[Scum] [Extended] Brawlers

By Redd9, in X-Wing Squad Lists

Sol Sixxa (46)
Dorsal Turret (2)
Skilled Bombardier (2)
Seismic Charges (3)
Proton Bombs (5)
Havoc (4)
"Genius" (2)

Ship total: 64 Half Points: 32 Threshold: 5

Torani Kulda (50)
Cluster Missiles (5)
R3 Astromech (3)

Ship total: 58 Half Points: 29 Threshold: 5

Captain Jostero (43)
Ship total: 43 Half Points: 22 Threshold: 3

Captain Seevor (30)
Juke (5)

Ship total: 35 Half Points: 18 Threshold: 2


Total: 200

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v6!s=200!145:,137,,88,71,69,,149:U.-1,U.1;129:,,98,4,,:;122:,,,,:;247:123,:&sn=Brawlers%2C Bawlers and Ne'er do wells&obs=

The Torani eats swarms casually, cluster missiles procs her pilot ability two times. Juke Seever flanks and works as a great finisher and blocker, don't bother with trick shot, jam and juke will do more damage consistently. Sol with turret pointed backwards and genius makes for a big threat area that can really hurt if ignored. Jostero triggers off Torani pilot ability, bombs, rocks and debris damage and likes playing at the R3 sniping game following Sol if she's doing bombing runs, or beside Torani for bullseye antics.

Thus far I'm 4-0 against Ahsoka and ARCs, v19 swarm, CIS swarm and a Bossk, Torani, Mux. YMMV.

Edited by Redd9

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Edited by Quarrel
2 hours ago, Quarrel said:

I just tried an unrelated Sixxa list and really wished I'd done Proton Bombs instead of Seismic + Bombardier for the same points.

Their list has proton bombs. Can only take the upgrade once.

20 minutes ago, Hiemfire said:

Their list has proton bombs. Can only take the upgrade once.

D'oh! Sorry. I had Prox Mines & Seismic and blindly read their list that way too.

Alright alright alright, someone posted Jostero and I have been summoned! I've been flying lists similar to this for quite a while, so here are my tips.

To start with, I always put deadman's switch on jostero if I have the points. It's a nice insurance policy, because it triggers his ability if there's an enemy r1 in arc when he dies. I really enjoy going out with a bang.

Secondly, Torani can easily become a trap if you sink too many points into her, as I did with a silly wombo-combo torani at a big tournament. I gave her cluster missiles, r5-tk, an munitions failsafe. This meant she could fire her second cluster missile shot at a friendly ship, trigger her ability a second time, and then use munitions failsafe to avoid damaging the friendly and regain the missile charge. I never ended up actually using the combo - either I didn't have another friendly I wanted to shoot, or I had two enemies to shoot. I think your torani build is actually pretty good - she's still pretty cheap, and can mod both of her attacks (and cluster missiles are pretty strong if you run up against rebel beef or droid swarms) - I'll have to give her a try! My personal favourite kimogila is the cartel executor with r5-p8 - it can't shoot twice, but it can double-mod its attack and costs 10pts less than your torani (admittedly you aren't too tight on points in this build). It also shoots at i3, which is perfect for seevor.

Seevor is great, juke on him is decent, but I think I'd prefer just trick shot or naked, since he often needs to spend the evade on defence.

Sol Sixxa: You don't want the title on him unless you're taking trajectory simulator. As it is, you're shelling out 6pts for genius, which is a lot for a fairly situational upgrade (especially at i3). I'd also consider using proximity mines over proton bombs, since sol makes it very easy to plonk a mine on someone's head.

Finally, if you want to see an (admittedly slightly silly) variant of this list in action, you can check this out. In a serious game I'd probably swap Cad for L337 or something

tl;dr consider deadman on jostero, cartel executors are great, drop havoc

Btw I forgot to mention: torani's ability doesn't trigger jostero on the ship she's shooting, because it's still defending (but if she shoots another ship then her bullseye damage can trigger him)