Scum First Impressions

By Ronu, in X-Wing

Okay Scum players lets hear from you. Not a lot of Scum players in my area. Only heard about a Firespray, Sculcon, and Fang vs some B-wings and an X-Wing. Scum player apparently got eaten alive, though admittedly first time out with 2.0 rules and list was a bit spur of the moment for them.

Fangs: on paper look scary, does that hold true?

Firesprays: Medium bases improved dials and abilities......does it mean a much better ship?

K Fighters: doesn’t look bad but not amazing either

M-3A: basically the current Scum cheap Fighters. Naked or armed?

Jumpmasters: lots of fear over being overly nerfed... truth or over reactions.

other Ships: the cross overs HWK’s Y-Wings Z-95’s?

After a few games of facing Scum:

  • Palob is as irritating as ever, except now he's cheaper, can actually deal some damage, and occasionally arc dodge.
  • Boba is very powerful, especially against multiple weaker ships, but struggles when out in the open. Hates Redline and high initiative HLC Defenders.
  • I'm beginning to suspect Old Teroch is actually stronger than Fenn Rau. With the abundance of jukers in the meta, getting rid of those tokens is massive.
  • Guri is finally the ace she deserves to be, but pays a premium for it. Strange combo of dials, stats and abilities leaves her hard to compare to anything except maybe Echo.

Maybe it's just the ships I've been facing, but it seems like the old Scum mantra of 'get in close' is doubly true in 2.0.

Z-95, the everforgotten cheap champion got better in 2nd.

Played with old teroch and he extremely good.

I am thinking the fang is just a great platform.

Fang is an efficient platform, for sure, but it's even more super vulnerable than it used to be. I've had Fenn fold in a single shot several times. It's VERY vulnerable to adverse variance.

Firespray is good and efficient, but I've not tried it much.

Dengar is still strong, but balanced.

Scum Han is ridiculous (both pilot and gunner), and the Scum falcon in general is super efficient. And the escape shuttle is pretty solid both as a docked friendo and as a separate ship; 22 points for coordinate on the board is insane, even with a dreadful dial.

Guri is The Best.

Edited by thespaceinvader

Dengar is still pretty decent. The thing that probably hurts him the worst is the lack of white rotate, and the lack of easy mods for all the dice he throws. He'd be way better if getting the third die didn't take his crew slot because then he could take perceptive copilot. He's also married to proton torpedoes so he's still pretty expensive.

Scum Han is fun, and really tanky with the shuttle docked, but I found his abilities to just be too situational to be tournament worthy, forcing people to not use their linked actions is pretty great though.

Edited by DarkArk

Palob is my nightmare. 4 lom is also intimidating. Both in the same squad and my barrage rockets whent unusable.

Guri is also excellent, the starvipers are doing all well IMO.

Asaj is good compared to the other large base, but that is because i haven't tryed the scum falcon...

HLC M3a (33pts) as a filler is refreshing and tactically good, messing with the target priority.

The faction benefits a large variety of ships with great standalone abilities. The new tie coming will probably bring new cheap fillers so I bet scums will be probably the best faction, and surely the funniest.

I will never understand how anyone can start or participate in a thread about the Scum faction without so much as mentioning Objectively And Literally The Best Ship In X-Wing

Image result for quadjumper fleet

Scum has a bit of an identity problem, I think. Unlike Imperial squads it's not really 100% clear what they're supposed to be doing when you build them. Palob is great and they have some good droid synergy with IG88-A and the IG88-D crew. I'm still struggling to figure out the best builds, but I think individually they have some great ships. Palob, Teroch, Boba, IG88-A and Han are all pretty good. It's just putting it together into a squad that I find difficult.

1 minute ago, Jike said:

Scum has a bit of an identity problem, I think. Unlike Imperial squads it's not really 100% clear what they're supposed to be doing when you build them. Palob is great and they have some good droid synergy with IG88-A and the IG88-D crew. I'm still struggling to figure out the best builds, but I think individually they have some great ships. Palob, Teroch, Boba, IG88-A and Han are all pretty good. It's just putting it together into a squad that I find difficult.

That's the scum identity, for the most part. A bunch of individually great ships which help themselves more than their allies, and don't have a vast amount of synergy.

Good/Staple **** to slap in squads or build squads around to

1.) Moldy Crow Palob or Mux

2.) Marauder, gunner han boba Fett

3.) Ion Cannon Serissu

4.) r5-p8 Cartel Executioner (seriously, Kimoglia are incredibly solid with good speed and health and cost)

5.) X. CARTEL. MARAUDERS (just cheap and decent, no upgrades)

6.) Starvipers

7.) Fangs (esp ol Terry)

8.) Quadjumper troll!

