Scum players. How are you feeling about of the state of the game?

By Greedo_Sharpshooter, in X-Wing

10 hours ago, FTS Gecko said:

I had some pretty good results with the list in 1st edition, and that was before they got the health boost and native barrel roll. It's a pretty forgiving list to fly, but relies on attrition - you're rarely going to win 200-0 with it, but if you can get blocks in and keep shots on target it can be a scary list to face.

15 red dice and 30 health is not to be sniffed at!

I've wondered if Talonbane, 3x Marauders, and L337 with Tac Officer would be decent.

2 hours ago, gadwag said:

Unfortunately the stream s no longer online and I missed it - can you give a brief recap of how you flew ketsu? I can't imagine it was easy to catch phantoms with their pre-maneuver movement. Also did you use Maul's force regen ability at all?

I absolutely love the list, and I'm itching to give it a go. Maul is really cool and I'm stoked that you've found a useful spot for him to sit.

Video will be uploaded soon I think.

Ketsu is of course ultimate jouster. I try to charge opponent, throw him on the rocks using title/ability and then k-turn behind for second joust.

Because Ketsu likes her k-turn I use Maul's ability very rarely as stress closes my dial. I use it like once every 3 games :)Maul is just for action economy - this Force is often crucial to push 1 dmg through, and with the title/potential tractor - this one dmg turns to be turning point often.

Edited by Oldpara

Ketsu seems really good (as OldPara clearly demonstrated) but I would also suggest that people take another look at Asajj with Hate as well. This is a very tanky ship that doesn't need to work terribly hard to get double-modded attacks. The ability is fine but I wouldn't get too preoccupied with using it unless it's really going to help; she's probably best considered as just a big token stacking shooter that also has a consolation firing arc to at least keep people a bit honest. Also, as with other force users, probably a good candidate to bring gas clouds; doing that big ol' 5K through a gas cloud seems like it would be pretty okay.

Edited by DoubleDown11
23 minutes ago, DoubleDown11 said:

Ketsu seems really good (as OldPara clearly demonstrated) but I would also suggest that people take another look at Asajj with Hate as well. This is a very tanky ship that doesn't need to work terribly hard to get double-modded attacks. The ability is fine but I wouldn't get too preoccupied with using it unless it's really going to help; she's probably best considered as just a big token stacking shooter that also has a consolation firing arc to at least keep people a bit honest. Also, as with other force users, probably a good candidate to bring gas clouds; doing that big ol' 5K through a gas cloud seems like it would be pretty okay.

Seconded. Asajj w/ Hate has been my test zone. 000 on her was wonderful. Don’t put anything else

17 minutes ago, LagJanson said:

Seconded. Asajj w/ Hate has been my test zone. 000 on her was wonderful. Don’t put anything else

Asajj might be good at blunting RZ-2s' attacks. Loose the Focus or loose a round of actions is a nasty choice for them.

3 hours ago, Oldpara said:

Because Ketsu likes her k-turn I use Maul's ability very rarely as stress closes my dial

This was exactly what I was thinking - I loved pulling kturns with that ship back in 1.0 and I'm keen to do it again! Thanks for the tips. I'll look forward to the video to see how you kept the phantoms from dodging out to the side of ketsu, the funnest lancer pilot

Edited by gadwag
20 minutes ago, gadwag said:

This was exactly what I was thinking - I loved pulling kturns with that ship back in 1.0 and I'm keen to do it again! Thanks for the tips. I'll look forward to the video to see how you kept the phantoms from dodging out to the side of Ketsu

:)

I was the highest performing Scum at the Houston Hyperspace this weekend. I went 4-2, placed 9th, missing cut by about 30 MOV.

Boba, Slave I, Fearless, Proton Bombs, Perceptive CoPilot & Emon, Andrasta, Seismic, Proton Bombs, Rigged Cargo Chute, L337. 200 even.

The list is super tanky. I played 4 Tie Adv., Han/Fenn/Teroch, Howl Swarm, Selfless Beef, Tie SF swarm, and QD/Tavson/Blackout. Lost to Selfless Beef and the Tie SF swarm. There is something there if you can figure out how to fly it. It's weird to fly though. I flew it 4-5 times before the tourney and didn't win a single match. Finally figured something out in my last practice run.

