Scum Questions...

By Enigami, in X-Wing

Cikatro Vizago :
Permanent cloak shenanigans -- are they still valid?
Does Feedback Array work while cloaked now? Didn't work in 1.0, but in 2.0 RAW, each ship engages during the engagement phase, then attacks, and according to the rules Cloak disarms, which prevents attacks but as far as I can tell not engaging . 2.0 Feedback Array activates its effect when the ship engages, rather than "when it can attack" as in 1.0.
Does his ability ignore card restrictions? i.e. could a small base be given a Rigged Cargo Chute, or large base given a Cloaking Device?

It'd take 2 turns of setup, but I've got a mind to run a permanently cloaked feedback I1 YT-1300 for a stupidly annoying and hard to hit bumper car, and need all of the above to be valid to work.


Qira & Tobias :
Qira on a large base seems like she'd be really good for opening up engagement options (target lock an annoying obstacle before shooting starts) and getting fighters of its tail, and Tobias' obstacle repositioning can help to control the engagement. I haven't heard much opinion on them or seen them in action yet, are they a waste of points or can they be effective?


YV-666 :
Is there any decent builds for it? I could be wrong, but it seems like it's in a bad place in 2.0. For the same cost of a naked Slaver I can run Han with an upgrade, Advanced Sensors 4-LOM or a super blocker Freighter Captain with Dengar+Tactical Scrambler+Feedback Array, Latts Razzi's ability being limited to R1 looks hard to pull off reliably, Bossk lost ALL ability to force crits outside of a bullseye arc that defeats the purpose of a 180 arc ship, and Moralo looks too expensive and hard to justify over Sabine.

This could change when more crew/upgrades are released (Bossk will probably be fine once he can actually force crit results outside of the bullseye, Latts would be tantalizingly janky with a Weapons Engineer+Qira+Freelance Slicer build, and Slaver/Moralo with more crew options to front load damage would go a long way), and I'd absolutely LOVE a I1 pilot to pair with Lando crew if they add one in the re-release, but am I wrong in thinking YVs are overcosted right now for what they bring to the table?


Jabba-netics :
Any reason why I keep hearing about people trying this with the YV-666 and not the YT-1300?
5 turns of constant ability to do crazy stuff like K-Turn into Target Lock + Han gunner Focus for double modded 270 arc of missile/turret attacks, followed up by S-Loop into debris into red boost + red focus, into yet more absurd red action/maneuver spam seems really fun especially paired with lots of debris and Trick Shot or Outmaneuver. The only real downsides I see is it's kinda pricey at around 80 pts for everything you need, and you get a HUGE burnout with probably the biggest stack of Stress tokens ever, but if you murdalize things in those 5 turns once you pop Cybernetics I think it'd be worth it.


Self-lock Deadman Switch :
Do I understand the rules correctly? Target Locks are still red tokens, you can Target Lock friendly ships now, meaning you could run a 7 ship Z swarm (or 5+Drea) with Deadman's Switch + Electronic Baffle, have all your ships T1 lock the other ally Zs, and then at any moment Baffle the friendly target lock on a 1 HP ship to detonate it on command. Is this right?

Edited by Enigami
5 minutes ago, Enigami said:

Cikatro Vizago :
Permanent cloak shenanigans -- are they still valid?
Does Feedback Array work while cloaked now? Didn't work in 1.0, but in 2.0 RAW, each ship engages during the engagement phase, then attacks, and according to the rules Cloak disarms, which prevents attacks but as far as I can tell not engaging .
Does his ability ignore card restrictions? i.e. could a small base be given a Rigged Cargo Chute , or large base given a Cloaking Device ?

It'd take 2 turns of setup, but I've got a mind to run a permanently cloaked feedback I1 YT-1300 for a stupidly annoying and hard to hit bumper car, and need all of the above to be valid to work.

By my reading feedback array while cloaked would work, the rules specifically say that you still engage while you have a disarm token, you just don't attack. There's no clear ruling on whether you can ignore card restrictions to my knowledge, but I expect it to end up ruled the same as first edition, that you still have to follow restrictions.

