Scum post points adjustment... now what?

By Greedo_Sharpshooter, in X-Wing

2 hours ago, flooze said:

Is there any "standard" or "consensus" guri build?

I had my head wrapped around five ship builds where guri won't fit because points are spread thin. So I didn't think about our favorite star viper pilot for a while

I usually go with Elusive on her, and it’s saved her bacon quite a few times for me now. It also gives me even more incentive to pull crazy stunts with her S-Loops. Debris Gambit and Fearless have both been solid choices as well. I gave up on Outmaneuver because she’s a beast, and everyone knows it. So getting her into a flanking position can be difficult even with how squirrely she can be. Otherwise Advanced Sensors is stapled to her, and I’ll grab Virago over Afterburners since the title doesn’t interfere with Adv Sensors. If I have the points, mod slots get spent on stuff to make her even scarier, like Stealth Device or Shield Upgrade.

The real kicker has become Advanced Proton Torpedoes. It gives you that one hail-mary 5-die killshot. It works well on her because if you’re close enough to use it, you’re close enough to have full mods if you use your action to target lock. So my standard has been Adv Protons, Adv Sensors, and Elusive, putting her at a 82pts.

4 hours ago, flooze said:

Is there any "standard" or "consensus" guri build?

I had my head wrapped around five ship builds where guri won't fit because points are spread thin. So I didn't think about our favorite star viper pilot for a while

Next time I fly her, I'm trying Trick Shot. Some of that is just wanting to get more reps in with Trick Shot, but I think it could be good at a low price. She's got a lot of ways to stay squirrel-y, get out from behind rocks at bad angles, and so forth.

12 minutes ago, theBitterFig said:

Next time I fly her, I'm trying Trick Shot. Some of that is just wanting to get more reps in with Trick Shot, but I think it could be good at a low price. She's got a lot of ways to stay squirrel-y, get out from behind rocks at bad angles, and so forth.

Adv Sens + Trick shot sounds like fun, not just on Guri but any Star Viper with a Talent slot. :)

1 hour ago, Hiemfire said:

Adv Sens + Trick shot sounds like fun, not just on Guri but any Star Viper with a Talent slot. :)

Guri + 2x Black Sun Assassin, all with that loadout.

Or Guri/Dalan + Fearless Old Terroch.

I had to drop Stealth Device and Shield Upgrade from Palob in my Palob/4-LOM/Zuckuss list, and I had to downgrade Foreman Proach with Shield Upgrade to a Mining Guild Sentry... but the changes seem fair to me and I'm still having fun with the lists.

Hyperspace Scum feels tricky.

The individual pieces are all good but they're kinda awkward together.

Boba/Fang Ace/Escape Craft was the best before points, maybe it still is? But you've gotta make some sacrifices to fit the old lists in. Boba/Fenn/Lando doesn't get to bid, or has to run Boba nearly naked. Boba/Old Teroch/L3 can run basically like the old ones. You can also swap the EC for a TIE, now, Ahhav and Seevor are both 32 points with Trick Shot.

Boba still kinda feels like the best ship we've got, although you get more mileage out of cutting him for Koshka or whatever than before. Generic Bounty Hunters seem probably good.

I keep wanting to hit 4-5 ships, and it's tough with Fangs being less versatile (or maybe just less jousty?) than X-Wings, and those being our only 3-dice primary for <66 points, and one of our two filler ships being a dedicated support craft. Maybe I need more reps with 2+ Mining TIEs?

Is generic firesprays crazy?

27 minutes ago, Fippo said:

Is generic firesprays crazy?

Sample Hyperspace List:

  • Old Teroch (56)
  • Zealous Recruit (44)
  • L3-37 (Escape Craft) (26)
  • Bounty Hunter (66) Perceptive Copilot (8)

Total: 200

Good firepower. Coordinate. Init 5,2,2,1.

Edited by Da_Brown_Bomber

Not going to lie, I'm loving the look of Hutt Cartels at the moment. Assuming no changes, that'll be my System Open list

Another non-conventional hyperspace legal firespay squad:

Kath Scarlet (74)
Outmaneuver (6)
Perceptive Copilot (8)

L3-37 (Escape Craft) (26)

Mining Guild Surveyor (25)
Trick Shot (2)

Mining Guild Surveyor (25)
Trick Shot (2)

Mining Guild Surveyor (25)
Squad Leader (6)

Total: 199

I haven't seen double coordinating ships in many squads. On an Init 3 ship squad leader costs 6pts which seems worth it. I'm quite intrigued by the potential of this squad. If you can get a block on something with the ties, coordinate focus to Kath and a TL to Kath u r potentially hitting them with a fully modded 4 dice attack at med range... if you can also manage to get out of the defenders firing arc then Outmaneuver triggers turning Kath into Wedge for one attack.

