Scum post points adjustment... now what?

By Greedo_Sharpshooter, in X-Wing

3 minutes ago, Okapi said:

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.

At range 1, behind 2 greens and 1 shield for 2 points less than I6 Wedge, both bare... 5 points more with your suggested build...

Kihraxz does have som issues. The unique trait of being able to take 3 mods, is only good for Aces(if that even). The lack of cheaper mods is troublesome for generics. Which is sad.

26 minutes ago, Hiemfire said:

At range 1, behind 2 greens and 1 shield for 2 points less than I6 Wedge, both bare... 5 points more with your suggested build...

Sure. Or, hitting harder than Fenn Rau, with +2 hit points, for -11 points.

In general I think the Kihraxz aces are bullies. They can't really go toe to toe with any competent ace, but they can really punish generics either through brute force (Talonbane) or tricks (Jostero, Graz, Viktor). I think you'd need another answer to Wedge or Soontir in your squad, such as Teroch, Fenn or a Quadjumper.

22 minutes ago, Fippo said:

Kihraxz does have som issues. The unique trait of being able to take 3 mods, is only good for Aces(if that even). The lack of cheaper mods is troublesome for generics. Which is sad.

The TIE Interceptor and to a lesser extent the Scyk suffers from the same problem. Hopefully it's improve over time. I'd love to see some cheap mods that work well for low initiative pilots.

2 minutes ago, Okapi said:

Or, hitting harder than Fenn Rau,

Um. No. Fenn Rau is also rolling 5 red at range 1. 3 base, 1 for range, 1 for ability.

6 minutes ago, Hiemfire said:

Um. No. Fenn Rau is also rolling 5 red at range 1. 3 base, 1 for range, 1 for ability.

He's referring to double mods (TL + Composure) while Fenn Rau 5-dice is single modded.

Problem with Afterburners on Khirax is unlike T65 it lacks hard3 (replaced with hard1) and Tallon3 (replaced with Tallon2) which is huge disadvantage while considering Afterburners.

9 minutes ago, Hiemfire said:

Um. No. Fenn Rau is also rolling 5 red at range 1. 3 base, 1 for range, 1 for ability.

Talonbane can lock and focus. Fenn cannot, unless he brings a coordinator or sets up his lock a turn in advance.

I've been playing a lot of Hyperspace because of upcoming tournaments.

Mining Guild TIEs are just wonderful. I have been flying Ahaav and Seevor together and abusing the ship ability as much as possible. I always try to get a range 1 cluster of three large asteroids in the middle of the board and fly the TIEs to the opposite side of them from my opponent and then turn in right through them. If they turn toward the TIEs then next round they have to worry about avoiding the asteroids, if they don't I get a round or two of shots without retaliation.

Along side the TIEs I've been running Fenn with Predator and Han with Trickshot, Hotshot Gunner, and the title. Han stays close to Fenn and potentially strips a Focus from Fenn's target before he shoots, usually at range 1. Which ever ship my opponent decides to shoot just runs away and the rest of the list falls in behind.

It's been difficult to run though. I went 5-1 (lost final match, took a bad engagement) at a local store championship, and then went 2-3 at Krayt Kup because I got too defensive with Han and Fenn. I had ran into some lists that could handily out joust mine and had ICT which could be deadly against Han. I had a hard time shaking off the defensive mindset. A buddy of mine was running the same list and went 0-4 at the SC and 1-4 at Krayt Kup. He hasn't been playing as long and it takes some experience to get good use out of Fenn and keep him alive.

I'm confident all of these pieces are strong, but I'm taking Han out of the list to experiment with other options. Some combination of Fang, Firespray, MGT to replace Han, but I haven't put anything on the board yet.

*** I like the Khiraxz. I think the unique pilots are a point or two too expensive across the board. The Marauders seem good for their cost, the Aces could come down a point. The triple mod slot is disappointing, they had the perfect opportunity to give them a built in ship ability of some sort of discount on mods and they didn't do it. A config could fix it in the future, but who knows how long we will have to wait for the Khiraxz to be re-released.

2 hours 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.

