft spot for r5-p8 on one (full mods). But at 44 base with 9 health + I 3, they're really not bad.

Everything else checks out. Boba is incredible, the caster overpriced (except Sabine, I'd recommend trying her)

Also Serissu deserves your attention. She's surprisingly potent

Edited by ficklegreendice

I've limited experience but somebody convinced me to cut a Scurrg from my squad for the Palob Crow. Dude was legit. I've played a grand total of three 2.0 games but I've won all of them and not lost the HWK yet.

I have to comment now with 250+ votes that the grades look lower on average than both Rebels and Imps. Few ships get a 3/5 or higher (HWK, Fang, Starviper, Firespray, Aggressor), and no ship gets over 4 (Only Guri), whereas for the other factions a lot more ships get higher than 3.

To me it looks like the strong point for Scum in 2.0 are Crew & Gunners rather than ships. Interesting to see if our weak turrets and strong gunners balances out.

I feel it's a bit of a shame that the other faction identity, Illicit upgrades, mostly look weak (except cc which is costly), especially now that more ships can take them, e.g. Y-wing.

Edited by westiebestie
52 minutes ago, westiebestie said:

I have to comment now with 250+ votes that the grades look lower on average than both Rebels and Imps. Few ships get a 3/5 or higher (HWK, Fang, Starviper, Firespray, Aggressor), and no ship gets over 4 (Only Guri), whereas for the other factions a lot more ships get higher than 3.

To me it looks like the strong point for Scum in 2.0 are Crew & Gunners rather than ships.

I feel it's a bit of a shame that the other faction identity, Illicit upgrades, mostly look weak (except cc which is costly), especially now that more ships can take them, e.g. Y-wing.

Let me get in and clean it up - there's always a bunch of people voted 1 across the board because it's the fastest way to view the results. I cut those out when I draw up the results.

I'm personally pretty hot on Scum, I think there's some good stuff. I would say that I think some of its really really dull, though.

2 minutes ago, SOTL said:

Let me get in and clean it up - there's always a bunch of people voted 1 across the board because it's the fastest way to view the results. I cut those out when I draw up the results.

I'm personally pretty hot on Scum, I think there's some good stuff. I would say that I think some of its really really dull, though.

I see, I'll wait for the proper results then.

17 minutes ago, westiebestie said:

I see, I'll wait for the proper results then.

You don't have to wait long...

DfB12Ma.png

Interesting. Looks like the community is generally underwhelmed by Scum as there are 10/19 ships with a negative NPS, same for rebels and opposed to imperial 3/14.

But Scum has also 3 ships with an average rating above 4, which is more than the other factions. Though two are individual pilots.

Thx! Interesting read. Guri & Fenn excluded we still have a visibly lower avg rating per ship, and only one 4 in the Firespray. Those ships I mentioned still are the top dogs, but the ratings crept up.

The Scum falcon seems to split opinions.

The Kihraxz probably badly needs some good Illicit & Modification options to make its slots worthwile? A discount to those slots only might be on the horizon? As it stands it lacks a (red) boost (Talonbane can take afterburners but generally) and any linked action compared with the Fang & Viper. No more Glitterstim hurts badly.

The G1 didn't deserve a nerf. Don't understand why 4-Lom & Zuckus got low I values.

Edited by westiebestie
20 minutes ago, westiebestie said:

Thx! Interesting read. Guri & Fenn excluded we still have a visibly lower avg rating per ship, and only one 4 in the Firespray. Those ships I mentioned still are the top dogs, but the ratings crept up.

The Scum falcon seems to split opinions.

The Kihraxz probably badly needs some good Illicit & Modification options to make its slots worthwile? A discount to those slots only might be on the horizon? As it stands it lacks a (red) boost (Talonbane can take afterburners but generally) and any linked action compared with the Fang & Viper. No more Glitterstim hurts badly.

The G1 didn't deserve a nerf. Don't understand why 4-Lom & Zuckus got low I values.

Kihraxz definitely suffers by comparison to X-Wings, and in-faction the Starviper is that much more glamorous. G1 got a decent cost reduction - I quite like 4-LOM.

I think people are entirely sleeping on the Z-95. I've got a scum squad that might actually be the most nutso thing in 2nd Edition and its entirely made from ships with negative NPS in that table.

The biggest difficulty with Scum is that it has no obviously exploitable synergies in a new gamestate where even moderate token stacking and/or sharing has been touted as being rare and powerful.

Maybe something will come along and take people by surprise, but compared to Inferno Squadron and the piles of Force users for Imperials, or bonkers pilot abilities for Rebels, Scum is supposed to have dirty tricks, and.... There's not really anything there that feels dirty or tricky. Especially in the ships that are available. Sure, you can load up a bunch of fancy crew onto a YV, but get that thing in front of a TIE swarm, and all the tricks in the world won't keep it alive. And yeah, as stated above, the current selection of Illicits is nothing to crow over.

I reckon what is needed is more people who were lucky enough to get to GenCon to get out there and post some videos of their playtesting, but most of what I'm seeing is Imperial. Or Imperial. Or Imperial.