Situational? Yes. Pretty scary if you get it to work tho. With two coordinating ships Kath is always going to have a double focus and maybe even a double focus and reinforce when she is caught taking multiple shots from enemy ships.

Anyone who has put in reps with fire sprays knows that there are times when you want to both boost and focus. Perceptive Copilot is looking well worth 8pts. Coordinate opens up the ability to more freely boost for range control eg. into range one and out of range 2 or 3. Not easy in close combat but will definitely help for repositioning after jousting.

The ultimate would be a range 1 shot on a blocked ship. 5 dice fully modded. Thats Fenn-esque firepower. That might just be worth trying out.

Edited by Da_Brown_Bomber

The hyperspace scum list I'm thinking of running is:

Bounty Hunter x 2 - 132

Zealous Recruit - 44

Mining Guild Sentry - 24

I prefer running 5 ships in 2.0, but can't for scum with the ships I have.

On 2/23/2019 at 4:34 PM, Da_Brown_Bomber said:

Another non-conventional hyperspace legal firespay squad:

Kath Scarlet (74)
Outmaneuver (6)
Perceptive Copilot (8)

L3-37 (Escape Craft) (26)

Mining Guild Surveyor (25)
Trick Shot (2)

Mining Guild Surveyor (25)
Trick Shot (2)

Mining Guild Surveyor (25)
Squad Leader (6)

Total: 199

I haven't seen double coordinating ships in many squads. On an Init 3 ship squad leader costs 6pts which seems worth it. I'm quite intrigued by the potential of this squad. If you can get a block on something with the ties, coordinate focus to Kath and a TL to Kath u r potentially hitting them with a fully modded 4 dice attack at med range... if you can also manage to get out of the defenders firing arc then Outmaneuver triggers turning Kath into Wedge for one attack.

Situational? Yes. Pretty scary if you get it to work tho. With two coordinating ships Kath is always going to have a double focus and maybe even a double focus and reinforce when she is caught taking multiple shots from enemy ships.

Anyone who has put in reps with fire sprays knows that there are times when you want to both boost and focus. Perceptive Copilot is looking well worth 8pts. Coordinate opens up the ability to more freely boost for range control eg. into range one and out of range 2 or 3. Not easy in close combat but will definitely help for repositioning after jousting.

The ultimate would be a range 1 shot on a blocked ship. 5 dice fully modded. Thats Fenn-esque firepower. That might just be worth trying out.

Ran something similar to this against a roommate, except I stuck a naked Freighter Captain and 3 MIning Guild Sentrys our there with a perceptive copilot Kath. It was pretty fun.

39 minutes ago, FennWOW said:

Ran something similar to this against a roommate, except I stuck a naked Freighter Captain and 3 MIning Guild Sentrys our there with a perceptive copilot Kath. It was pretty fun.

what did you go up against?

Its kinda gone pretty quiet in here. Scum is still a good choice of faction, its just got a little harder with the points changes.

Heres what iv noticed...

Boba Fett with Slave 1 title is actually quite good.

Fang Fighters are still a great scum ship with Fenn and Old T able to lay some smackdown, you just need to be a better than average player to maximise their strengths.

Han Solo piloting the Scum Falcon is very cheap and can be suped up to the 'really good' range with a wide range of upgrades thanks to its slots eg. trickshot, lando's title, rigged cargo shoot, hotshot gunner and engine upgrade are just a sampling of what works well on him.

Escape Craft is still cheap and super strong and can be fielded wout tactical officer in a pinch but most ppl including me automatically throw in tactical officer for 2pts.

Scurrg bombers with Veteran Turret Gunner and Dorsal Turret or Ion Cannon Turret hits really hard, its just a bit slow in a meta where Resistance A-Wings are officially scary.

Drea is still awesome. Y-Wings in general got a major buff. Just feels like the scum swarm is lacking something versus Rebel Aces and Resistance Aces. Drea does not support friendly ace rerolls which hurts when ur up against the likes of Wedge, Luke, Poe and Lulo.

