Scum Aces

By K13R4N, in X-Wing Squad Lists

This has got to be one of the most fun lists to fly! Knife fighting aces!

Fang Fighter

Fenn Rau (68)

Fearlessness (3) (or daredevil can't quite decide which one I prefer)

HWK-290

Pablo GODalhi (38)

Squad Leader (4)

Tactical Officer (2)

Moldy Crow (12)

Starviper

Guri (62)

Fire Control Systems (3)

Afterburners (8)

Total 200/200

Any improvements?

Im liking the Pablo as he can get a token every round via his ability. This allows a aces to pretty much have advanced sensors but can do a linked action to get stressed then clear the stress with a blue maneuver. As Well with Guris barrel roll it makes the coordinate that much more fun!

Seems decent. I'm mostly spitballing to think of options for my own use as much as anything else.

It's an interesting Palob. It strikes me that the restriction Squad Leader persists despite Tactical Officer, that the action has to be on the bar of the coordinated target. So Target Lock or Boost (linked) on either other ship, or Focus on Fenn, but not barrel rolls. Still seems pretty useful. Another thing that always seems interesting to me on Moldy Crow is Engine Upgrade. Only 3 points on a small base, and having a white Boost on a ship without a turn-around seems nice. Trick Shot seems like it'd be a nice add-in on an Engine Palob, if cutting the Coordinate package.

With Guri, I'd also consider Virago. A red boost isn't as good as the Afterburners, but it also adds a shield. It also kinda makes her predictable, and interferes with Coordinates, so maybe not. But it's of a similar cost, so seems worth thinking about. With Palob potentially coordinating Guri's TLs, FCS seems decent. For alternatives, I don't know if Predator would be harder or easier with the bank-barrel rolls. Fearlessness might be good on Guri, since she gets free Focus when at Range 1. Another interesting option would be Debris Gambit. Let Palob coordinate a Boost into Calculate. Guri moves into Range 1, and then Evades. Three green tokens is nice. Adding a bid (seems good in high Init) and some sort of Elite upgrade to Guri could be nice, too, so maybe just cutting Afterburners is worth considering. I dunno. Depends on how it feels on the table, and certainly frees points for Engine on Palob.

Edited by theBitterFig

Limited experience here, and a total lack of expertise, but I've not found Afterburners to be a lot of use on Guri so far. After the initial attack run at least. Once I get her to range 1, I'm generally trying to keep her there and if I do disengage, the natural boost will do.

I've actually had a bit more utility with Virago's end of turn boost, setting up the next turns attack, particularly since, with her ability, you don't always need to ditch the stress. 10 points seems quite excessive as well, mind you.

Tbh, I have a hard time not loading points onto her, Virago and Shield Upgrade give her quite the stat line. And then I really like Outmanoeuvre on her... and Advanced Sensors.... Pro Torps are nice as well :D

I like this better.

Guri — StarViper 62
Predator 2
Advanced Sensors 8
Ship Total: 72
Fenn Rau — Fang Fighter 68
Fearless 3
Ship Total: 71
Kavil — Y-Wing 42
Expert Handling *
Dorsal Turret 4
Han Solo (Scum) 4
R4 Astromech 2
Ship Total: 54

People generally aren't prepared for the Range 1 4 dice Focus/Lock Dorsal Turret attack from Kavil.

Main issue is that Guri and Fenn really want a bid around 196 or lower and the list would probably be better off with a Bomb on the Y-Wing.

No 2.0 take time yet for me, but I was thinking about outmanuever on guri. If you ditch afterburners for it, you even get a small bid

Drop afterburners for lone wolf and take a 4pt bid. I think Palob and Fenn are bigger threats, so LW will come in handy in endgame scenario.

15 hours ago, flooze said:

No 2.0 take time yet for me, but I was thinking about outmanuever on guri. If you ditch afterburners for it, you even get a small bid

I was playing around on the laptop with Guri again yesterday. To me, she seems pretty solid with Outmanoeuvre and nothing else. Relying on the dice a fair bit as it's rare I took TL over BR as an action, but still.

Because I realised I could, I took Outmanoeuvre Guri, Fearless and Proton Bomb Boba and a naked Zealous Recruit for a few runs on Fly Casual. Settled on using Guri as the flanker/closer, which she did admirably.

