Scum generic fighters

By BoskiChe, in X-Wing Squad Lists

I'm toying with various builds for scum. I'm trying to focus on not the most popular choices. This time was thinking about more ordnance oriented list. I was thinking about 1ed style triple scouts with protons and cybernetics (I see this as a potentially surprisingly potent list). But now I'm thinking about utilizing our small ships:

Black Sun Enforcer (46)
Fire-Control System (3)
Proton Torpedoes (9)

Black Sun Enforcer (46)
Fire-Control System (3)
Proton Torpedoes (9)

Cartel Marauder (40)
Concussion Missiles (6)

Torkil Mux (36)

Total: 198

I'm curious about Enforcers with FCS. Once the lock is on, they should either utilize torpedo's or main weapons. Starviper is a versatile platform with neat movement tricks. Cartel Marauder offers more sturdy platform with situational missiles. Torkil is a loose piece here as I can afford Palob. Torkil matches the initiative of fighters and gives me an option to cripple an ace before he gets chance to shoot. Palob will have the highest initiative, but can strip focuses/evades to make targets more hittable. One challenge I see here. It could not be easy to target ships with ordnance with IN2 ships.

Maybe an Escape Shuttle instead of Torkil for the Coordinate? That way the StarVipers can get a lock and still dodge an arc, hopefully.

Is the concussion really worth it on the 'gila? I mean all your getting is no range bonus and maybe some splash damage. I like these ships, but maybe drop Torkil for L3 and through torps on the 'gila.

7 minutes ago, BCvalor said:

Is the concussion really worth it on the 'gila? I mean all your getting is no range bonus and maybe some splash damage. I like these ships, but maybe drop Torkil for L3 and through torps on the 'gila.

Or you could go with Cluster Missiles instead of Proton Torps. Either way, see if you can fit in an R3 astromech for extra Locks.

Guys Cartel Marauder is Khirax not Kilmogila :) so no protons or astromechs. I don't own Gila and I'm not convinced that it is worth it.

20 minutes ago, BoskiChe said:

Guys Cartel Marauder is Khirax not Kilmogila :) so no protons or astromechs. I don't own Gila and I'm not convinced that it is worth it.

Kimos are the best ordinance carriers that Scum has access to, and even if you just run a single Executioner with Predator and either R3 or R5-P8 instead of munitions you have a very potent threat that your opponent will either avoid like the plague or try to destroy. Ya, they're slow and the bullseye can be problematic to line up, but they are not chumps by any stretch of the imagination.

To your list: Looks pretty nice to me. The concussions can do some good work getting crits up on tight grouped enemies building on the damage that the Enforcers dish. Low Init Concussion missiles can be nice if you can get the locks. Mux is going to be nice pulling down aces as well. Just a heads up though, if a list with Roark or with force users using Heightened Perception (I know, I know, it is considered "sub-optimal" if not "trash") have bid and take second player they will counter act his ability due to how player order works.

Edited by Hiemfire

Skip FCS and concussion and get title on mux so you get 2 arcs for ability, 3 dice primary and stack focus.

Edited by Muppetfluffer
5 hours ago, Hiemfire said:

Kimos are the best ordinance carriers that Scum has access to, and even if you just run a single Executioner with Predator and either R3 or R5-P8 instead of munitions you have a very potent threat that your opponent will either avoid like the plague or try to destroy. Ya, they're slow and the bullseye can be problematic to line up, but they are not chumps by any stretch of the imagination. 

I will take a shot and buy one of these.

5 hours ago, Hiemfire said:

To your list: Looks pretty nice to me. The concussions can do some good work getting crits up on tight grouped enemies building on the damage that the Enforcers dish. Low Init Concussion missiles can be nice if you can get the locks. Mux is going to be nice pulling down aces as well. Just a heads up though, if a list with Roark or with force users using Heightened Perception (I know, I know, it is considered "sub-optimal" if not "trash") have bid and take second player they will counter act his ability due to how player order works. 

This was my plan :) A question is does Concussion trigger also after damage affected by it?

2 hours ago, Muppetfluffer said:

Skip FCS and concussion a  nd get title on Mux so you get 2 arcs for ability, 3 dice primary and stack focus.

It is tempting to upgrade Mux to Moldy Crow, but I just cannot shave off points. For me FCS is a selling point for a generic StarViper as a Torpedo platform and a fighter. Without it it would be a luckluster choice. Additionally I see Mux as a support piece and Moldy Crow is a very expensive title with many applications. Not a must for Mux, but certainly a nice have.

For 44pts you get Drea with dorsal instead, better action economy :)

Edited by Muppetfluffer

How important is it to you to have all of your ships at the same Initiative?