Edited by Da_Brown_Bomber
1 hour ago, Da_Brown_Bomber said:

Scum is still a good choice of faction, its just got a little harder with the points changes.

I agree with this and your other points. I feel like Scum lost its old exploits and didn't get any new ones. Watching the rebels go all Princess Slayer almost makes me want to jump ship.

P.S. The only new idea I've had recently is taking Old Teroch alongside Genesis Red and other token stackers/grabbers.

Edited by HealOverTime
1 hour ago, HealOverTime said:

I agree with this and your other points. I feel like Scum lost its old exploits and didn't get any new ones. Watching the rebels go all Princess Slayer almost makes me want to jump ship.

Extended Scum has all manner of new toys, none are just as obvious as Leia. It's hyperspace Scum that lost some stuff and gained effectively nothing.

Still, I'm pretty sure hyperspace Scum is good. We've just had only one month to figure out a new meta, while the other factions have had 3-6. We also don't have a 40-50 point jousting ship, but a fantastic interceptor instead.

Fang Fighter seems to be positioned as the main fighter of the Scum faction. However, the lack of Fang pilots really hurts them. Compared withthe number of pilots for the likes of the T-65, T-70, TIE/ln and TIE/fo, the Fang could do with at least 4 more pilot options.

1 hour ago, Porkchop Express said:

Fang Fighter seems to be positioned as the main fighter of the Scum faction. However, the lack of Fang pilots really hurts them. Compared withthe number of pilots for the likes of the T-65, T-70, TIE/ln and TIE/fo, the Fang could do with at least 4 more pilot options.

Would people play them, though? You usually only see the top end and the bottom end anyway. Wedge, Luke , Thane and the I1-2 generics see play. Biggs occasionally. The rest, hardly ever. Same goes for the TIE Fighters, where Academy Pilot, Howlrunner and Iden are the common choices, very occasionally Seyn and Gideon. There rest are barely played. Likewise, Fenn, Teroch and the Zealot see play. Kad, Joy and the Skull do not.

I don't think the number of pilots is the problem; rather it's slight overcosting of I4 (or undercosting of I5) in general, as well as players' personal preference, which tends to lean towards high end aces.

Edited by Okapi
On 2/22/2019 at 5:14 AM, Da_Brown_Bomber said:

Brobots! forgot about them. They seem likely to make a comeback. 3 bots or 2bots fully loaded or more likely 2bots and palob or 4-Lom... that looks solid.

I tried to make 3 brobots work and couldn’t. I flew A B D with no tittle on A. It isn’t the same without heavy cannons and PS 4 is just a constant disappointment where I play as 5 is the most common PS. Now I was never a great brobot player but I think 2 and 4LOM is better.

Has anyone tried it?

The Fang is a solid fighter and worth it's points imo. I don't think it needs more pilots either. They fit nicely into all sorts of lists, as aces, mini swarms or a pricey but strong 44pt filler...

I've been trying the Fenn 4 for Hyperspace but I think I prefer having Boba in there for ease and greater flexibility. 4 Fangs is decent but surprisingly taxing.

The real crux of it is in Brown Bombers summary, you kinda need to be a better pilot than your opponent to make it sing and there are some very hard match ups. Although multiple of them will crush the unwary, a smart opponent can negate a lot of their strengths and make it a real uphill struggle.

Edited by Cuz05

I'm really surprised no one has mentioned the Kihraxz Fighter. It's gotten better than it was before and I've used it a lot. I really enjoy the dial, especially both a 1 bank and 1 hard turn. They are quite cheap and can throw out the firepower without being too fragile. They can last longer than a Fang Fighter.

I had a list that I have lost only a few times with that I haven't played since the point adjustment. I haven't even thought of how to mix it up, but I've had great luck with this:

Gand Findsman (41)

Cartel Marauder (40)

Cartel Marauder (40)

Cartel Marauder (40)

Tansarii Point Veteran (32)
Trick Shot (2)
Hardpoint: Cannon (0)
Tractor Beam (2)
Total: 197

Kihraxzs in front with Scyk and Findsman following up. Set up a joust and pour on withering fire. Scyk uses Tractor Beam on a target and if hits, it makes all the rest of the firing easier to melt something. It often causes someone to spend a Focus to avoid that one hit when they wouldn't if it were just one damage. The best part is after the first round as the formation doesn't really give a lot of places for the enemy to go without bumping. Move up at least one Marauder to block and watch the bump fest begin, especially if you have a Focus on everything. The Findsman sits in the back and really is just there to be a big block to stop your opponent from zipping 4-5 forward and out of the scrum. After that first bump, the dial on the ships is good enough that you can do 1 hard turns or even Talon Rolls to get behind the enemy.

