3 ship scum. Ketsu/Talonbane/Nym

By Greedo_Sharpshooter, in X-Wing Squad Lists

Ketsu Onyo (70)
4-LOM (2)
Shadow Caster (6)

Ship total: 78 Half Points: 39 Threshold: 5

Talonbane Cobra (50)
Predator (2)

Ship total: 52 Half Points: 26 Threshold: 3

Captain Nym (48)
Dorsal Turret (2)
Veteran Turret Gunner (6)
Proton Bombs (5)
Seismic Charges (3)
Havoc (4)
"Genius" (2)

Ship total: 70 Half Points: 35 Threshold: 5


Total: 200

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v6!s=200!126:,66,,,,160:;119:127,,,,,:;144:,137,,90,69,71,,149:U.-1,U.1&sn=Unnamed Squadron&obs=

Edited by Da_Brown_Bomber

posted a similar squad in the good scum squad thread but reposting here for discussion.

SQUAD EXPLAINED: I originally used Old Teroch in place of Captain Nym and have tried L337 escape craft/Captain Seevor in a 4 ship variant. Just found two 2 atk dice ships lacked punch and couldnt get in enough damage.

Captain Nym here is a heavy hitter with brawling ability in close with Veteran Turret Gunner and Dorsal Turret double tapping. Genius lets him move before dropping bombs meaning he can catch aces if he guesses their flight path and they are bold enough to engage inside his 'bombing zone'. With the shift towards more swarmy lists (separatist droid swarms are on the rise) bringing a bomber to the table seems like a sensible countermeasure.

Talonbane is scums cheapest 3 attack dice ace at 50pts and will need some reps to get to master (i have never flown the Kihraxz Fighter before) but he fills the need of an initiative 5 three dice ship.

Ketsu with Shadowcaster title is really solid. I have found its better to slow roll him into engagement so you can get in maximum shots on approaching ships. Large base ships as fast as the lancer can be tricky to keep your action as they are they are easy to block. 4-LOM crew on Ketsu doesnt hurt unless my opponent has ion attacks. Otherwise he will allow Ketsu to push thru damage and get tractor tokens to stick.

Feedback/suggestions welcome.

Edited by Da_Brown_Bomber

Ketsu is a "she". Short haired, but still.

Apart from that - I like the idea.

Ketsu with title is really strong imo. Would maybe play her with Zuckuss instead of 4-LOM.

I haven't played a Khiraxz so I don't dare comment on it. Predator seems reasonable. At indicated in the other thread, my choice would be Kavil.

While I understand the thought behind genius, I am not sure if the price is justified. In the end its 6pts for the post movement drop.

The tricky thing for me when flying Ketsu, Nym and Kavil was to keep some reasonable cohesion. The lancer moves so fast that the others may have trouble keeping up. They have to keep up to maximize the tractor exploit though.

3 minutes ago, flooze said:

Ketsu is a "she". Short haired, but still.

Apart from that - I like the idea.

Ketsu with title is really strong imo. Would maybe play her with Zuckuss instead of 4-LOM.

I haven't played a Khiraxz so I don't dare comment on it. Predator seems reasonable. At indicated in the other thread, my choice would be Kavil.

While I understand the thought behind genius, I am not sure if the price is justified. In the end its 6pts for the post movement drop.

The tricky thing for me when flying Ketsu, Nym and Kavil was to keep some reasonable cohesion. The lancer moves so fast that the others may have trouble keeping up. They have to keep up to maximize the tractor exploit though.

good points. im actually on the fence about havoc/genius. its in theory a soft counter to aces because it extends the bombing area, but i am assuming we are approaching head to head. if the ace is behind me then havoc seems less useful (even useless) as a clever player will simply avoid the bombing zone or approach from the flank perhaps.

4-LOM is going to be good when I fire first with Ketsu. negates and focus or calculate or evade they have weakening their defence vs the tractor token out of the gates.

Ketsu Onyo (70)
Perceptive Copilot (8)
Shadow Caster (6)

Ship total: 84 Half Points: 42 Threshold: 5

Kavil (43)
Dorsal Turret (2)
Veteran Turret Gunner (6)
R4 Astromech (2)
Proton Bombs (5)

Ship total: 58 Half Points: 29 Threshold: 4

Old Teroch (56)
Predator (2)

Ship total: 58 Half Points: 29 Threshold: 2


Total: 200

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v6!s=200!126:,54,,,,160:;85:,137,,90,5,69,,:;98:127,:&sn=Unnamed Squadron&obs=

here is a variant using kavil+old.t paired with ketsu. seems solid. thoughts?

