Imperial players, what Scum pilot scares you the most? Why?

By Greedo_Sharpshooter, in X-Wing

Imperial players, what scares you the most about Scum? (Why is this and What squad(s) are you flying?)

... is it Palob

... is it Boba Fett

... is it Fenn Rau

... is it Guri

... Is it Jakku Gunrunner

... Is it Kavil

... is it 4-LOM

or is it something else?

Edited by Da_Brown_Bomber

Fenn with 13+ pts bid. Really hard for my vader.

Edited by Zura

Definitely Palob, though I'm not too keen on seeing Fenn or Old Teroch, either. Or any Scum, really.

I bloody hate boba, especially when he is kitted up with scum Han crew as he just gets so many unlockable mods.. really kills my enthusiasm for the game when I'm up against him.

Palob can steal yo evade. Much can Nerf whisper and to a lesser extent Redline quite effectively.

Fenn is scary but there's counterplay with Soontir and Deathrain. Boba's also manageable with all the punching power Imps have.

Quadjumpers are more of a headache than truly scary, to me. It's a puzzle that you have to solve on the approach, and they need to both catch you AND have something to hit you hard on the follow-up for it to really matter. Still, quads are some of those "guaranteed" results that do their thing *consistently*, which is what wins tournaments.

Kavil is pretty brutal. He's got enough health to eat a torp from Redline and an attack from whisper/soontir. He's tossing fully modded torps at you. And when he is close that 4 dice dorsal that's often fully modded stings a lot too. He's a pretty big control piece. 4Lom is a similar threat and that medium base and stress control is rough on aces. But he isn't as punishing on offense as Kavil is.

Boba doesn't scare me at all, really. Fenn is also pretty predictable and with enough arcs you can put him on watch and keep him running scared.

Dengar, old wounds never heal hahaha

Teroch, for the most part. Palob is irritating, but very vulnerable to focus fire, and Fenn is expensive and usually struggles to kill a focusing TIE Fighter.

I fly dual Defenders. None scare me.

4-LOM and Palob. Imperials are still dependant of tokens for defense and in some cases, for attack (bombers)

Palob and Fenn-

Palob absolutely ruins aces like Soontir and Whisper by taking away their tokens, which then forces you to focus fire on him first to take away his annoyance, rather than focusing on a more viable threat. So Palob both messes with you tactically (forces you to stay at R3 or lose tokens) and strategically (forcing you to change your target priority).

Fenn is the Scum ace; he can reposition and still get a dice mod, and he has the agility/damage of an Interceptor with an additional hull. His ability can be crushing when used right and the normal Imperial tactic of arc-dodging can be useless against him if his player has imitative. I view Fenn as an Imperial in disguise, as he flies the same way you would fly an Imperial ace.

Fenn just gets in there. It (sometimes) doesn't matter how well you deploy your squad, he can JUST manage to boost into range one OR sling around the sides and hit you from behind.

It's all well and good if you can manage to get him in arc (not at range 1), but otherwise, he's a massive pain. Old T is not far behind.

Jakku gunrunner is the only one I fear, and I fear it with a loathing hatred that cannot be described. Arc-dodging? No problem. Arc-dodging with one move and set of actions to avoid shots and the next turn's tugging? **** you, this is broken ****. Pattern analyzer is way too cheap (5pt), which means a Gunrunner can take it and still cost less than a striker!

Edited by player3010587

some collective hate here on Palob. imo he is the #1 scum pilot. hes cheap and he changes the way you play. even when he isnt stealn tokens he is keeping you at range 3 or keeping you from taking focus/evade action. as mentioned here some imperial squads rely on that action to function (Juke phantoms or bombers).

Kavil and Palob together are like an anti-imperial ace combo. Add in a Jakku Gunrunner or two or 4-LOM and as a scum player you are probably hoping for matches vs imperials.

Fenn is deadly but you need to be patient with him to maximise his strengths and even then he is quite fragile.

Boba Fett with mauaruder title/han gunner is very consistent but not unbeatable. I think he needs debris gambit and maybe even IG-88 crew to give him improved survivability but even without these he is solid.

Edited by Da_Brown_Bomber

No mention of Guri...

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42 minutes ago, Da_Brown_Bomber said:

some collective hate here on Palob. imo he is the #1 scum pilot. hes cheap and he changes the way you play. even when he isnt steal tokens he is keeping you at range 3 or keeping you from taking focus/evade action. as mentioned here some imperial squads rely on that action to function (Juke phantoms or bombers).