I really am surprised that people haven't even mentioned the Kihraxz Fighter in this thread. Has anyone flown one lately? Forget the named ones. The generics are excellent for their price.

Also, I've managed to Tractor Beam a number of ships onto asteroids. It's quite effective, especially on ships that haven't shot yet, that now can't shoot.

Edited by heychadwick
13 minutes ago, heychadwick said:

I really am surprised that people haven't even mentioned the Kihraxz Fighter in this thread. Has anyone flown one lately? Forget the named ones. The generics are excellent for their price. 

I can't help but stare at X-Wings longingly. Even a red boost would have me running them so much more often, but no boost, no astromechs, no linked actions, all really hurt for the one point discount. Hard ones are cool, though.

The aces offer so much for a very small points increase. And they can get more mileage out of afterburners to help their boostlessness at higher initiative.

I don't really want a Kihraxz re-release without a config or something to make them a bit more interesting and customizable*, but I would love to see that plus Kihraxz added to hyperspace.

*we have 2 extra mod slots but realistically that just means you can have more HP if you really want to

16 minutes ago, heychadwick said:

I'm really surprised no one has mentioned the Kihraxz Fighter. It's gotten better than it was before and I've used it a lot. I really enjoy the dial, especially both a 1 bank and 1 hard turn. They are quite cheap and can throw out the firepower without being too fragile. They can last longer than a Fang Fighter.

I had a list that I have lost only a few times with that I haven't played since the point adjustment. I haven't even thought of how to mix it up, but I've had great luck with this:

Gand Findsman (41)

Cartel Marauder (40)

Cartel Marauder (40)

Cartel Marauder (40)

Tansarii Point Veteran (32)
Trick Shot (2)
Hardpoint: Cannon (0)
Tractor Beam (2)
Total: 197

Kihraxzs in front with Scyk and Findsman following up. Set up a joust and pour on withering fire. Scyk uses Tractor Beam on a target and if hits, it makes all the rest of the firing easier to melt something. It often causes someone to spend a Focus to avoid that one hit when they wouldn't if it were just one damage. The best part is after the first round as the formation doesn't really give a lot of places for the enemy to go without bumping. Move up at least one Marauder to block and watch the bump fest begin, especially if you have a Focus on everything. The Findsman sits in the back and really is just there to be a big block to stop your opponent from zipping 4-5 forward and out of the scrum. After that first bump, the dial on the ships is good enough that you can do 1 hard turns or even Talon Rolls to get behind the enemy.

I really am surprised that people haven't even mentioned the Kihraxz Fighter in this thread. Has anyone flown one lately? Forget the named ones. The generics are excellent for their price.

Also, I've managed to Tractor Beam a number of ships onto asteroids. It's quite effective, especially on ships that haven't shot yet, that now can't shoot.

Might be a bit of 1.0 hangover or comparing it to the X-Wing and going "**** it". The biggest complaints I've heard is that it doesn't match up equitably 1 for 1 vs the X-Wing, Marauder vs BSP... That 1 point locks out 5 X-wing lists but gains the X-Wing a fair bit more efficiency than the Marauder. Don't get me wrong, it is a potent chassis when played right (been on the receiving end of 3x K-Fighters a few times, it hurts :), sadly they ditched the list), the people I play with just don't see it matching up favorably or equitably against the other line fighters.

4 minutes ago, svelok said:

I can't help but stare at X-Wings longingly. Even a red boost would have me running them so much more often, but no boost, no astromechs, no linked actions, all really hurt for the one point discount. Hard ones are cool, though.

The aces offer so much for a very small points increase. And they can get more mileage out of afterburners to help their boostlessness at higher initiative.

I don't really want a Kihraxz re-release without a config or something to make them a bit more interesting and customizable*, but I would love to see that plus Kihraxz added to hyperspace.

*we have 2 extra mod slots but realistically that just means you can have more HP if you really want to

If you want a fun Kihraxz ace build, try Talonbane Cobra with Afterburners and Composure. Better than Wedge? Eh, probably not. Still, five fully modded dice at I5 is pretty decent.

6 minutes ago, svelok said:

I would love to see that plus Kihraxz added to hyperspace.

:( Needs to re-enter Canon first I think.