Double Tapping Scum

By Surak, in X-Wing Squad Lists

Ok, so a quick intro on this one.

I had a game last night at the local store, and didn't really have a list ready to go. I hadn't flow the Scurrg yet in 2.0, and hadn't flown the Y-wing since the points changes, so I decided to throw together a squadron that contained both.

BTL-A4 Y-wing - •Drea Renthal - 54
•Drea Renthal - Pirate Lord (42)
Expert Handling (2)
Dorsal Turret (2)
R4 Astromech (2)
Veteran Turret Gunner (6)

Scurrg H-6 bomber - Lok Revenant - 55
Lok Revenant - (43)
Dorsal Turret (2)
•IG-88D (4)
Veteran Turret Gunner (6)

BTL-A4 Y-wing - Hired Gun - 45
Hired Gun - (33)
Expert Handling (2)
Dorsal Turret (2)
R4 Astromech (2)
Veteran Turret Gunner (6)

BTL-A4 Y-wing - Hired Gun - 45
Hired Gun - (33)
Expert Handling (2)
Dorsal Turret (2)
R4 Astromech (2)
Veteran Turret Gunner (6)

Total: 199/200

View in the X-Wing Squad Builder

this was what I came up with, it was not tailored against any sort of list, just a bunch of upgrades and ships that looked fun to fly and vaguely effective.

my opponent brought a Ten Numb/Dutch/Lando rebel list that was all about getting max dice mods each round.

we played two games, the first he tried to out-flank my formation and we ended up with a clash in the middle of a very dense asteroid cluster in centre-table which my squadron emerged from battered, but victorious (all ships down to 3/4 hull except Drea ho had taken no damage). The second game he decided to go all-in and try and best me in a straight up joust. This did not go well for him. I kept a tight formation with the Scurrg flanked by the two Hired Guns and Drea tucked in behind and he flew straight into my guns and tried to focus the Scurrg down. To do this he had flown his falcon into very close range (almost bumping) of the Scurrg which meant he was in arc and range one of my whole squadron. The end of that shooting phase saw his falcon gone and my Scurrg down to 3 Hull. From that point he had a little too much of a hill to climb and ended up loosing his whole force for the loss of one Hired Gun.

so my question; is this a fluke? has anyone else flow this sort of list with any success? And as always, does anyone have any suggestions for tweaking the list to get even more out of it?

I think this is fairly close to top of the meta right now but with fewer upgrades and more scurrgs. If you have a look at the lists from the Toronto System Open you can see a few variants. The highest placed was this:

Drea Renthal + Dorsal Turret + Hull Upgrade
Lok Revenant + Dorsal Turret + Veteran Turret Gunner
Lok Revenant + Dorsal Turret + Veteran Turret Gunner
Lok Revenant + Dorsal Turret + Veteran Turret Gunner

Double Tap Stronk.

If I'm nitpicking, I'm swapping R4 or Expert Handling (both kinda do the same thing, sorta) for Ion Cannon Turrets on some of the Y-Wings, but it's all good. The IG-88 D is a cool pick on the Scurrg. With double-attacks, the two calculates are likely a lot better than a single focus.

Looks nice and definitely not a fluke if your opponents keep insisting on going head on with the firepower equivalent of 7 Zs and a B when in range 1-2... Personally if I'm running crew on a Lok it's Perceptive Coopilot. The extra focus token is a bit wasted on the single green, compared to IG-88 D, when defending against focus fire but I've found it worth the extra 4 pts to flip multiple eyeballs during the attack and hopefully bonus attack.

thanks for the comments everyone.

**** I made a meta list, guess that means I'll have to stop flying it or people at my store will start worrying (I'm notorious for not following the meta, often on purpose).

As for the use of IG-88 crew, I don't have a enough points for perceptive co-pilot, and in both of my games all of the upgrades were used multiple times so I can't really justify dropping something to get PerCo in.

I'll fly it a few more times and see how it goes.

41 minutes ago, Surak said:

thanks for the comments everyone.

**** I made a meta list, guess that means I'll have to stop flying it or people at my store will start worrying (I'm notorious for not following the meta, often on purpose).

As for the use of IG-88 crew, I don't have a enough points for perceptive co-pilot, and in both of my games all of the upgrades were used multiple times so I can't really justify dropping something to get PerCo in.