2 hours ago, Da_Brown_Bomber said:

thoughts?

Still think Ketsu + X is strong if you can double down on the tractor.

So in the end I would decide by the factor if you can keep that kind of "formation". When Ketsu lands that tractor token(s) the other ships have to be there and engage as well. If you manage to do that with any combination of old T, Kavil, nym or whomever I don't know

A defensive build on Ketsu could help keeping her alive for that another round or two. Since neither counter measures nor glitterstim are a thing, I feel the best we have in 2.0 is the co-pilot. So that's "approved" ^^

Have you thought about potentially another ship. I’ve been following your threads and have been dabbling around the similar lists u have mentioned.

as stated above ive been think maybe 4 ships something like

(70) Ketsu Onyo [Lancer-class Pursuit Craft]
(6) Shadow Caster
(8) Perceptive Copilot
(3) Fearless
Points: 87

(26) L3-37 [Escape Craft]
(2) Tactical Officer
Points: 28

(30) Captain Seevor [Modified TIE/ln Fighter]
Points: 30

(48) Captain Nym [Scurrg H-6 Bomber]
(2) Dorsal Turret
(2) Tobias Beckett
(3) Seismic Charges
Points: 55

Total points: 200

Old Para's list is pretty horrid.

Old para

(56) Old Teroch [Fang Fighter]
(2) Predator
Points: 58

(50) Talonbane Cobra [Kihraxz Fighter]
(2) Predator
Points: 52

(70) Ketsu Onyo [Lancer-class Pursuit Craft]
(3) Fearless
(11) Maul
(6) Shadow Caster
Points: 90

Total points: 200

Talonbane definitely takes some practice, hes basically a worse x wing, and his ability is pretty nice, making him more survivable at r3 then Fenn.

I did try to tinker around with the above list, but its pretty solid.

10 hours ago, MaSsSiVe34 said:

Have you thought about potentially another ship. I’ve been following your threads and have been dabbling around the similar lists u have mentioned.

as stated above ive been think maybe 4 ships something like

(70) Ketsu Onyo [Lancer-class Pursuit Craft]
(6) Shadow Caster
(8) Perceptive Copilot
(3) Fearless
Points: 87

(26) L3-37 [Escape Craft]
(2) Tactical Officer
Points: 28

(30) Captain Seevor [Modified TIE/ln Fighter]
Points: 30

(48) Captain Nym [Scurrg H-6 Bomber]
(2) Dorsal Turret
(2) Tobias Beckett
(3) Seismic Charges
Points: 55

Total points: 200

yep, i tried seevor/L337+TacticalOfficer/Ketsu+title+PerceptiveCopilot/OldT+Predator. It was pretty solid but lacked punch on offense. coordinating double focus on Ketsu was great, the best thing about the squad, just means that escape craft doesnt get mods when it fires, didnt seem like much of an issue until i needed it to chip in dmg in the end stages of the game. Seevor was pretty solid, versatile blocker butmaybe this isnt the list for him. Still tinkering. So my conclussion... after 3 games with the list was it needed another 3 atk dice ship or something more durable perhaps... jakku gunrunners could be good here as they are best at range one (3 dice) and are quite durable with 5 hull.

back to your squad variant, have u played it. any luck with it?

I still havent tested out Talonbane, he still might make this squad. Afterburners on him would actually be a good idea, just hard to find the points. im actually thinking kavil is maybe better than Nym as a durable bomb carrier who can also chip in damage. My thinking is he is more manuverable and should be able to take less fire while jousting. Yes his 1 def dice isnt great but hes durable enough hat as long as you dont take shots from multiple ships he should eb able to stay on the table enough to dish out some damage. Thats what the squad needs. More dmg output imo.

was tinkering with this low initiative variant too. 2,2,2,1 int.

Shadowport Hunter (60)
Perceptive Copilot (8)
Shadow Caster (6)

Ship total: 74 Half Points: 37 Threshold: 5

Hired Gun (33)
Squad Leader (6)
Dorsal Turret (2)
R4 Astromech (2)

Ship total: 43 Half Points: 22 Threshold: 4

Lok Revenant (43)
Dorsal Turret (2)
Veteran Turret Gunner (6)

Ship total: 51 Half Points: 26 Threshold: 5

Jakku Gunrunner (32)
Ship total: 32 Half Points: 16 Threshold: 3


Total: 200

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v6!s=200!128:54,,,,160:;87:131,137,,,5,,,:;146:137,,90,,,,:;143:,,,,:&sn=Unnamed Squadron&obs=

it gives you a slightly sturdier jousting squad where coordinate from Hired Gun can support either SP Hunter or Lok Revenant. Its got very good firepower at close range and you can still get off two tractor token attacks thanks to shadowcaster title and jakku. i might give it a go.