Have yet to try:

Drea

Scum Falcon

Scum got some good **** going on, def tied with Imperials for best factions but their options don't have the same flexibility as ships like the Bomber or Phantom which have a wide variety of great pilots. Mostly, it's one pilot per ship that stands out with a few exceptions

What I am going to try, a stress build:

4Lom with 000

Viktor Hel

Tractor Genesis

Kavil with Synced and BT1.

It is probably overloaded, and would be better if it would havw been 5 ships, but I want to try BT1, and had to find a ride for the droid.

We had some fun store games last night. One game was "rookies" where we had to use the lowest initiative ships. I threw together 4 init 1 fang fighters with Adv Proton torps. List was a lot of fun. They only reason I lost was because of my own errors, lol. Adv Proton Torps hit hard. I do have another list with higher init Fangs that also have daredevil. I really want to try that. Each of the fang pilots have great abilities.

ficklegreendice staple ships highlights how I see Scum's identity: knife fighting, trickery & debuffs. You've got really good knife fighters with 1-turns with some strong benefits at R1 (either through abilities or good repositioning), or support ships dedicated to messing with enemy ships rather than helping friendly ships. Quite fitting for a faction of mercenaries and criminals. Most Scum squads I've seen so far are very heavy on the knife fighters or have atleast 1 direct debuffer (Palob, 4-LOM, Quadjumper, etc.), and the only major exception I've heard of is YT-1300 spam (though a bunch of large base I1 blockers might qualify as a focus on 'debuffing' enemy ships by causing bumps and making them lose their actions)

Edited by Enigami

I've been running the Five Cartel Marauder list and have found that Kihraxz is a durable ship with a good dial and punch for it's cost.

Scum has some pretty great crew options as well. 0-0-0, Lando, IG-88D, 4-LOM on large bases, Zuckuss, even L3-37 crew is good on some ships.

Look at Scum Han gunner, he costs 4 points. Now look at literally every other gunner in the game. Like two of them cost 4 points or less. I guess they wanted to sell some more plastic Falcons or something. Anyway, at least it's a really nice model with even more super useful cards.

Scum also appears most able to benefit from the differences between focus and calculate. Options that give extra calculations are understandably better values than options that give extra foci, yet the two are exactly equal in the amount of focus results they actually end up turning into hit/evade results the strong majority of the time, especially so when rolling three dice or less.

Scum is a great X-wing faction and has lots of interesting crew/pilot interactions that you can actually afford in your lists without sacrificing your ship count completely.

Edited by RebelProfundity

Fangs: I've ran Fenn and Teroch in separate lists. They didn't change much except I have a free slot for an EPT since they essentially have PtL baked in. Fenn is a glass howitzer. He is rightly feared and as such draws a lot of agro. I ran him along side Drea and a pair of crackshot Black Sun Aces hammer and anvil style. Teroch is a lot cheaper. I suspect he may replace Fenn in my lists because Defenders are so good. I have plans to try the generics soon.

Palob: the improvements to the action bar, dial, upgrades, and title are great. Great support ship, still kind of fragile, but people at my store are remembering how much they hate him.

Khiraxz: The added hull is huge for these little buggers. They will reliably take three shots to destroy, sometimes less, often more. They are cheap three dice guns. I like all of the unique pilots, but I haven't put them on the table yet.

Aggressor: I know that the medium base is better, but man I miss the speed these things used to have doing a 3-bank into a boost. I've tried a couple of droid synergy lists with mixed results. The latest build that I want to try with them is just old school brobots A and B loaded up with Ion Cannons and HLCs.

G1A: 4-LOM is super annoying for opponents, Zuckuss still hits pretty hard. I hope we get some support crew for Scum because these things feel like a heavy HWK but less maneuverable.

Kimogila: Sleeper hit for me. Even when though I rolled horribly on two separate torp shots, it still ended up being mvp. Once I reloaded and took that third shot the dice balanced out and it won me a match. They are tanky, with a dial that is better than decent and almost good. I feel like it may be easy to overload them though.

Scum Falcon: It's a tricky beast. It can do a lot of work, but you have to have a solid crew combo and get your positioning right. So it's a Falcon that rewards skilled flying. That two dice gun isn't so hot against the new Defenders though.

Drea: Tried her once, love her new ability, love the new Y-Wing. Easy to overload it with points though.

Quadjumper: This little goblin got better since there are more targets to tractor beam onto rocks and the crazy offense has been toned down so it may actually last past the first engagement. I already had an issue where, with the old barrel roll, I could have put a guy on a rock but it wouldn't work with 2.0 so that kind of stinks but it is till a nice, cheap nuisance.

That's all that I've put on the board. I have lists ready to try Boba, Dengar, Guri, Nym, and some other ships. Just got to find some more free time.

Edited by Burius1981