[Guest Star Blog] Reviewing the Scum ships for 2nd Edition with PhilGC

By SOTL, in X-Wing

2 hours ago, theBitterFig said:

That said, if I was running 4 X-Wings with 3x Torpedos, I'd just run 4 Red Vets, three with Proton Torpedoes, one without. Init 3 squad with 1 point bid. Getting that extra Init in there seems worth it. If I was dead-set on Ion Control, I'd probably go 2x Blue Escort with Proton Torpedoes (50 each), 2x Grey Squadron Bombers with Proton Torpedoes and Ion Cannon Turrets (47 each), and some wiggle room.

Actually... you could get 4x Gold Squadron Vets with ICT and Proton Torps, with a 4 point bid. That's not too bad for a Torpedo Swarm.

Ooo ya never thought of red vets. If your specifically trying to counter marauders thats the ticket.

Interesting read. But it undervalues Talonbane Cobra, I'd say. He got whole 4(!) 1ed points cheaper and now works against secondaries as well. Punches hard, survives well at 3, and hate-drawing he works as a kind of Biggs.

10 hours ago, ficklegreendice said:

Or THREE. CARTEL. MARAUDERS. and a crappy Z

You should be able to fit 4 + N'Dru (which punches harder as a normal Z95 as flanker - unfortunately no longer the Pocket Ace he used to be, as now primary only, no more Glitterstim). I guess Kihraxzes + Control Scyks is the better variant.

Edited by Managarmr
spelling
1 minute ago, Managarmr said:

Interesting read. But it undervalues Talonbane Cobra, I'd say. He got whole 4(!) 1ed points cheaper and now works against secondaries as well.

But I think to Phil's point, Wedge also got 3pts cheaper (in old money) while also gaining a Hull, a Barrel roll, and a Boost.

All the named pilots got cheaper across all the ships and Talonbane benefited less than a lot of others - the Kihraxz used to be completely average in 1st Ed and it still is in 2nd Ed.

Not to be that guy, but I think you may want to give that post a once-over for typos and such - it was pretty distracting in places.

Loving the content though, with some new things that I hadn't considered in your Imperial and Scum articles so far. I do think Phil was maybe a bit too generous with the Fang. It just seems a bit expensive for me, especially Fenn. The same goes for Guri who will really struggle if she's not at range 1 to get a Focus. I've tried building her into a squad with IG88-A for some token-passing but it just doesn't seem to click. Other than that, I think Phil's spot-on about the Firespray. We're going to see a lot of them early on. The trickiest thing will be building them properly since they have so many options, which means so many ways to screw up in the list-building stage.

51 minutes ago, Jike said:

Not to be that guy, but I think you may want to give that post a once-over for typos and such - it was pretty distracting in places.

I was in a bit of a tricky spot because it's a fellow blogger and I didn't feel right by going in and editing it all - it felt like pulling rank or something, being a grammer nazi - so I decided to pretty much leave Phil's writing as he wrote it. I put double spacing between sentences but that's about all I changed.

Quote

Loving the content though, with some new things that I hadn't considered in your Imperial and Scum articles so far. I do think Phil was maybe a bit too generous with the Fang. It just seems a bit expensive for me, especially Fenn. The same goes for Guri who will really struggle if she's not at range 1 to get a Focus.

Personally I agree, but Phil's the man who championed double Firesprays very successfully in 1st Edition and he's obviously happy to back his odds of making stuff work that other players have passed over for whatever reason.

He's a reigning European Team Champion, after all, which neither of us are!

Edited by SOTL
2 hours ago, Managarmr said:

You should be able to fit 4 + N'Dru (which punches harder as a normal Z95 as flanker - unfortunately no longer the Pocket Ace he used to be, as now primary only, no more Glitterstim). I guess Kihraxzes + Control Scyks is the better variant.

It'd be Drea, 3 Marauders, and a happy Z