Swap swarm leader on the hired gun for Sabine in the shadow caster?

Drop r4 and initiative for another gunner?

Sabine Wren (Scum) (64)
Perceptive Copilot (8)
Shadow Caster (6)

Crymorah Goon (31)
Dorsal Turret (2)
Veteran Turret Gunner (6)

Lok Revenant (43)
Dorsal Turret (2)
Veteran Turret Gunner (6)

Jakku Gunrunner (32)
Total: 200

View in Yet Another Squad Builder 2.0

11 minutes ago, flooze said:

Swap swarm leader on the hired gun for Sabine in the shadow caster?

Drop r4 and initiative for another gunner?

Sabine Wren (Scum) (64)
Perceptive Copilot (8)
Shadow Caster (6)

Crymorah Goon (31)
Dorsal Turret (2)
Veteran Turret Gunner (6)

Lok Revenant (43)
Dorsal Turret (2)
Veteran Turret Gunner (6)

Jakku Gunrunner (32)
Total: 200

View in Yet Another Squad Builder 2.0

looks decent. i was looking at sabine wren. with perceptive copilot u have auto evade vs first attacker. i think this is one of the interactions scum has that is very strong but not seeing play at all. this squad is more slow rolling death but very durable. iv actually found ketsu's pilot ability harder to pull off than expected, its more the title that doesn the work imo.

Edited by Da_Brown_Bomber

Ketsu Onyo (70)
Shadow Caster (6)

Ship total: 76 Half Points: 38 Threshold: 5

Captain Nym (48)
Dorsal Turret (2)
Veteran Turret Gunner (6)
Proton Bombs (5)
Hull Upgrade (3)

Ship total: 64 Half Points: 32 Threshold: 6

Kavil (43)
Expert Handling (2)
Dorsal Turret (2)
Veteran Turret Gunner (6)
R4 Astromech (2)
Proton Bombs (5)

Ship total: 60 Half Points: 30 Threshold: 4


Total: 200

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v6!s=200!126:,,,,,160:;144:,137,,90,,69,164,:;85:120,137,,90,5,69,,:&sn=Unnamed Squadron&obs=

i seem able to come up with endless variations of ketsu lists.

this variant has durability and bombs and is more geared to brawling with both support ships for ketsu having double tap attacks.

Ketsu Onyo (70)
Perceptive Copilot (8)
Shadow Caster (6)

Ship total: 84 Half Points: 42 Threshold: 5

Kavil (43)
Dorsal Turret (2)
Veteran Turret Gunner (6)
"Genius" (2)
Proton Bombs (5)

Ship total: 58 Half Points: 29 Threshold: 4

Old Teroch (56)
Predator (2)

Ship total: 58 Half Points: 29 Threshold: 2


Total: 200

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v6!s=200!126:,54,,,,160:;85:,137,,90,1,69,,:;98:127,:&sn=Unnamed Squadron&obs=

i know, another variant... this one has a hail mary bomb attack coming into the first engagement. 4 K-Turn or sharp 3-Turn Kavil and drop a proton bomb. if uv rotated ur turret to the rear u can also get in a shot with ur turret. The bomb is going to hit Kavil too but hes got shields and they probably dont. Especially good against swarms.

Edited by Da_Brown_Bomber

I was wondering if the ion cannon turret on Kavil would be a thing. He has 4-5 dice with it, so a hit is almost guaranteed and the options to ionize any ship instantly are high. Then you have easy prey since you know where to look...

Edited by flooze
9 hours ago, flooze said:

I was wondering if the ion cannon turret on Kavil would be a thing. He has 4-5 dice with it, so a hit is almost guaranteed and the options to ionize any ship instantly are high. Then you have easy prey since you know where to look...

yep. ion is good call only it reduces the damage output of Kavil a fair bit in exchange for some control. less effective vs med and large ships as u need 2-3 ion tokens to stick but still pretty good. Kavil is a sledge hammer at range one and pretty scary at range 2 with dorsal turret. Its a hard call.

Maybe this is some inspiration

3 hours ago, flooze said:

Maybe this is some inspiration

yep, saw this on youtube.

has me thinking of two fangs (Old teroch and Kad Solus) paired with Ketsu/title/perceptive copilot... have 6pts for more upgrades. i think having the fags shoot after ketsu is important here. sure fenn can work on his own pretty well but there r times u want to hit one enemy with everything u have and ketsu firing second seems a bit lacking synergy.