Have you considered changing the Kihraxz to a Scyk? You could go with the Cartel Space with the Concussion missiles to free up some points, or even up the Enforcers to Assassins, take a Tansarii Point Vet with Concussion Missiles, still take Torkil, and you would have a few points to spare for Talents if you aren't concerned about a bid. You could even fit in the Moldy Crow title if you went with 2x Enforcers and a Spacer with missiles. Something like this.

Black Sun Enforcer (46)
Fire-Control System (3)
Proton Torpedoes (9)

Black Sun Enforcer (46)
Fire-Control System (3)
Proton Torpedoes (9)

Cartel Spacer (29)
Hardpoint: Missile (0)
Concussion Missiles (6)

Torkil Mux (36)
Moldy Crow (12)

Total: 199

View in Yet Another Squad Builder 2.0

I like having the same initiative across the board it helps with sequencing of movement and actions and gives a bit more flexibility. As for Your question, I haven't considered Scyk as I don't own one. Khirax'es have served me well especially for their cost. Now they are really sturdy with solid dial ,action and nice cost for the package. I see value of a Scyk though here.

On a side note, maybe something in place of Torkil? I could see ex. second Khirax and then equip both of them with either Homing Missiles or Ion Missiles (or a mixture), or Cluster+Homing. There are some combinations:) This will give me a bit more punch against aces or give a bit of control, however I'm loosing a valuable support piece in HWK-290 whatever the pilot is.

4 Fangs at I4 seems good.

What about THREE of those BSEs and L3-37 Escape Craft with a TacOff for a useful little coordinator?

7 hours ago, Greebwahn said:

What about THREE of those BSEs and L3-37 Escape Craft with a TacOff for a useful little coordinator?

Nice idea. I don't have either third Viper or Scum Falcon, but if the initial idea kicks in I will definately revisit this, as it would be a natural expansion.

After playing in a 48 player tournament this past weekend and realizing how horrible I am at 2.0 I've decided to go with this list of generic scum to help practice flying, using ordinance (in anticipation of the Republic) and re-learn the basics of X-Wing.

Kihraxz Fighter - Black Sun Ace - 47
Black Sun Ace - (42)
Cluster Missiles (5)

M12-L Kimogila Fighter - Cartel Executioner - 57
Cartel Executioner - (44)
Marksmanship (1)
Proton Torpedoes (9)
R3 Astromech (3)

Kihraxz Fighter - Black Sun Ace - 48
Black Sun Ace - (42)
Concussion Missiles (6)

Kihraxz Fighter - Black Sun Ace - 48
Black Sun Ace - (42)
Concussion Missiles (6)

Total: 200/200

View in the X-Wing Squad Builder

If I had a second Kimogila I would change it up to this instead:

M12-L Kimogila Fighter - Cartel Executioner - 52
Cartel Executioner - (44)
Cluster Missiles (5)
R3 Astromech (3)

M12-L Kimogila Fighter - Cartel Executioner - 52
Cartel Executioner - (44)
Cluster Missiles (5)
R3 Astromech (3)

Kihraxz Fighter - Black Sun Ace - 48
Black Sun Ace - (42)
Concussion Missiles (6)

Kihraxz Fighter - Black Sun Ace - 48
Black Sun Ace - (42)
Concussion Missiles (6)

Total: 200/200

View in the X-Wing Squad Builder

I’ve managed to give a go with my initial list. I was against Rexler Brath with Juke and collision detecor, whisper wit detector juke and Vader plus a Tie digger that allows rerools of defense die.

My opponent had a very cold red dice and not so hot green dice. Long story short, I’ve lost 4 or 5 damage in total spread around ships. Most of them were because of Vader. I’ve maneuvered really good:)

what I’ve liked? Torkil is a badass in this list. Baiting an ace to go in a zone of his ability and then putting some real hurt before he has a chance to react. Priceless. Vipers are very good, even the basic ones. As I had low initiative I couldn’t just lock and fire as in alpha strikes. I needed to prepare and setup for nex turn. Vipers have hard 1 turns, which in a brawl set up a nice shots with locks. I’m really digging them.

Khirax was a mixed bag. Often not in ideal position. I’ve relied on his gun as I wasn’t able to line up a rocket shot. That said I see this as a room for improvement. I can ditch Khirax for a Quadjumper and Moldy Crow plus some upgrades like bombs, or remove or change rockets on Khirax. I think that a Marauder with Cybernetics is a valid choice or even with a homing missile. These moves give a room for a bomb or an interesting crew. I’m leaning towards cybernetics and seismic bomb on Torkil.

Edited by BoskiChe