My best list so far

ORP Boba Guri

(80) Boba Fett
(3) Marauder
(4) Han Solo
(10) Perceptive Copilot
Points 97

(62) Guri
(8) Advanced Sensors
(3) Fearless
Points 73

(24) Outer Rim Pioneer
(2) Tactical Officer
Points 26

Total points: 196

On 9/3/2018 at 11:23 AM, theBitterFig said:

Seems decent. I'm mostly spitballing to think of options for my own use as much as anything else.

It's an interesting Palob. It strikes me that the restriction Squad Leader persists despite Tactical Officer, that the action has to be on the bar of the coordinated target. So Target Lock or Boost (linked) on either other ship, or Focus on Fenn, but not barrel rolls. Still seems pretty useful. Another thing that always seems interesting to me on Moldy Crow is Engine Upgrade. Only 3 points on a small base, and having a white Boost on a ship without a turn-around seems nice. Trick Shot seems like it'd be a nice add-in on an Engine Palob, if cutting the Coordinate package.

With Guri, I'd also consider Virago. A red boost isn't as good as the Afterburners, but it also adds a shield. It also kinda makes her predictable, and interferes with Coordinates, so maybe not. But it's of a similar cost, so seems worth thinking about. With Palob potentially coordinating Guri's TLs, FCS seems decent. For alternatives, I don't know if Predator would be harder or easier with the bank-barrel rolls. Fearlessness might be good on Guri, since she gets free Focus when at Range 1. Another interesting option would be Debris Gambit. Let Palob coordinate a Boost into Coordinate. Guri moves into Range 1, and then Evades. Three green tokens is nice. Adding a bid (seems good in high Init) and some sort of Elite upgrade to Guri could be nice, too, so maybe just cutting Afterburners is worth considering. I dunno. Depends on how it feels on the table, and certainly frees points for Engine on Palob.

As a quick note from someone who loves a good 2e Squad Leader HWK, Engine Upgrade is necessary if you want to coordinate a white boost to a buddy (and it still lets you coordinate a red boost, because Engine Upgrade and related cards don't remove the red action from your bar, they just add the white one).

30 minutes ago, nexttwelveexits said:

As a quick note from someone who loves a good 2e Squad Leader HWK, Engine Upgrade is necessary if you want to coordinate a white boost to a buddy (and it still lets you coordinate a red boost, because Engine Upgrade and related cards don't remove the red action from your bar, they just add the white one).

I kinda disagree with this. Squad Leader probably needs a clarification/FAQ on what kinds of actions it can coordinate. Personally, I'd interpret it as ignoring the difficulty, but checking the symbols. HWK has a boost symbol, Starviper has a boost Symbol, Starviper can perform their own boost.

Bah.

There's arguments both ways. Cards like Tactical Officer and Engine Upgrade require certain color actions. However, the actions can't be treated as fully different, otherwise an Engine upgrade ship could perform both a white and later a Red boost in the same turn, and that's just silly. There's no way that's a valid outcome. And so Red and White boosts have to count, to some extent, as the same action. Except when they have to count as different actions.

Anyhow, if I'm judging, I'd let a HWK without Engine but with Squad Leader coordinate someone with a White boost.

So here's my thinking on my aces list after reading all of the above.

Ship 1 requirements:

Has to be a ace model, I6 or I5 3+ agility, big hitter, good endgame

Ship 2 requirements:

Has to be a ace model, I6 or I5, 3+ agility, good hitter, good endgame

Ship 3 requirements:

Cheap, Support Model, probably will die first so not too important, good early game, enough points left for a bid on aces.

Now let's go through these

Ship 1: It has to be the face of scum aces, the one, the only, Fenn Rau! He has the definition of a aces kit with the I6 and the boost/barrell roll options, he has a reliable 5 dice at R1 and in endgame situations can arc dodge almost every ship in any position with his options. His linked actions gives him a focus everytime he does a boost/barrell roll for the cost of a stress but with all of his 2 speed moves being blue that isn't a issue. He only has 2 upgrade slots a EPT and a torp so he can never really be stacked with upgrades but that doesn't really matter as he is a tank no matter what! I have decided to put Fearlessness on him as with a 5 dice focus attack the math says 3 or 4 will be hits or focus' plus fearlessness means a average of 4/5 hits without a target lock! Because of that damage at range 1 without the need of a TL I won't be taking a torp as it isn't worth the points for shots at range 3. Another option could be Lone Wolf but the difficulty of requirements makes it to situational until the endgame which Fenn rau will win on most occasions anyway.