What's the big deal that it doesn't have Boost? Lots of ships don't have boost and are good. I don't think it needs astromechs or linked actions. It's a solid 3 attack dice ship.

2 hours ago, Hiemfire said:

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.

Have you known people to actually fly it much? I think it might just be hang over from 1st Ed. I think it's an excellent ship. It takes a beating and dishes out damage. The 1 bank and 1 hard turn are fantastic. I've brought my list vs. X-wings and usually win. The cheap, massed firepower is the key.

I don't think the Kihraxz needs mods or bells and whistles. The Init 2 generic is a great buy for the points. You don't have another ship like it for Scum.

As for Scyks, a cheap one with an Ion Cannon or Tractor Beam is all you need.

8 minutes ago, heychadwick said:

What's the big deal that it doesn't have Boost? Lots of ships don't have boost and are good. I don't think it needs astromechs or linked actions. It's a solid 3 attack dice ship.

Have you known people to actually fly it much? I think it might just be hang over from 1st Ed. I think it's an excellent ship. It takes a beating and dishes out damage. The 1 bank and 1 hard turn are fantastic. I've brought my list vs. X-wings and usually win. The cheap, massed firepower is the key.

I don't think the Kihraxz needs mods or bells and whistles. The Init 2 generic is a great buy for the points. You don't have another ship like it for Scum.

Generics are fine without boost, but aces tend to live and die by arc-dodging, and boost is in many cases essential to get that to work properly. TIE Advanced x1 suffers from the same problem. Afterburners help, but that's really only a viable upgrade on Vader, Talonbane and maybe Stele due to its cost. And as Oldpara pointed out, the Scyk doesn't have a 3-turn or 3-troll, so even with with Afterburners, the Kihraxz is limited to 4 maneuvers that can trigger it.

Just now, Okapi said:

Generics are fine without boost, but aces tend to live and die by arc-dodging, and boost is in many cases essential to get that to work properly. TIE Advanced x1 suffers from the same problem. Afterburners help, but that's really only a viable upgrade on Vader, Talonbane and maybe Stele due to its cost. And as Oldpara pointed out, the Scyk doesn't have a 3-turn or 3-troll, so even with with Afterburners, the Kihraxz is limited to 4 maneuvers that can trigger it.

True, but I would recommend the generics.

Viktor Hel or Graz with Cloaking Device is fun. Graz with Afterburners, Cloaking Device, and Outmaneuver is only 64pts.

1 hour ago, It’s One Of Ours said:

Viktor Hel or Graz with Cloaking Device is fun. Graz with Afterburners, Cloaking Device, and Outmaneuver is only 64pts.

😂 Only! Wedge with Proton Torpedoes is 64 :)

1 hour ago, It’s One Of Ours said:

Viktor Hel or Graz with Cloaking Device is fun. Graz with Afterburners, Cloaking Device, and Outmaneuver is only 64pts.

20 minutes ago, Oldpara said:

😂 Only! Wedge with Proton Torpedoes is 64 :)

And this is everything you need to know about Scum right now.

46 minutes ago, Oldpara said:

😂 Only! Wedge with Proton Torpedoes is 64 :)

Or you know, don’t take Outflank and Afterburner and drop Graz down to 52.

Besides, I can’t run Wedge with Guri.

6 hours ago, Okapi said:

Talonbane can lock and focus. Fenn cannot, unless he brings a coordinator or sets up his lock a turn in advance.

Sorry to sidetrack, how does composure allow full mods? The TL would have to fail to trigger composure, wouldn't it?

1 minute ago, Henshini said:

Sorry to sidetrack, how does composure allow full mods? The TL would have to fail to trigger composure, wouldn't it?

You can fail the Afterburners Boost to trigger it. Perform a maneuver that isn't red that gets you to within a 1 straight of the target, Afterburner Boost into an overlap of the target failing the Boost, Composure triggers for the Focus.

Edited by Hiemfire

Tested Drea and 2 IonYs with Proach and Seevor flanking through the asteroids. It is evil. One of my children flies a variant with the flank being Tractor+Jam IG-B.

Kavil is also still a beast, remember that his ability even applies to the bullseye. Ion version in an ideal situation at range 1 with Vtg 4 forward and 5 to the side.