I'll fly it a few more times and see how it goes.

I have a friend locally who ran some form of Nym Miranda. Then a different build became popular. Then still in 1e, he ran 3 Upsilon. Then came 2e. And he hates flying meta lists.

I've been playing this version. I really like using the Tie Fighters over a third Scurrg. I feel like they add another dimension to the list and you can use them to speed in, ignoring rocks during activation, barrel roll, blocking your opponent's ship to steal actions; basically just create all kinds of chaos. They usually end up staying alive because your opponent is trying to take out the Scurrgs allowing them to play this nuisance role for several rounds. Also, because they have a good dial, they can keep in the battle at range one, getting three dice attacks. Having Beckett on one of the Scurrgs has been extremely helpful to clear the way for your swarm and also for placing an obstacle in front of your opponent to cause them to change direction or slow down.

I've entertained the idea of dropping both Mining Guild Ties to Sentry (from Initiative 2 to 1) but I've become a fan of the options/choices in terms of order that happen in the game with movement and firing when the four ships are all at Initiative 2.

Drea Renthal + Ion Cannon Turret
Lok Revenant + Dorsal Turret + Veteran Turret Gunner + Tobias Beckett
Lok Revenant + Dorsal Turret + Veteran Turret Gunner
Mining Guild Surveyor
Mining Guild Surveyor

Edited by player2148077
16 minutes ago, player2148077 said:

I've been playing this version. I really like using the Tie Fighters over a third Scurrg. I feel like they add another dimension to the list and you can use them to speed in, barrel roll, block, fly over rocks, steal actions and just create all kinds of chaos. They usually end up staying alive because your opponent is trying to take out the Scurrgs. Because they have a good dial, they can usually keep in the battle at range one, getting three dice attacks. Having Beckett on one of the Scurrgs has been extremely helpful to clear the way for your swarm and also for placing an obstacle in front of your opponent to cause them to change direction or slow down.

I've entertained the idea of dropping both Mining Guild Ties to Sentry (from Initiative 2 to 1) but I've become a fan of the options/choices in terms of order that happen in the game with movement and firing when the four ships are all at Initiative 2.

Drea Renthal + Ion Cannon Turret
Lok Revenant + Dorsal Turret + Veteran Turret Gunner + Tobias Beckett
Lok Revenant + Dorsal Turret + Veteran Turret Gunner
Mining Guild Surveyor
Mining Guild Surveyor

iv played this same ship combo but I used trick shot on the Mining Guild Ties. I found the list quite strong and the ties helped to block and deny actions and could work effectively as a second unit in the list if needed. It just felt like something still was missing,

I'm looking at lots of diff variations that use 2x Lok Revenant and Drea as a starting point. Imo the list needs a way to deal with high initiative pilots and its quite vulnerable to flanking/ships getting in behind it. Scurrg bombers don't k-turn, they only have a 3 talon roll which requires some space and setting up to pull off. iv thought about bombs on Drea but her init isn't high enough to make them a true threat to ships behind her. This led me to Drea/2x Scurrg and Fenn Rau. Haven't tested it but I think the threat of Fenn flanking might help... perhaps working as a deterrent for them trying to flank ur bombers.

Edited by Da_Brown_Bomber

iv also been tinkering with this variant... No Fenn but a coordinating Hired Gun :) . Lets u double up on TL and focus on the Scurrg with the best shot of opportunity, usually the front one at first engagement. Coordinating a barrel roll for repositioning can also be good for range control or blocking incoming ships.

Drea Renthal (42)
Ion Cannon Turret (4)
Ship total: 46

Lok Revenant (43)
Dorsal Turret (2)
Veteran Turret Gunner (6)
Ship total: 51

Lok Revenant (43)
Dorsal Turret (2)
Veteran Turret Gunner (6)
Ship total: 51

Hired Gun (33)
Squad Leader (6)
Ion Cannon Turret (4)
Veteran Turret Gunner (6)
R4 Astromech (2)
Ship total: 51

Total: 199

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v6!s=200!86:-1,138,-1,-1,-1,-1,-1,-1:;146:137,-1,90,-1,-1,-1,-1:;146:137,-1,90,-1,-1,-1,-1:;87:131,138,-1,90,5,-1,-1,-1:&sn=Unnamed Squadron&obs=

Edited by Da_Brown_Bomber