Exactly. No pilot should be a hard counter to perfectly fine lists.

7 minutes ago, It’s One Of Ours said:

No mention of Guri…

Most likely because Guri can be planned for and neutralized by a combo of higher Initiative pilots (Soontir/Vader) or a lower bid. Palob, Fenn, and even 4LOM/Kavil don't have the same weaknesses that Guri does in that sense, being either lower Initiative normally or requiring, in Fenn's case, a combination of a bid and a I6 pilot to truly counter.

11 minutes ago, Ikka said:

Most likely because Guri can be planned for and neutralized by a combo of higher Initiative pilots (Soontir/Vader) or a lower bid. Palob, Fenn, and even 4LOM/Kavil don't have the same weaknesses that Guri does in that sense, being either lower Initiative normally or requiring, in Fenn's case, a combination of a bid and a I6 pilot to truly counter.

I could see Vader with Supernatural Reflexes, sure. But Guri should have Adv Sensors stapled to her, and Starvipers with that are anything but predictable. Or even blockable, in the right hands.

IMO the only issues I’ve had with Guri (and it’s not Initiative 6) are solid hits from a torp if she can’t get out of a joust, and doing nickles and dimes for damage when she has to tumble around outside of R1.

Palob, so many Imp ships lack TL that the only way to mod attack dice is Focus and Palob will just steal it and use it against you

Can someone explain the J Tug to me? I don’t know anything about it.

2 minutes ago, KiloFiX9 said:

Can someone explain the J Tug to me? I don’t know anything about it.

Jakku Gunrunner. Init 1 non-limited generic with a tractor action (1 token at range 1 in front arc, 2 if target is in range 1 and bullseye, no attack roll needed as it is an action and not an attack). Guaranteed to make positioning or high initiative dependent list players rage as it throws a monkey wrench (a crate's worth sometimes :) ) into their plans.

1 hour ago, Darth evil said:

Palob, so many Imp ships lack TL that the only way to mod attack dice is Focus and Palob will just steal it and use it against you

The thing with Palob is he is at most detrimental against a single ship. And now he can’t store more than 2 tokens. Many players (over)react against him and just use Target Locks, for dice mod. But here’s the thing, 3 or more ships in range can all Focus if they want to, and only 1 will be out a Focus token. He can’t handle Focus Fire, and if he’s cloaking then he’s not shooting. And some pilots (*cough* Force users) can get by without bothering to Focus.

Plus I understand Palob really hates getting hit by a Torp, and bomb. From the same Punisher in the same turn.

25 minutes ago, It’s One Of Ours said:

The thing with Palob is he is at most detrimental against a single ship. And now he can’t store more than 2 tokens. Many players (over)react against him and just use Target Locks, for dice mod. But here’s the thing, 3 or more ships in range can all Focus if they want to, and only 1 will be out a Focus token. He can’t handle Focus Fire, and if he’s cloaking then he’s not shooting. And some pilots (*cough* Force users) can get by without bothering to Focus.

Plus I understand Palob really hates getting hit by a Torp, and bomb. From the same Punisher in the same turn.

in summary. Palob is priority target.

5 minutes ago, Da_Brown_Bomber said:

in summary. Palob is priority target.

If the opponent is smart he is. Just like Roark in the Roark/Dash combo should be.

The ship that I have the most issues with, design-wise, is Boba Fett, particularly with Han as a gunner via the Marauder title, and with Lando in an escape craft as a wingmate.

Lando has little reason to be in the squad except to feed Boba with Reinforce tokens before he moves, to allow him to take minimal damage from highly modified shots. It's possible to create a Boba Fett that generates one of every single green token per turn, and still generate 3 of them if he bumps/hits a rock. This boba is fully capable of landing dead-on in front of a squad of 4 ships with 3 red dice each (Such as 4 X-wings) .

http://xwing.gateofstorms.net/2/multi/?d=giQBAAYAAAAA&a1=QQgAAAAAAAA&a2=QQgAAAAAAAA&a3=QQgAAAAAAAA&a4=QQgAAAAAAAA

The expected damage goes down as Boba is capable of killing ships before they shoot, bumping into them to avoid shots, and not having the entire enemy list be at close range at once, as well as arc-dodging and running away while utilizing the rear arc. It's particularly sad for ships like the TIE Fighter with 2 red dice, as they frequently will miss.