Kihraxz are better than in 1st edition. They are harder to kill and the addition of 2Trolls is nice. It would however preferred if it kept the 5k, rather than the 4K!

And still, feels a bit overcosted, as you can get 5 into 200pts, but for the same cost you can get 5 strikers, or mix of 5 amazing Resistance A wings.

Played around a bit with Viktor, and then BT1 elsewhere in the list. But it is hard to proxy.

Instead I am flying right now Sixxa (Skilled bombardier!, Seismic, Prox mine for that sweet wide area) with Jostero trailing (not that easy to proc him and not eat your own bomb, Sixxa makes it a lot easier). The other flank either Mining Ties or Ion Ys, or 2 Kimogilas.

The M12L Killergorillas also got a lot better. Just the Executioner with Marksman, keep it lean. People are afraid of their bullseye, rightly so, and tend to fly suboptimally to avoid the eye.

Edited by Managarmr
Spelling

Is anyone having success with scurrg bombers? the generic is nice but it eats over 1/4 of ur points with VTG and dorsal turret/ion cannon turret.

I tried Boba + 2 dbl tapping vt/ion Scurrgs. Went 2-0 on casual night and 1-2 at a local mini tournament. It feels pretty solid, one game i lost by 4 Points.

At first it makes sense to have the Scurrgs go first, but i have the most success making boba go into the fight first, and then bring the scurrgs in from another direction. And dont be afraid to barrell roll.

On 3/6/2019 at 10:17 PM, Managarmr said:

Kavil is also still a beast, remember that his ability even applies to the bullseye. Ion version in an ideal situation at range 1 with Vtg 4 forward and 5 to the side.

What do you mean by this? As far as I'm aware Kavil has no way of equipping any bullseye weapon.

as a scum only player, im feeling starved of inspiration for scum. im even considering using a Kihraxz fighter in extended. anyone had success with this ship recently?

scum has been spoilt with the most ships to choose from in hyperspace, im just not getting much excitement to try anything scum has other than boba, fenn, old teroch, escape shuttle or han piloting a falcon. seems like such a narrow design space. is anyone feeling inspired for something different for scum in hyperspace?

kath with mining guilds just seems lacking when u look at what other factions can field in hyperspace. fenn plus 3 zealous recruits is fun but rather glass cannony for a consistent option imo.

new ideas welcome!!!

Edited by Da_Brown_Bomber
1 minute ago, Da_Brown_Bomber said:

as a scum only player, im feeling starved of inspiration for scum. im even considering using a Kihraxz fighter in extended. anyone has success with this ship recently?

scum has been spoilt with the most ships to choose from in hyperspace, im just not getting much excitement to try anything scum has other than boba, fenn, old teroch, escape shuttle or han piloting a falcon. seems like such a narrow design space. is anyone feeling inspired for something different for scum in hyperspace?

new ideas welcome!!!

Graz + Cloaking Device is pretty cool.

Jostero + Sol Sixxa + Torani in a list might be fun. He procs off of Sol's devices and Torani's special. Graz is our pseudo-Wedge if you can get him behind something. Talonbane with Cloak can be nasty (more survivable than Fenn outside of the target's range 1 front arc and can hit as hard if he has enough setup). Viktor with Stealth is good for pot shotting against ships that absolutely don't want stress. Or drop stealth and keep him at range 3 for as long as you can, range 1-2 against Wedge or someone with Outmaneuver. A Black Sun Ace can make an okay Squad Leader option. They also work for okay mid init option in general. Marauders can be good when spammed, decent as a blocker or low I killshot for finishing something off if taken as a filler. Keep Marauders bare, add too much and you're better of with an I1 Yt-1300 for blocking then taking one.

Edited by Hiemfire

Could Jostero + 4-5 bug-zapping headhunters be a thing?

Captain Jostero (hull upgrade, shield upgrade, stealth device) 60pts

4x Black Sun Soldier (intimidation, feedback array) OR 5x Binayre Pirate (feedback array) 140pts or less either way.

As long as Jostero can go off most turns I think it has potential.