That's awesome that you got it to work, and at 4-2 I'd say that definitely qualifies as getting it to work. Big props to your results, especially with a double firespray list.

As for flying it, isn't k-turning in front of your opponent's ships an option? It seems counter-intuitive, but based on the few flying tips I've seen that can be a viable option.

14 minutes ago, underling said:

As for flying it, isn't k-turning in front of your opponent's ships an option? It seems counter-intuitive, but based on the few flying tips I've seen that can be a viable option.

1

It depends. You have to play the range game on God mode to play that way. It's viable against Y-wings but against anything else, there's too many modified dice coming at you. So you have to bait and switch, run through rocks, or dive in with Reinforce or mods.

On 3/29/2019 at 6:56 PM, GreenDragoon said:

Money aside, why would you stick to a faction unless you like sticking to that faction?

you can like a faction thematically while being bummed that its imbalanced or underpowered. the reverse is also true.

In my case, how I feel about Scum as a faction... I'm pretty ok with it so far.

I agonized over what to play during the local hyperspace tournament, thinking my options limited indeed. I then woke up at 4 AM the morning of, decided that 3 T-70s just was not "me" and decided to go for 3 Zealous recruit + Fenn without warning. After 5 rounds and 3 rounds of 3 cuts, I was undefeated and pretty darn happy. The list seems so obvious now yet I could not concieve of it before the tournament.

Some ships are poorly balanced right now and if we were still in V1.0, I would be pretty bummed about a lot of them. With point changes available at a moment's notice, however, I feel like stuff that would spend years collecting dust can become viable when least expected. Just got to keep an open mind to it.

Finally, as far as a lack of new Scum ships, it has been hinted at that upgrade packs of cards (pilots and upgrades) will be available for other FFG products and that perhaps we will see something similiar here. I'm crossing my fingers on that level.

Scum is in a tough place in hyperspace right now. The nerfs that made our hyperspace set pieces more expensive hurt really badly. Switching to CIS until things get more viable - which could be a while given that FFG is probably more committed to fleshing out the new factions than to giving Scum some new toys.

2 hours ago, dotswarlock said:

In my case, how I feel about Scum as a faction... I'm pretty ok with it so far.

I agonized over what to play during the local hyperspace tournament, thinking my options limited indeed. I then woke up at 4 AM the morning of, decided that 3 T-70s just was not "me" and decided to go for 3 Zealous recruit + Fenn without warning. After 5 rounds and 3 rounds of 3 cuts, I was undefeated and pretty darn happy. The list seems so obvious now yet I could not concieve of it before the tournament.

Some ships are poorly balanced right now and if we were still in V1.0, I would be pretty bummed about a lot of them. With point changes available at a moment's notice, however, I feel like stuff that would spend years collecting dust can become viable when least expected. Just got to keep an open mind to it.

Finally, as far as a lack of new Scum ships, it has been hinted at that upgrade packs of cards (pilots and upgrades) will be available for other FFG products and that perhaps we will see something similiar here. I'm crossing my fingers on that level.

Feeling ur pain. congrats on ur success with Fenn+3x zealots. its a really fun list that can pack a punch. iv played a few games with that myself and I liked the power it has at range 1. I chewed threw an imperial swarm in like 3 turns.

I think ur right about the upgrade packs being our best hope of scum becoming relevant again.

If becoming relevant involves being annoying, easy mode and repeatedly spammed to ruin enjoyment and variety like quad phantoms or triple jumps I’m happy with Scum as they are - a balenced faction where victories portray the skill of the player rather than the ability to netlist.

5 minutes ago, Estarriol said:

Scum as they are - a balenced faction where victories portray the skill of the player rather than the ability to netlist.

I also think this.

There are good options, but you gotta do proper work with them.

15 minutes ago, Estarriol said:

If becoming relevant involves being annoying, easy mode and repeatedly spammed to ruin enjoyment and variety like quad phantoms or triple jumps I’m happy with Scum as they are - a balenced faction where victories portray the skill of the player rather than the ability to netlist.