@SOTL, without giving away any secrets, what makes your squad so very nutso?

4 minutes ago, Kleeg005 said:

@SOTL, without giving away any secrets, what makes your squad so very nutso?

Same firepower as a TIE Swarm, 90% more health.

1 hour ago, Kleeg005 said:

The biggest difficulty with Scum is that it has no obviously exploitable synergies in a new gamestate where even moderate token stacking and/or sharing has been touted as being rare and powerful.

@SOTL

...but there are SO many!

I'll just betray a few building blocks

Moldy Crow + Perceptive Co-pilot Mux --> hold focus, TL for full mods. Can sit on four focus to laugh at mini-swarms

Moldy Crow + Lando Palob --> Lando gives offensive and defensive re-rolls, Palob + crow has focus to spare

Gunner Han + Marauder --> literally full mods for 7 points (albeit aux arc only). Give to Boba, ALL THE MODS!

R5-p8 + Cartel Executioner --> risk of self harm, but so what? Stick it on a generic Kimoglia and it costs 48 points. What else costs 48 points? Biggs

etc.

Also Serissu is ridiculous (trying to kill a Palob + Serissu combo is nigh impossible),

Sabine with perceptive is actually quite tanky.

Fearless is SURPRISINGLY useful (hint: combo with squad using Mux)

example squad:

Torkil Mux — HWK-290 36
Perceptive Copilot 10
Moldy Crow 12
Ship Total: 58
Serissu — M3-A Interceptor 43
Hardpoint: Cannon 0
Ion Cannon 5
Ship Total: 48
Cartel Executioner — M12-L Kimogila Fighter 44
R5-P8 4
Ship Total: 48
Black Sun Ace — Kihraxz Fighter 42
Fearless 3

Ship Total: 45

[199]

I just think Scum has been the least tested and understood by the community, especially since Moldy Crow isn't immediately reigning supreme as the unquestioned king of all scum

Fenn Rau especially is incredibly meh (68 points naked) and, like the defender topping the imperial charts, was probably rated more in a vacuum than anything

Edit: forgot Drea, don't make the same mistake!

Edited by ficklegreendice
1 hour ago, SOTL said:

Same firepower as a TIE Swarm, 90% more health. 

Drea + Zed swarm?

And that's ignoring my favourite bargain synergy - Lando & IG88-D.

5 minutes ago, Transmogrifier said:

Drea + Zed swarm?

Image result for warm

Just now, SOTL said:

Image result for warm

There's also at least one generic Falcon involved.

Few observations/opinions from the results you posted earlier, no surprise in the top, but I expected Lando's Falcon to be a bit higher and all other Starvipers to be a bit lower. Kinda surprised that the Lancer is still in the positive territory, haven't really found a good place for it.

The surprisingly low ones are Z95s, YWings, and G1A. Homing Missiles alone could keep Z95s afloat. On top of that, don't sleep on Drea + swarm or miniswarm. As much as people are looking at the Z95 swarm with her, I like Fang Fighters more. She's easily the #1 target in a Z95 swarm, but against 3 Skull Squadron Pilots along with Drea, there's a higher danger of leaving the Skull squads alone. Kavil w/ Ion Cannon Turret, Han Solo gunner, R4 Astromech, and if extra points available Expert Handling is a very dangerous control piece for 54/56 pts. Finally speaking of control piece, 4LOM is a monster if tooled up correctly. Being on a medium base and having nasty tools that all deal with an enemy ship being range 1 of it, you shouldn't ever be in that bubble if you wish to live as a small base ship.

Edited by RStan

Why are z-95s rate so low? They are incredibly efficient, cheap missil Carriers and they got barrel rolls to now.

Never liked Z's. Four health, 2 agi just gets punked and low I Target-lock are fiddly (and make it even easier to kill the Z)

They just strike me as really **** TIEs, and I wouldn't bother unless I just had nothing better to spend points on. Upgrading to a quad just seems a done deal

Personal bias, though. To me, Zs are the packing peanuts of Xwing. They don't actually do anything other than bloat the package and water your time

Edited by ficklegreendice

I just re-read Drea's ability and for some reason I had thought it was forward arc only, but it's not. It also isn't restricted to a specific attack type so it's one of the few reroll passives that applies to turrets or cannon secondaries. Interesting.

I felt that way in 1.0.

2.0 Z-95s are legit - now they can barrel roll (like TIEs), they reroll dice thanks to Scum having a Howlrunner (like TIEs), and they don't implode to Proton Bombs (unlike TIEs).

  • Drea - Dorsal Turret
  • Jakku Gunrunner
  • Jakku Gunrunner
  • Binayre Pirate
  • Binayre Pirate
  • Binayre Pirate
  • Binayre Pirate

(196pts)


Same firepower as TIE Swarm, 90% more health, resistant to Proton Bombs, doesn't have to fly in formation, tractor beam shenanigans to wreck aces.

ugghhhh I had convinced myself that I could wait on a Scum Conversion Kit and now I'm not so sure.