Scum and the gunner situation, the good and the bad.

By DakkaDakka12, in X-Wing

With the changes some scum ships had slot changes, and some that maybe should have, did not.

The Scurrg is back!

Its cheaper than before, and the addition of a gunner slot makes it a very durable double tap brawler.

Yv-666

The party bus finally loses it’s uniqueness of being 1 of 2 ships with triple crew slots(I see u Upsilon) , but gains a gunner which is great because scum gunners don’t need arcs.

The Lancer is quite cheap now, but still has no gunner(not necessary a bad thing) it also has very few ways to leverage it’s blue maneuvers.

Ventress also got a LOT cheaper(not sure if enough)

The Jumpmaster is also quite cheap, still has no gunner, but because of the title I am not sure if a gunner would help much.

Overall I hope either the Lancer, or the Jumpmaster regain their turret use in the future.

for the time being it feels like ffg is at least attempting to help these 4 ships.

Will any of these 4 be making their way back into your lists?

Where the changes enough to see some of these pilots outside of casual?

If not, what do you think they still need?

Bossk w/ 0-0-0, BT-1 and marksmanship, add either 4-LOM/Asajj as a wingman and profit.

I'd been stubborn and brute forcing large bases into my lists because i love the scum party barges so much; these changes have made me ecstatic

Party bus lives... Hooray

3 x Lok Revenant with dorsal turret and vet turret gunner.

Drea Renthal with dorsal and hull upgrade.

39 points of hull and shield to chew through and potentially 17 (24 at range 1, but unlikely to get them all there) attack dice per turn, with the Lok’s getting a free reroll on each of their two attacks each.

Edited by Vindicare101
5 hours ago, Vindicare101 said:

3 x Lok Revenant with dorsal turret and vet turret gunner.

Drea Renthal with dorsal and hull upgrade.

39 points of hull and shield to chew through and potentially 17 (24 at range 1, but unlikely to get them all there) attack dice per turn, with the Lok’s getting a free reroll on each of their two attacks each.

Veteran Turret Gunner got a lot more useful.

Lok Revenants, as discussed above.

Generic Y-Wings can be run as a 5x list, or 4x+Drea. The 3-dice primary attacks of the Loks have a decent chance to be better than having an extra ship, but to each their own.

Kavil lost cheap double-mods with Han Gunner, but he seems like he'd still be OK with Veteran Turret Gunner. 2-dice primary + 3-dice Dorsal or 4-dice Ion seems like a nice round. It's not as hard-hitting as Han/ProTorps used to be, but it's cheaper than the old build, and I think he'd be fine.

The inclusion of a gunner on the YV is making me reconsider my Hyperspace/Extended loyalties.

Moralo, Perceptive Cop, Lando, Han gunner, LW = 103 points and it is definitely NOT a fat turret. I have missed the party bus and was shocked that they didn't include a gunner on the initial loadout.

1 hour ago, theBitterFig said:

Veteran Turret Gunner got a lot more useful.

Never used "veteran gunner" thus far. Does this work to the front?
So if your turret is aimed to the front can you double-tap?
(My assumption is not. why I never bothered thus far...)

Edited by Elkerlyc
1 minute ago, Q10fanatic said:

The inclusion of a gunner on the YV is making me reconsider my Hyperspace/Extended loyalties.

Moralo, Perceptive Cop, Lando, Han gunner, LW = 103 points and it is definitely NOT a fat turret. I have missed the party bus and was shocked that they didn't include a gunner on the initial loadout.

I've had fun with Bossk + Moralo double Party Bussesbefore the points drop and gunner changes, definitely expecting to get them on the table now they are cheaper and can fit more toys in :)

4 minutes ago, Surak said:

I've had fun with Bossk + Moralo double Party Bussesbefore the points drop and gunner changes, definitely expecting to get them on the table now they are cheaper and can fit more toys in :)

How do you build out Bossk?

1 hour ago, Q10fanatic said:

How do you build out Bossk?

YV-666 Light Freighter - •Moralo Eval - 87
•Moralo Eval - Criminal Mastermind (70)
Perceptive Copilot (8)
•0-0-0 (5)
Shield Upgrade (4)

YV-666 Light Freighter - •Bossk - 94
•Bossk - Fearsome Hunter (66)
•Lone Wolf (5)
•IG-88D (4)
•Maul (11)
Rigged Cargo Chute (4)
Shield Upgrade (4)

Total: 181/200

View in the X-Wing Squad Builder

current version

7 hours ago, Redblock said:

Party bus lives... Hooray

I'm thinking Lando Bossk and Maul, personally, maul being very optional.

1 hour ago, Elkerlyc said:

Never used "veteran gunner" thus far. Does this work to the front?
So if your turret is aimed to the front can you double-tap?
(My assumption is not. why I never bothered thus far...)

Yes you can double tap, just make sure to fire your standard guns first, then vet turret gunner triggers, getting your second shot from the turret arc (which can be pointed forwards)

2 hours ago, Elkerlyc said:

Never used "veteran gunner" thus far. Does this work to the front?
So if your turret is aimed to the front can you double-tap?
(My assumption is not. why I never bothered thus far...)

Yes, after you make a primary attack, you can make a turret attack, doesn’t matter where the turret is facing.

Y-wings, and now Scurrgs are great double tap platforms. The Ghost in Rebels has a pretty scary double tap.

2 hours ago, Elkerlyc said:

Never used "veteran gunner" thus far. Does this work to the front?
So if your turret is aimed to the front can you double-tap?
(My assumption is not. why I never bothered thus far...)

As has been noted, the trick works.

The key piece of information is that the front-arc of the primary weapon and the indicator pointer of the mobile arc--even if they're pointed in the same direction--doesn't count as the same "mobile arc direction" for the Veteran Turret Gunner's restriction of not re-using the same mobile arc.

9 minutes ago, DakkaDakka12 said:

Yes, after you make a primary attack, you can make a turret attack, doesn’t matter where the turret is facing.

Y-wings, and now Scurrgs are great double tap platforms. The Ghost in Rebels has a pretty scary double tap.

Heightened Perception Kanan with Veteran Turret Gunner (or Ezra Gunner) can double-tap at Init 7. Turrets, in general, aren't too scary (low dice or ion, and short range), and he's an init 3 front arc ship, so not impossible to dodge, but it's a cool trick. Add the newly cheap Leia for a white K-Turn, and Fire Control System for double mods.

Again, this works because of the difference between a mobile arc (such as on the turret) and a fixed-arc primary weapon.

Based on responces so far, it seems the Lancer and Jumpmaster are not quite there yet.