I played a Han Guri list against my roommates rebel list (it was 3 or 4 ships, i dont remember what) and I won because i played well, with a dash of luck (bad roll on a tractor beam that could have tabled han). It felt great, and eased a lot of doubt I've had about the faction since I got into 2.0.

though I do wish illicits where cheaper or had better options (I miss glitterstims)

Edited by Seraphimtoaster375
39 minutes ago, Seraphimtoaster375 said:

I played a Han Guri list against my roommates rebel list (it was 3 or 4 ships, i dont remember what) and I won because i played well, with a dash of luck (bad roll on a tractor beam that could have tabled han). It felt great, and eased a lot of doubt I've had about the faction since I got into 2.0.

though I do wish illicits were cheaper or had better options (I miss glitterstims)

^^^^^ This.

It also seems like the crew choices are very situation-specific.

I.E. not worth taking...

But I have limited experience with scum. I'm viewing it as my "new" faction. :)

1 hour ago, Seraphimtoaster375 said:

though I do wish illicits where cheaper or had better options (I miss glitterstims)

This^^

Leia crew costs 2 and contraband cybernetics costs 5.

r u seeing inertial dampeners, deadman's switch or feedback array getting played at all? Cloaking deice is interesting but still quite s stretch for 5 pts.

Edited by Da_Brown_Bomber

I don't want Scum on easy mode. I do want more options though. I think there is a hangover effect here with scum because its had so many good option in 2.0 to begin with that now these have somewhat narrowed its harder to make a competitive list. Yes you hav etc work and it and look for some gems that others have perhaps overlooked.

I loved that Scum boba was a powerhouse for the first launch of 2.0. He was always a bit under powered in 1.0. He is still good now, just no auto include easy mode Han Gunner for him.

Edited by Da_Brown_Bomber
1 hour ago, Da_Brown_Bomber said:

This^^

Leia crew costs 2 and contraband cybernetics costs 5.

r u seeing inertial dampeners, deadman's switch or feedback array getting played at all? Cloaking deice is interesting but still quite s stretch for 5 pts.

Erm... Captain "Not Fortressing" had it on Rebel Han with Kanan crew to ditch the stress last weekend at the Systems Open. Went all the way to the Final...

GSP's recording of Round 5 is up on YouTube now:

On 4/2/2019 at 5:59 AM, dotswarlock said:

Some ships are poorly balanced right now and if we were still in V1.0, I would be pretty bummed about a lot of them. With point changes available at a moment's notice, however, I feel like stuff that would spend years collecting dust can become viable when least expected. Just got to keep an open mind to it.

Finally, as far as a lack of new Scum ships, it has been hinted at that upgrade packs of cards (pilots and upgrades) will be available for other FFG products and that perhaps we will see something similiar here. I'm crossing my fingers on that level.

^^ This. the upgrade packs will give each faction more pilots. This is what the game needs. Iv got enough ships but id like more options without needing to buy more.

im dreaming of more a scum upgrade pack that has firespray pilots, a generic one with EPT like in 1.0. What about Jango Fett and s new title for his ship?

Generic Fang fighters need something too, even a modification slot so i can enable a stealth device or shield upgrade would be awesome without making the shop too OP. cost it according to initiative so old t and fenn cant take it without paying heavily for it.

Hawk-290's should get their own scum title, Moldy Crow is priced a bit high, it should be 15pts not 18pts. The scum Hawk title could do something else,maybe one free illicit upgrade.

The Shadowcaster needs a rotating turret linked action. just like the Hawk-290.

I would love to see a few more new illicits. put them in a scum upgrade pack with a sprinkling of new pilots, and the moldy crow title :)

Edited by Da_Brown_Bomber
11 minutes ago, Da_Brown_Bomber said:

I would love to see a few more new illicits. put them in a scum upgrade pack with a sprinkling of new pilots, the moldy crow title

Illicits and Scum-unique Modifications (for the Kihraxz) would be a boon- currently our Illicits are fairly underwhelming and very situational.

Just to make it clear, the Upgrade Packs and the hypothetical Pilot Packs are different things. Upgrade Packs are coming. Pilot Packs are possible but what was stated was that there will likely be a way to get pilots without buying more minis. They might end up being the same thing, most likely they won't (Upgrade Packs will likely focus on cards and maybe the occasional template and pilot packs would require a bit more cardboard).