Assortment of Scum Ships

By j_man_04, in X-Wing Squad Lists

This list contains a little bit of everything for the Scum faction but for the points I think it could frustrate some people, especially two large base lists.

Quadrijet Transfer Spacetug - •Sarco Plank - 40
•Sarco Plank - The Scavenger (31)
•Ketsu Onyo (5)
Feedback Array (4)

Quadrijet Transfer Spacetug - Jakku Gunrunner - 32
Jakku Gunrunner - (28)
Feedback Array (4)

Fang Fighter - Zealous Recruit - 44
Zealous Recruit - (44)

Fang Fighter - Zealous Recruit - 44
Zealous Recruit - (44)

Modified TIE/ln Fighter - •Ahhav - 40
•Ahhav - Vengeful Survivor (30)
Predator (2)
Stealth Device (8)

Total: 200/200

View in the X-Wing Squad Builder

Edited by kempokid

Thought I'd give this a little bump. I tried it out and it didn't do too great vs. a Falcon/4-LOM build. But, it was my first time flying the MGT and the Quadjumpers so I got some decent learning points out of it. I decided to change up a few things. I didn't get much use out of Feedback Array or Sarco's ability so I downgraded to two Jakku Gunrunners, which will be nice to have 4 I1's to move around as needed (five ships results in a bit of bumping if you aren't careful). Also, in bumping situations, having PA will let me reverse and still apply the tractor tokens with an action, which can be super handy. Tobias is for point feelers but I just think it's fun and it could be interesting to clear out a section of the board or move a rock in front of Ahhav since he can move right through them.

Quadrijet Transfer Spacetug - Jakku Gunrunner - 35
Jakku Gunrunner - (28)
•Tobias Beckett (2)
Pattern Analyzer (5)

Quadrijet Transfer Spacetug - Jakku Gunrunner - 38
Jakku Gunrunner - (28)
•Ketsu Onyo (5)
Pattern Analyzer (5)

Fang Fighter - Zealous Recruit - 44
Zealous Recruit - (44)

Fang Fighter - Zealous Recruit - 44
Zealous Recruit - (44)

Modified TIE/ln Fighter - •Ahhav - 39
•Ahhav - Vengeful Survivor (30)
Trick Shot (1)
Stealth Device (8)

Total: 200/200

View in the X-Wing Squad Builder

interesting...

my initial thoughts are why are you not flying Fenn Rau? but it looks like ur going for a swarmy blocking type squad here.

I think Capt Seevor would be a nice addition to ur squad... his jamming ability is really good when u follow up his attack wit other low initiative pilots (which u have in abundance)

imho, even tho pattern analyzers are rather good, the points can be spent on ur main ships and just use the jakku's as fodder/blockers/close range disrupters :)

How about something like this...

Fenn/ZealousRecruit/Capt.Seever/Jakku/Jakku(200pts)

Use Fenn as a flanker and have him hit his own target (Let Seevor jam before the jakku's fire) ... im not as patient with him as i should be but if u play him cleverly he can really deal out the damage when he gets in behind their formation. Your aim is to get Fenn to the end game. If you lose him early, its going to spell bad times for you. Just having him whizzing around in the background is going to make them respect his firepower and draw your opponents attention away from your other ships... Fenn wants to be at range 1 of a single ship or not getting shot at all. If you have to expose him to shots use obstacles to give extra evade die or at least be at range 3 (opening him up to any range 2 shots is exposing him to a quick death... 3 defense dice with a focus can still blank out on you)

When the opportunity is there to get in final 2-3 damage on a ship with Fearless + Faceoff you can run him headon into damaged enemy ships and finish them off before they get a return shot. The best case scenario is fenn throwing 5 dice backed up with focus or TL (or both). This is game changing but not as easy to pull of as it sounds... you need to be patient enough to set up the killing shot for later in the game... just using Fenn aggressively out of the gates is risky... I know some ppl just throw caution to the wind and run him into the teeth of enemy ships but u need to make sure what he shoots actually dies and that ur not opening urself up to shots from other enemy ships nearby.

  • So yeah, let Fenn roam about in the flank (keep him from getting shot by more than one/ideally no long range shot if )
  • Keep your jakku gunrunners and zealous recruit together initially, but with ur 2 gunrunners up front they can all move 2 in formation, straights and banks, or a 3 straight. keep ZR about 1 range band behind them and when they fire let the gunrunners fire b4 ZR. Ideally the gunrunners will get a tractor token to stick and the ZR will benefit from their reduced Defense.
  • id keep Capt. Seevor either at the back of the formation but off to the side a bit. Seevor needs to be out of enemy bullseye arc for use his jam ability... it works at range 3 though so you want him to be flying maybe 1 range band (range 1) off to the side of ur jakku/jakku/ZR formation so that he can Jam the enemy ship before ur other ships hit it. depending on opportunity he can jam a support ship and just disrupt ur opponents offense but taking away a key focus or TL from an enemy ship b4 it fires on your ships is rea;;y good, esp if they have ordnance.

Edited by Da_Brown_Bomber

I second using seevor. The good captain Ahhav is to situational for my taste. Seevor is cheaper, same ini, consistent ability. Give him trick shot and you are fine. I don't think that shield / hull upgrade or stealth device is worth investing.

I like the pattern analyzer on the QuadJumper, but it isn't absolutely necessary.

Crew choices - I think Beckett is cool, but he won't win you games. In Ketsu, I am really torn. Having the tractor tokens stick without having to use the action is nice. But beware that part from the rules reference:

After a ship becomes tractored, the player whose effect applied the tractor token may choose one of the following effects...

If you don't use Ketsu, you can move the ships around every turn. So it's a choice of action economy vs throwing enemy ships around. On the other hand, moving large bases without Ketsu may be difficult.

I like @Da_Brown_Bomber's change towards Fenn Rau. I was missing the damage dealer in your list. I like the omission of fancy things for raw punching power.

I don't know your collection, but what I would like to add though, is thinking about an escape craft. You can get out for about the same points s the gunrunner, and it gives your fangs that extra mod if needed.