Ship 2: Many people are saying Guri is the best option, in fact no one has mentioned anyone other then Fenn and Guri so it has to be the bent barrel rolling Droid. At I5 she will be moving after most ships which makes her a incredible pilot, next with her 3 agility, linked actions and pilot ability she will be fully modded on defence if she us being attacked however most of the time a 1 bank barrel roll can get out of ships front arc as it has a larger distance compared to the regular 1 straight. This made me think Outmanouvre is a great shout as picture this at range 1 barrel roll out if arc + range 1 free Focus + Outmanoeuvre + range 1 dice bonus, makes a deadly shot. I have chosen to not include both virago and afterburners as for their points it's not worth it over advanced sensors unless you are going for a different strategy within your build eg. Hit and run.

Finally ship 3: I Originally had Pablo with squad leader as the choice but started to look at other options including ships or just upgrades. I wanted a cheap ship that can support the 2 aces during the early game, whether that is via coordinate or Pablo's ability or anything else. I finally decided on something you never expected.... Pablo, yes you didn't see it that coming, but this time I wanted to keep him as cheap as possible as it is extremely likely that he will be targeted first and so put the title on and then left him bare! I think this is a better way to run him then people think. At 50 points (1.0 = 25 points) he is able to kind of Jam at range 2 in his arc(front and mobile = 90% of the time they will be in) at the START of the engagement phase then get a free Focus/Evade token as well as his action and a 3 dice primary attack. Finally this leaves the bid at 3 points which should be enough for most squads but the only thing I to take off is either EPT but the economy that they add to these specific ships are to high to be worth a drop for a bigger bid.

Final Squad:

(68) Fenn Rau
(3) Fearless
Points 71

(62) Guri
(8) Advanced Sensors
(6) Outmaneuver
Points 76

(38) Palob Godalhi
(12) Moldy Crow
Points 50

Total points: 197

Edited by Dengars Toilet Paper

Hmmm...I am interested in a scum aces build, but what other support options are there? I think we also have the 4Lom ship, maybe the new falcon, the quad jumper, I guess Y-wings dont have much control abilities anymore...

Any ideas? Or is Palob really the only option?

Jesus, poor Palob :(

get the poor man a freaking Lando crew!

dont relegate him to some trivial support when he's easily one of the most powerful late game ships

His "support" really should only be "taking the enemy's tokens thereby making them easier time defend against and kill". Dude's a killer, through and through

Also really difficult to kill behind 3 focus + his ability + Lando

Edited by ficklegreendice
7 hours ago, ficklegreendice said:

Jesus, poor Palob :(

get the poor man a freaking Lando crew!

dont relegate him to some trivial support when he's easily one of the most powerful late game ships

His "support" really should only be "taking the enemy's tokens thereby making them easier time defend against and kill". Dude's a killer, through and through

Also really difficult to kill behind 3 focus + his ability + Lando

Yeah your right, but the problem comes with limited points. To be able to put Lando on Pablo you would have to either take advanced sensors off Guri or swap Fenn our for someone else. I haven't tried flying this list yet so I couldnt say whether it would be a good or bad move but it's worth a try.

45 minutes ago, Dengars Toilet Paper said:

Yeah your right, but the problem comes with limited points. To be able to put Lando on Pablo you would have to either take advanced sensors off Guri or swap Fenn our for someone else. I haven't tried flying this list yet so I couldnt say whether it would be a good or bad move but it's worth a try.

What about Talonbane or Teroch. With one of them you can equip Lando and even engine upgrade.
View in Yet Another Squad Builder 2.0

6 hours ago, Dengars Toilet Paper said:

Yeah your right, but the problem comes with limited points. To be able to put Lando on Pablo you would have to either take advanced sensors off Guri or swap Fenn our for someone else. I haven't tried flying this list yet so I couldnt say whether it would be a good or bad move but it's worth a try.

easily worth slimming down Guri

sensors/outmanuever are cute, but she's squish as **** and basically SOL against anyone moving after her

Edited by ficklegreendice
2 hours ago, ficklegreendice said:

easily worth slimming down Guri

sensors/outmanuever are cute, but she's squish as **** and basically SOL against anyone moving after her

Hense the outmanoeuver/advanced sensors upgrades ? she wants to stay out of the opponents arcs. And if they go for her the rest of your list can come up and hit them even harder.