Scum & Villainy Summary

By Boom Owl, in X-Wing

Scum & Villainy Summary

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Real X-Wing has been out for a little while so I have decided to go ahead and do a quick faction breakdown. Ignoring many ships & pilots that don't interest me. Just gonna take a ship at a time, write up a few notes, and suggest some stuff because its fun to talk about. So first to categorize by "general" archetype with very brief definitions that you probably wont agree with...of course most ships fit into multiple categories depending on what they have equipped but I am bucketing them here as it might be useful for new players building lists. Depending on cost you can sort of mix and match these building blocks. Just try to stick to the formula of building your list with the end game in mind bringing at least 1 closer with some distractions or if your not bringing a reliable closer bring more ships! When in doubt just use Boba+ anything. As always some of this is probably wrong, sub-optimal, or not in line with individual player preferences.

Archetypes

  • Closers: Ships that can win the end game for you. Protect them and get them to the end game.
    • Boba Fett
    • Fenn Rau
    • Guri
  • Bruisers: Offensive Firepower that can't be ignored and has to be dealt with.
    • Kavil
    • Dengar
    • Kimogilias: Torani, Dalan, Executioner
    • Bossk
    • Zuckuss
    • Koshka Frost
    • Krassis Trelix
    • Talonbane Cobra
    • Graz
    • Jostero
    • IG88A/B/C/D
  • Control: Similar to Bruisers in that they can't be ignored but rely more on taking options away from your opponent than they do raw damage. Scum is uniquely adept at being able to fit multiples of these ships into lists.
    • Palob
    • Old T
    • 4-LOM
    • Quadjumpers
    • Latts Razzi
    • Y-Wing + Ion Turret
    • Viktor Hel
    • Dace Bonearm
    • Contracted Scout
    • Assaj/Ketsu
  • AOE/Bombers: Effective at circle strafing your opponent from indirect angles with a turret or laying down bombs and devices for extra damage outside of combat.
    • Scrugg: Nym, Sol, Lok
    • Lancer: Assaj, Ketsu, Sabine Ren
    • YT-1300: Han, Lando, L337, Freighter
    • Emon Azzameen
    • Constable Zuvio
  • Support: Offer Coordinated actions, Rerolls, or Shared Tokens. Anything with a Crew upgrade can fit this category.
    • Lando Escape Craft
    • L337
    • Serissu
    • IG88A
    • Drea Renthal Y-Wing
    • Kath Scarlet
    • Manaroo
  • Swarm or Mini Swarm Pieces: Low Init Blockers that scale with strength in numbers. Also great filler. Full swarms supported by Drea or Kath.
    • Cartel Spacer / Tansarii Vets
    • Binayre Pirates / Black Sun
    • Quadjumpers ( Jakku Runners )
    • Fang Zealous Recruits
    • Black Sun Enforcer
    • Cartel Marauders
  • Random Filler: Form Mid Init Generic Pairs/Mini Swarms or little distractions that can help complete a list
    • Inaldra
    • Sunny Bounder
    • Black Sun Assassins
    • Skull Squadrons
    • Black Sun Ace

Fundamentals:

  • Boba:
    • Talent: Debri Gambit, Fearless
    • Crew: IG88D, 000, Perceptive Co-Pilot
    • Device: Proton, Seismic
    • Illicit: Rigged Cargo, Contraband Cybernetics, Inertial Dampeners
    • Title: Marauder, Slave 1, Andrasta
    • Gunner: Han Solo
  • Fenn:
    • Talent: Fearless, Predator
    • Torpedo: Proton
  • Old Teroch:
    • Talent: Fearless, Predator, Crackshot, Bid
  • Guri:
    • Talent: Predator, Debri Gambit
    • Sensor: Advanced Sensors, Collision Detector
    • Modification: Afterburners
  • Kavil:
    • Talent: Expert Handling, Trickshot
    • Turret: Dorsal, Ion Turret
    • Torpedo: Proton
    • Astromech: R4
    • Gunner: Han Solo, Veteran Turret Gunner
    • Illicit: Contraband Cybernetics, Inertial Dampeners
  • Palob:
    • Talent: Debri Gambit, Trickshot, Squad Leader
    • Crew: 000, IG88D, Lando, Informant
    • Title: Moldy Crow
    • Modification: Engine Upgrade
  • 4LOM:
    • Sensor: Advanced Sensors
    • Illicit: Rigged Cargo Shoot, Contraband Cybernetics
  • Drea Renthal:
    • Talent: Expert Handling
    • Turret: Dorsal, Ion
    • Astromech: R4
  • Jakku Gunrunners:
    • Crew: Ketsu Onyo
    • Device: Proton, Seismic
    • Modification: Afterburners
  • Talonbane Cobra or Graz or Jostero:
    • Talent: Predator, Fearless, Crackshot
    • Missile: Proton Rockets
    • Modification: Afterburners
    • Illicit: Contraband Cybernetics, Inertial
  • IG88A:
    • Talent: Elusive, Predator, Juke
    • Sensor: Advanced, Collision Detector, Trajectory Sim
    • Device: Proton, Seismic
    • Illicit: Rigged Cargo Shoot, Contraband Cybernetics
  • Escape Craft Lando/L337:
    • Crew: Tactical Officer
  • Serissu or Inaldra
    • Secondary: HLC or Proton
  • Han or Lando YT1300
    • Talent: Trickshot
    • Crew: 000, IG88D, Lando
    • Illicit: Rigged Cargo
    • Gunner: Han Gunner, Hotshot Gunner
    • Title: Landos Falcon
  • Kimogilia:
    • Talent: Predator, Crackshot
    • Torpedo: Proton
    • Missile: Cluster
    • Astromech: R3, R5-P8
    • Illicit: Rigged Cargo Shoot, Contraband Cybernetics, Intertial
  • Nym:
    • Talent: Expert Handling, Trickshot
    • Turret: Ion, Dorsal
    • Device: Proton, Seismic
    • Title: Havoc
    • Sensor: Trajectory, Advanced Sensor
    • Astro: Genius
    • Modification: Ablative Plating
  • Moralo Eval:
    • Crew: Boba Fett
  • Sabine Wren
    • Crew: IG88D, 000, Maul
    • Illicit: Contraband Cybernetics, Rigged Cargo
    • Title: Shadowcaster
  • Binayre Pirate or Black Sun Soldier
    • Talent: Crackshot
    • Missile: Homing
  • Crymorah Goon or Hired Gun
    • Turret: Ion

Above is just an inventory of decent options. Dont equip all that stuff at once usually.

Favorite Build So Far: Fenn Rau, Kavil, Old Teroch

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Next time i'll breakdown Rebels or Imperials. Probably Rebels.

Edited by Boom Owl

Tansarii Point Vet: Tractor Beam. If you can fit one in your list it is sweet. A big aid in maximizing the damage output of HLC carriers it is flying with and arc dodgers hate obstacles. Works best when boosted by Swarm Tactics or helping to punish someone debuffed by Mux.

26 minutes ago, Boom Owl said:

Favorite    Bu  ild So Far: Fenn Rau, Kavil, Old Te  roch 

Awesome work! Really helpful!

How do you equip your Kavil in this list?

Outmaneuver is also pretty popular for Guri

Interresting summary, trajectory simulator would be more interresting on Nym i beleave. I would also like too see what you would equip on Emon Azzameen.

Great write up. I did have a question about guri why give her afterburners for 8 when you could give her the virago title for 10 and a get a shield?

5 minutes ago, reqent said:

Great write up. I did have a question about guri why give her afterburners for 8 when you could give her the virago title for 10 and a get a shield?

Afterburners doesn't give stress. Virago does. This shuts down her fun Advanced Sensors tricks if you're running that build. On top of that, Virago only happens during the end phase, meaning you got no advantage during the combat phase you just went through. It only helps you setup the next turn. Virago is overpriced by a good bit.

2 hours ago, CaptainIxidor said:

Afterburners doesn't give stress. Virago does. This shuts down her fun Advanced Sensors tricks if you're running that build. On top of that, Virago only happens during the end phase, meaning you got no advantage during the combat phase you just went through. It only helps you setup the next turn. Virago is overpriced by a good bit.

I've actually had a bit of success with Virago and Afterburners to re-engage with the rest of the fight after Guri has killed her target. Guri hates range 2-3 and Virago can be used to end a turn at range 4, then boost end-of-turn, 3-straight, afterburners-boost, and barrel-roll to close the distance without ever facing a range 2-3 shot.

