[Blog] Ten Squads in Ten Days - 10) Scum Swarm

By SOTL, in X-Wing

I think today‘s list harmonizes very, very well.

I didn‘t immediatly get how good it works until I tried to adapt the idea of Soontir+Vizier. My idea was to make a Whisper Soontir Vizier list. But this adds several problems and does not harmonize at all, because Whisper is not as big of a threat as Vader. And the free points scream for increased defense on Soontir, including LoneWolf, but that is of course nonsense when the whole point is to keep Vizier within range 2.

Reviewing your list after playing around like this had me realize that it‘s a nicely crafted puzzle.

9 hours ago, SOTL said:

All fair challenges, and until we get to the heat of competition we won't know the answer.

Fair enough, thanks for the answer.

Yeah, honestly I think it's a really exciting thing that even with early releases, early squad points and online list builders and things like tabletop simulator, we still don't know exactly how the tournament scene is all going to shake it in the wash.

I'm really hopeful for the likes of Fel, Vader, Boba Fett and Luke and for the X-Wing and TIE Bomber to finally get their due.

4 hours ago, SOTL said:

http://stayontheleader.blogspot.com/2018/09/ten-squads-in-ten-days-part-4-ac-d3.html

In my first Scum submission I return to Trajectory Simulators for a different angle...

Love it. Brobots are amazing, my only problem with them is how hard it is to fit a Quadjumper in there since they can support tractor beams on their own...

If you're looking for alternate ways to spend your six Intertial Dampeners / Predator points, this is what I came up with:

1) Dump both Dampeners in favor of upgrading one of the Predators to Juke. (If brobot symmetry is really important to you, you can downgrade one of the Protons to a Seismic and get Juke on both, I think one is enough)

2) Switch out Predator for Trick Shot / Crack Shot / Marksmanship, and replace the two Dampeners with one Rigged Cargo Chute. This works well with the list's action economy and also helps your goal of controlling space on the board.

6 hours ago, SOTL said:

http://stayontheleader.blogspot.com/2018/09/ten-squads-in-ten-days-part-4-ac-d3.html

In my first Scum submission I return to Trajectory Simulators for a different angle...

I really like it. I never really tried BroBots before, having started the game well after they lost their place in the sun, but I've been in love with TrajSim since it was spoiled. I had toyed a little with TSBros listbuilding, but the points were...odd. As you say, BroBots have lost pretty much all of their previously standard tricks, and the new tricks aren't really that exciting. I think you may have picked up something fairly satisfying here.

My only complaint is the Escape Craft, and not because it's not good. I wasn't planning on picking up Lando's Falcon (yet???) for a variety of reasons. But the synergies you point out with L3 and IG88D in this list are so compelling. In toying with other options - and none can include IG88D crew - there is currently only one: a Headhunter, probably a Binayre with a Deadman's Switch. I wonder if the Mining Guild TIE might offer something interesting and useful down the road? Even if it does, it's not likely to offer anywhere near the benefits of L3/IG-D. And that makes me wonder if the Escape Craft won't see an adjustment in the future: it's in every list because it is so cheap, so versatile, and so powerful, as a crew carrier and coordinator.

tl;dr: Good article! Keep it up!

31 minutes ago, SOTL said:

Day five and I've got the need. The need for speed...

In a K-Wing??? (looks again at SLAM, Length of a med base and K-wing Maneuvers) Wow.... Can effectively pull a 7.5 straight with a disarm token added. People really need to stop adding warp drives to floating bricks. :)

On 9/5/2018 at 3:03 AM, Magnus Grendel said:

Or alternatively, take four cutlass squadron pilots with bomblet generators and trajectory simulators. It's not subtle, and it may struggle against other squads, but you really don't have to worry about a big TIE fighter swarm ever again.

On 9/5/2018 at 3:13 AM, SOTL said:

2x Cutlass, 3x Academy, Howlrunner. The anti-swarm swarm.

So...effectively, the only solid counter to Imperials is more Imperials?

I kid, I kid!

I think, even slightly nerfed as they are, bombs have simply been elevated in importance.

But in all seriousness - and I'm *only* talking tournament play here - swarms do take forever to move, to plan, to roll all those dice. Those games will almost inevitably go to time, especially if there are two swarms on the table. It's irksome and tiresome and, I feel, unreasonably favors the swarm player. But that's just a gut feeling, and we've not seen a 2.0 swarm tournament meta, and everything is up in the air, and maybe it will turn out fine.

19 minutes ago, Kleeg005 said:

So...effectively, the only solid counter to Imperials is more Imperials?

I kid, I kid!

I think, even slightly nerfed as they are, bombs have simply been elevated in importance.

But in all seriousness - and I'm *only* talking tournament play here - swarms do take forever to move, to plan, to roll all those dice. Those games will almost inevitably go to time, especially if there are two swarms on the table. It's irksome and tiresome and, I feel, unreasonably favors the swarm player. But that's just a gut feeling, and we've not seen a 2.0 swarm tournament meta, and everything is up in the air, and maybe it will turn out fine.