5 minutes ago, Enigami said:

YV-666 :
Is there any decent builds for it? I could be wrong, but it seems like it's in a bad place in 2.0. For the same cost of a naked Slaver I can run Han with an upgrade, Advanced Sensors 4-LOM or a super blocker Freighter Captain with Dengar +Tactical Scrambler+ Feedback Array , Latts Razzi 's ability being limited to R1 looks hard to pull off reliably, Bossk lost ALL ability to force crits outside of a bullseye arc that defeats the purpose of a 180 arc ship, and Moralo looks too expensive and hard to justify over Sabine .

This could change when more crew/upgrades are released ( Bossk will probably be fine once he can actually force crit results outside of the bullseye, Latts would be tantalizingly janky with a Weapons Engineer +Qira+Freelance Slicer build, and Slaver/ Moralo with more crew options to front load damage would go a long way), and I'd absolutely LOVE a I1 pilot to pair with Lando crew if they add one in the re-release, but am I wrong in thinking YVs are overcosted right now for what they bring to the table?

My favorite build so far for the YV-666 is just a (relatively) cheap trandoshan slaver with lando crew. Reinforce for your action, get the damage reduction against all incoming shots from higher initiative pilots, then spend the reinforce to reroll dice on your attack afterwards.

5 minutes ago, Enigami said:

Self-lock Deadman Switch :
Do I understand the rules correctly? Target Locks are still red tokens, you can Target Lock friendly ships now, meaning you could run a 7 ship Z swarm (or 5+ Drea ) with Deadman's Switch + Electronic Baffle , have all your ships T1 lock the other ally Zs, and then at any moment Baffle the friendly target lock on a 1 HP ship to detonate it on command. Is this right?

Sounds right

2 minutes ago, VanderLegion said:

By my reading feedback array while cloaked would work, the rules specifically say that you still engage while you have a disarm token, you just don't attack. There's no clear ruling on whether you can ignore card restrictions to my knowledge, but I expect it to end up ruled the same as first edition, that you still have to follow restrictions.

My favorite build so far for the YV-666 is just a (relatively) cheap trandoshan slaver with lando crew. Reinforce for your action, get the damage reduction against all incoming shots from higher initiative pilots, then spend the reinforce to reroll dice on your attack afterwards.

Makes sense, guess I'll have to stick with permacloaked Quads then.

Slaver+Lando is nice but I REALLY wish Slaver were I1 for maximum Reinforced Lando efficiency.

I've made a couple of posts about Jabba-netics. If those are the comments you are referring to, I can explain why it's in combination with the YV and not the Scum Falcon. I own the YV and not the Scum Falcon and I'm trying to resist the 2.0 expansions :)

Ah, that might've been why! I must've seen you post about it a couple times and didn't notice it was the same person posting about it.

I'm really eager to give crazy Jabba-netics Lando a go, it's so hard to pick lists to play as Scum with so many really fun looking builds.

I agree, I'm finding a ton of Scum stuff I want to try. I'm interested to hear how Jabba-netics goes on the Lando Falcon, I think you may be right that it's a better fit. Not that I want to be tempted to get another ship ... A beautiful Falcon with escape craft ship.

RE: YV-666

As Vander said, a slaver with lando (and optional 0-0-0) seems neat. Another local discovered the combo and I thought it was very cool

Now, there is some jank I want to try:

Latts Razzi — YV-666 66
0-0-0 3
Lando Calrissian (Scum) 8
Ship Total: 77
Outer Rim Pioneer — Escape Craft 24
Ship Total: 24
Cartel Executioner — M12-L Kimogila Fighter 44
R5-P8 4
Ship Total: 48
Graz — Kihraxz Fighter 47
Elusive 3
Ship Total: 50

I really like Latts' ability (note it isn't arc-locked), it seems really fun to play around

[note: IDK if the YV-666 can technically utilize fearless...but if it can, definitely do because you can roll people into your primary]

1 hour ago, ficklegreendice said:

RE: YV-666

As Vander said, a slaver with lando (and optional 0-0-0) seems neat. Another local discovered the combo and I thought it was very cool

[note: IDK if the YV-666 can technically utilize fearless...but if it can, definitely do because you can roll people into your primary]

Yah, 0-0-0 would go well on the lando slaver as well, I just happen to have him on 4-LOM in the list I'm using the slaver in :P

No fearless for the YV-666 going by the rulings for coruscant

lame

if you're flying a cereal box into battle, you oughta be fearless by default

A YV-666 with Lando and IG crew is great! Depending on the situation, you either opt for: 2 calculate tokens or take the reinforce token. Either way, have it ready to use in case Lando's skill is needed when you attack. They are still tanks that handle a good amount of damage while your smaller ships get into prime position.

I'd written off YV-666 Lando because of the potential I1 swarms that can block Reinforce/require the YV holds on to the Reinforce making Lando useless, but I guess as long as the meta isn't I1 swarm heavy that build has potential. Which brings me to my one question that hasn't been answered yet: anyone got any experience with Qira? I'm thinking of loading up Qira on a YV if I ever fly one for the extra movement options (provided it's a Slaver I'm running and not Latts), and would like to know how that plays out if anyone tried it.

Another question I've got is regarding Nym: anyone attempted a maximum area denial strategy with him? It's just theory at the moment, but I think you can ensure a triangle of Asteroids no matter what the enemy tries, place a Seismic in the center and hold it there, and since Seismics cause damage based on the obstacle, threaten a lot of space with just 1 bomb.

7 hours ago, VanderLegion said:

No fearless for the YV-666 going by the rulings for coruscant

did the arcs change? because in 1st edition, the yv-666 has a standard arc and two aux arcs that make up it's 180 shooting ability. If its the same, fearless should work.

7 minutes ago, PanchoX1 said:

did the arcs change? because in 1st edition, the yv-666 has a standard arc and two aux arcs that make up it's 180 shooting ability. If its the same, fearless should work.

The card shows a 180 arc for the main weapon. The coruscant update specifically says that abilities that specify the forward 90 attack arc do not work on weapons that are on turrets or 180 arcs.

Edited by xbeaker

Han Solo:
Will putting "Trick Shot" on Lando's Han's Falcon make his turn-into-3 a turn-into-4 dice, if obstructed? Because like, doubling down on that seems REALLY smart.

Yep. Trick Shot is basically mandatory.

I am willing to bet Jabanetics Solo is one of the reasons Jabba the hut card is gonna be nerfed in the future.
At 68 points only and able to completely ignore stress for 5 turns is just too much.

Han Solo (Scum) - Trick Shot - Jabba the Hutt - Contraband Cybernetics

3 minutes ago, dsul413 said:

Yep. Trick Shot is basically mandatory.

****. So it really does make it 4 dice.

I know what I'm grabbing this week.

Just now, Captain Lackwit said:

****. So it really does make it 4 dice.

I know what I'm grabbing this week.

At range 1 with stress on the target through a rock you can get a 6 die attack. 2 native, +1 for range, +1 for title, +1 for han ability, +1 for trick shot.

So dirty. Hard to pull off...but dirty.

1 hour ago, tsondaboy said:

I am willing to bet Jabanetics Solo is one of the reasons Jabba the hut card is gonna be nerfed in the future.
At 68 points only and able to completely ignore stress for 5 turns is just too much.

Han Solo (Scum) - Trick Shot - Jabba the Hutt - Contraband Cybernetics

Jabba-netics Hound's Tooth is good fun though and doesn't seem over-powered to me. So I maybe it is Scum Han or the Scum Falcon itself that should take a hit :)

1 hour ago, dsul413 said:

At range 1 with stress on the target through a rock you can get a 6 die attack. 2 native, +1 for range, +1 for title, +1 for han ability, +1 for trick shot.

So dirty. Hard to pull off...but dirty.

Whoa.

Question is... is that worth giving up both of my Fangs..?