And its only 2 more points than putting Shield Upgrade on the same ship. 2 points for very-situational ability, plus two open mod slots is actually really good.

I've also run it with E-Baffle. Sometimes getting into a better spot to Advanced Sensors is worth the damage!

Edited by skotothalamos

Thanks for clarifying!

A S&V summary?

...a Scummary!

Anyway, glad to see the Kim on the list. It's an incredibly solid "little" bugger that pulls its weight for a modest 48 points (I always give it r5p8). Not a big deal if shot at, dangerous if ignored

Course I would NEVER give it ordnance (low Initiative, already has a 3 die primary) or much of anything (maybe crackshot?), because 9 health burns down FAST. It's fine with just r5-p8

It's also deceptively fast (medium base, 4k), has a roll you shouldn't forget about, and an HONEST TO GOD 3 TURN that I really tend to miss in this dang faction

Great ship, recommended ?

Don't fly more than one, though. **** gets ridiculously clunky with multiple medium bases that don't have extra arcs or boost

6 minutes ago, ficklegreendice said:

It's  fine with just r5-p8 

Yea thats the main way i have tried it. The kimo is a hardsell to bring to begin with. It dies frighteningly fast. Maybe there is something to R3 and some ordinance but i havent used the kimogilia enough times to know for sure.

1 minute ago, Boom Owl said:

It dies frighteningly fast

What are you taking in your lists that set the Kimogila up as the bigger threat? I'll give that it is no limp noodle, but if it is getting focused that quickly something is off.

6 hours ago, Wrecker01 said:

trajectory  simulat  o   r

Was an oversight. Trajectory is strong. Genius Nym seems pretty ok but doesnt get much use i guess mainly because people prefer to bring Boba and control pieces or an ace instead.

Let's talk about Ablative Plating on Nym, i'm not sure about this one... Yes it have 2 charges and you can potentialy negate 2 hits in a game but it wont happen every game since it's always better too avoid obstacles and Nym can prevent a bomb or mine from detonating if he want. For the same cost, i think it's better too use Shield Upgrade. Usefull every game!

What do you think?

I see a serious lack of our lord and saviour Torkil from an otherwise excelent summary.

Having your precious ps5+ ace who you payed premium for reduced to ps0 simply for being in arc of that silly Hawk (now Torkil is r3!) and killed before he even gets the chance to fire it's incredibly strong.

I'm not rating Torkil more than Palob only because it seems we are in an Empire centric meta in those early months of 2.0 and imperials love their focus/evades, but Torkil is at least on par with Palob and it's straight better against Rebels and arguably Scum too (ps 0 Han gunner for example...).

He's even cheaper than Palob!

Torkil is someone you gotta build around

Recommend running a squad with "high risk" upgrades such as Fearless and r5p8 that become far less risky if you're killing guys before they shoot you

Then you can finally gloat about how high initiative is Mux Ado about nothing

I feel as though the summary could use a new section: scum BFFs

For example:

Zuckuss: his ability becomes much better if you have a mean to get rid of an opponent's focus token (leaving him at 3/8 evade per defense die instead of 5/8 per die). The scum has two pilots which fit the bill quite nicely: Palob and Old Teroch. So while Palob's stealing shenanigans are a pain, they become a lot more serious if Zuckuss is just waiting for his shot nearby.

Scum synergy has less to do with boosting each other so much as royally screwing up your opponent's plan ;)

21 minutes ago, dotswarlock said:

I feel as though the summary could use a new section: scum BFFs

For example:

Zuckuss: his ability becomes much better if you have a mean to get rid of an opponent's focus token (leaving him at 3/8 evade per defense die instead of 5/8 per die). The scum has two pilots which fit the bill quite nicely: Palob and Old Teroch. So while Palob's stealing shenanigans are a pain, they become a lot more serious if Zuckuss is just waiting for his shot nearby.

Scum synergy has less to do with boosting each other so much as royally screwing up your opponent's plan ;)

Scum synergy is setting up the target to get hammered (Palob, Teroch, Drea, and anything with the ability to apply debuff tokens), tossing your allies into a better engagement position (Quadjumpers or Lattz YV-666), helping squad mates survive to hammer the target (Serissu), or causing massive collateral with suicide attacks (Deadman switches, Baffle, and R5-TK or locking an ally with baffle+deadman). Paired with nearly suicidal upgrades (Fearless on a non-Mandelorian).