You can't deny that the Imps got the best anti-swarm ship by far though. Being able to set bombs into the swarm's path and then maneuver into cover from the swarm's return fire gives the Punisher a pretty big lead. Placing bombs forwards of the ship using either the 4 or 5 straight and behind using either the 1 or 2 straight (possibly at range 0, IE touching the rear of the Punisher, I'm going to have to re-read the requirements for bomb placement again to make sure) with a combination of Bomblet Generator, Trajectory Simulator and Skilled Bombardier + the Punisher's decent dial and boost action nearly continuously (though boost will have to be skipped for a reload occasionally if the Punisher's player doesn't want to burn a shield to reload the generator) is something the other two factions that currently exist can't really replicate. The Havoc comes close, but lacks the reload and is only a single ship (which cost more than a kitted Punisher). The K-Wing does have its good mobility to give it a decent chance, but that is a completely different play style to the Punisher's forwards firing artillery shot during the System Phase. Really, Scum got shafted in this area.

Edited by Hiemfire

Actually Scum got the most options:

  • Aggressors with Traj Sim
  • Havoc
  • Autopilot Drone
19 minutes ago, SOTL said:

Actually Scum got the most options:

  • Aggressors with Traj Sim
  • Havoc
  • Autopilot Drone

Technically that is 2. Though your inclusion of the suicide bomb (Autopilot drone) is interesting and would expand your list to include every Scum ship with an illicit (Deadman Switch). Aside from the Y-wing, no Scum bombers or device slot ships have reload, something that is fairly key to the Punisher's strength in my opinion, and the Y-Wing doesn't have a sensor upgrade slot. Though you can turn one Y-Wing per squad into a stealth bomber of sorts. Also both of the ships that have the device slot in your list don't have gunner slots. Over all not really an equitable comparison. Could include the Kimogila with Cluster missiles in this sort of, Range 2 is roughly the same distance as the 5 straight, though it has to shoot at something right at or within range 2 and the bomb from trajectory sim with bombardier can be placed either mid range 2 or just inside the close edge of range 3.

4 Cutlass list:

Cutlass Squadron Pilot — TIE Punisher 36
Trajectory Simulator 3
Skilled Bombardier 2
Bomblet Generator 5
Shield Upgrade *
Ship Total: 50
Cutlass Squadron Pilot — TIE Punisher 36
Trajectory Simulator 3
Skilled Bombardier 2
Bomblet Generator 5
Shield Upgrade *
Ship Total: 50
Cutlass Squadron Pilot — TIE Punisher 36
Trajectory Simulator 3
Skilled Bombardier 2
Bomblet Generator 5
Shield Upgrade *
Ship Total: 50
Cutlass Squadron Pilot — TIE Punisher 36
Trajectory Simulator 3
Skilled Bombardier 2
Bomblet Generator 5
Shield Upgrade *
Ship Total: 50
Edited by Hiemfire

Well, no, you can start undocked, remove 2 energy charges then redock 2nd turn and now have a ship with a Proton Bomb you can trajectory simulate round corners. That's a bit different to a Deadman Switch.

Edited by SOTL

As a former triple k-wing flyer, I am intrigued by the quad K's. I am not sure if the two red dice are going to be enough to consistently take down ships, but it might be worth putting it on the table.

10 minutes ago, SOTL said:

Well, no, you can start undocked, remove 2 energy charges then redock 2nd turn and now have a ship with a Proton Bomb you can trajectory simulate round corners. That's a bit different to a Deadman Switch.

Yah, my friend is looking at doing that with the titled Scum Falcon + Autopilot drone. That's 64 pts for an otherwise bare Freighter Captain + Drone to do so, hard to set up a decent bomber squad with that req. I updated my previous post while you were replying. :)

9 minutes ago, shadowswalker said:

As a former triple k-wing flyer, I am intrigued by the quad K's. I am not sure if the two red dice are going to be enough to consistently take down ships, but it might be worth putting it on the table.

The Bloop and Zoom looks like a fun way to play them though. :)

I'll be running it tonight to see how unwieldy it is. I've had to drop 3 niche use upgrades to play the Drone need to see if I miss them

Drone was ****. It's gone from the list.

59 minutes ago, SOTL said:

Drone was ****. It's gone from the list.

Ouch.

3 hours ago, SOTL said:

Drone was ****. It's gone from the list.

I was afraid of that. It seems like such a fun bit of jank. But probably a bit too difficult to pull off, right? Pity.

Thanks for the ideas, I'm enjoying these.

The K load out seems fun. I only have 2 K's but am interested in trying half your squad anyhow. For filling out the other half, I'm curious, how much do you think Advanced Slam would help given this K loadout? Worth considering?

thanks

Crack Shot is primary only. You could save points there and by dropping down to Nus to upgrade Duchess to Fel.

Yeah this is by far the weakest of my ten squads and you can tell it's not been thought through as well as the others.

Tomorrow is my favourite of the ten, though, to compensate - the Junkyard Falcon!

Build errors aside, I find the power of Ion XG-1s very hard to evaluate from their stats alone. No idea how the SLAM will make them viable or not.

41 minutes ago, Admiral Deathrain said:

Build errors aside, I find the power of Ion XG-1s very hard to evaluate from their stats alone. No idea how the SLAM will make them viable or not.

I'm the same way. Slamming around and firing a 3 dice attack seems good, and the ships have a great defensive profile. They're not cheap, though. It seems like you need at least one ship that can hammer someone that's been ionized, but maybe just focusing all shots their way is enough.