13 hours ago, Enigami said:

Cikatro Vizago :
Permanent cloak shenanigans -- are they still valid?
Does Feedback Array work while cloaked now? Didn't work in 1.0, but in 2.0 RAW, each ship engages during the engagement phase, then attacks, and according to the rules Cloak disarms, which prevents attacks but as far as I can tell not engaging . 2.0 Feedback Array activates its effect when the ship engages, rather than "when it can attack" as in 1.0.
Does his ability ignore card restrictions? i.e. could a small base be given a Rigged Cargo Chute, or large base given a Cloaking Device?

It'd take 2 turns of setup, but I've got a mind to run a permanently cloaked feedback I1 YT-1300 for a stupidly annoying and hard to hit bumper car, and need all of the above to be valid to work.

Aren't Cloaking Device and Feedback Array both Illicit, meaning this would only work on a Lancer? Or am I misunderstanding a piece of the puzzle?

Cloaking device cannot be put on the lancer since it's a large ship

Edited by flooze

I ran a Boba with IG/Han/Cyber and Moralo with Lando/Jabba/Cyber to 2nd Place at our launch event. Lots of fun. I felt like I could actually fly the 666. Stop and action, then 3 banks and herds and keep taking actions. Best k-turn in the game. Only problem was the aforementioned high PS for Lando-Reinforce. Only game Moralo died was vs 4 x-wings, three of which were lower ps

15 hours ago, Enigami said:

Cikatro Vizago :
Does his ability ignore card restrictions? i.e. could a small base be given a Rigged Cargo Chute, or large base given a Cloaking Device?


YV-666 :
Is there any decent builds for it?


Jabba-netics :
Any reason why I keep hearing about people trying this with the YV-666 and not the YT-1300?
5 turns of constant ability to do crazy stuff like K-Turn into Target Lock + Han gunner Focus for double modded 270 arc of missile/turret attacks, followed up by S-Loop into debris into red boost + red focus, into yet more absurd red action/maneuver spam seems really fun especially paired with lots of debris and Trick Shot or Outmaneuver. The only real downsides I see is it's kinda pricey at around 80 pts for everything you need, and you get a HUGE burnout with probably the biggest stack of Stress tokens ever, but if you murdalize things in those 5 turns once you pop Cybernetics I think it'd be worth it.


Self-lock Deadman Switch :
Do I understand the rules correctly? Target Locks are still red tokens, you can Target Lock friendly ships now, meaning you could run a 7 ship Z swarm (or 5+Drea) with Deadman's Switch + Electronic Baffle, have all your ships T1 lock the other ally Zs, and then at any moment Baffle the friendly target lock on a 1 HP ship to detonate it on command. Is this right?

Vizago: As per the new rules reference, vizago ignores squadbuilding restrictions so you can cloak a YV or put rigged cardo on a quadjumper.

YV: the slaver is still decent with lando crew and perhaps IG-88D. Moralo with inertial dampeners also looks interesting

Jabba: Sounds pretty hilarious, I'm just not sure if the cost is worth it?

Baffle blast: You can only trigger the baffle during the end phase (so you couldn't roll up to someone and blow them up during activation). That's a pretty funny trick, and for 2pts of baffle it's not a bad idea. Edit: take a look at the spice runner quick build , I think you'll like what you find.

Speaking of baffle, you can also have some fun with feedback array and one or more ships with discharge vanes. Trigger feedback array and take a stress to pass away the ion token, keeping the disarm token. Since losing the ion token means you haven't paid the full cost of feedback array, ships at range 0 do not take damage. Instead, you get to pass an ion token to a ship in range 1 (you can't premeasure range as you would for an attack though 'cos it's before you engage). You can even pass the ion token along a chain of friendlies to reach an enemy ship far away, and then use dace bonearm to zap them good.

Edited by gadwag
6 hours ago, JJ48 said:

Aren't Cloaking Device and Feedback Array both Illicit, meaning this would only work on a Lancer? Or am I misunderstanding a piece of the puzzle?

With cikatro you swap the clocking device with feedback array I imagine