extended has drea and shadowcaster. any sightings of Palob or 4-LOM?
hyperspace has four fang fighters and boba/guri.
what are scum players bringing to the table against you?
extended has drea and shadowcaster. any sightings of Palob or 4-LOM?
hyperspace has four fang fighters and boba/guri.
what are scum players bringing to the table against you?
See lots of Fangs, lots of Starvipers, and a fair smattering of double Firesprays even. But a good number of the scum locals have flipped over to Separatists, in fact I’d say 75% have been mostly playing Separatists since they dropped.
But bendy barrel rolls are probably the top sighting these days.
Edited by millertime059Agreed - most scum pilots are flying for the CIS, the new home of scummy tactics and tricks.
Ive held out, but I have also been flying more of the other original factions less scum of late. I did have some fun during wave 2 before wave 3 with 2x mining guild ties, Fenn and Solo.
I've put both my Imps and Scum on the back burner until the mid-year point adjustment, just rolling with Seps right now. As far as what I'm seeing, double Firesprays are still seeing love, Drea/escape craft swarms, and always Boba/Guri. Other than that, various amounts of Scurrg, MTGs, and Fangs fill the scum lists.
25 minutes ago, millertime059 said:See lots of Fangs, lots of Starvipers, and a fair smattering of double Firesprays even. But a good number of the scum locals have flipped over to Separatists, in fact I’d say 75% have been mostly playing Separatists since they dropped.
But bendy barrel rolls are probably the top sighting these days.
interesting... iv rediscovered what a solid ship the shadowcaster is. ketsu is solid and asajj is quite underrated id say.
i only own one starviper but im warming to the ship enough to maybe buy another one. im tinkering with a scum han and asajj squad that shows some promise. early days but feeling like scum still has some hidden gems to catch ppl unprepared.
Working with this squad right now.
Captain Seevor (30)
Trick Shot (2)
Guri (63)
Outmaneuver (6)
Advanced Sensors (10)
Fenn Rau (68)
Outmaneuver (6)
Total: 185
View in Yet Another Squad Builder 2.0
Edited by Cloaker
At our club I think I am the only one at the moment playing scum regularly. The other ones who used to dabble into scum went to new factions or strong meta lists since the points change.
I've been playing lots of StarViper since they became hyperspace legal. Love them! Not only guri but also the generics. But they aren't very good with bad dice, since you need those greens...
Large bases: I haven't had much luck with the falcon, too bad since it is a beautiful ship and it looks great on the table. I've seen one guy playing around with moralo with some success. Haven't played him myself. I like Ketsu, ability and title are very good, ini 5 as well. Just miss some action economy, so I'd still like to see her drop by a few points (or give the lancer an unfluffy gunner slot) since with title and Co pilot she is at 84 already...
Flew an "sos-training" match with Drea scurrgs, didn't like it at all... That may be me however. Or the fat han on the other side.
From the assortment of nasty tricks that scum can bring, I like seevor a lot. Torkil as well but I have been focusing on the hyperspace format since the vipers became available.
I feel like scum has quite some options to remove green dice. Apart from Outmanuever and the tractor beam that everybody gets, the lancer, the quadjumper and the overseer bring some nice tractor tokens to the table. I find myself trying to incorporate this mechanic into my lists more and more.
Edit: forgot the escape craft. Nice ship, coordinate is strong. Moves like a brick so keeping up with the rest is the thing to master. Love the pioneer, ini 3 pairs well with my other favorites
Edited by flooze4 minutes ago, flooze said:I've been playing lots of StarViper since they became hyperspace legal. Love them! Not only guri but also the generics. But they aren't very good with bad dice, since you need those greens...
Large bases: I haven't had much luck with the falcon, too bad since it is a beautiful ship and it looks great on the table. I've seen one guy playing around with moralo with some success. Haven't played him myself. I like Ketsu, ability and title are very good, ini 5 as well. Just miss some action economy, so I'd still like to see her drop by a few points (or give the lancer an unfluffy gunner slot) since with title and Co pilot sie is at 84...
Flew an "sos-training" match with Drea scurrgs, didn't like it at all... That may be me however. Or the fat han on the other side.
From the assortment of nasty tricks that scum can bring, I like seevor a lot. Torkil as well but I have been focusing on the hyperspace format since the vipers became available.
I feel like scum has quite some options to remove green dice. Apart from Outmanuever and the tractor beam that everybody gets, the lancer, the quadjumper and the overseer bring some nice tractor tokens to the table. I find myself trying to incorporate this mechanic into my lists more and more.
double tap scurrg bombers are pretty good and have impressive dmg output in close. trick is to get enough shots in to take advantage. the scurrgs movement dial and med base make for a clunky tank that doesnt turn well or move fast versus the faster ships other factions r bringing to the table. a free turret rotate action on them would help.
ketsu with title is solid and the shadowcasters dial makes it a very fast, resilient ship. Old Para showed how three init five ships with tractoring ability can be quite effective.
Would be a challenge to win with at a tournament, but in the hands of a truely skilled pilot?: after dabbling a bit in Mining Guilds (no longer now, with clouds out*)) and other stuff (e.g. Kavil, Genesis Tractor) I am still flying my learn to fly list:
Sol Sixxa (46) [Ion Cannon Turret (4), Qi'ra (2), Skilled Bombardier (2), Proximity Mines (6), Seismic Charges (3)]
Captain Jostero (43)
2x Cartel Executioner (44)+Marksmanship (1)
Rest to taste, e.g. shield upgrade, or R3 astro on one etc
Trains flying medium bases with their fat a55es, trains flying before aces, trains getting bullseye with stiff ships, trains flying Jostero so that he procs without getting damaged self. Sixxa flinging the devices that far out often catches people and their aces by surprise.
Although, lately I tried the glory of 4 Arc170s (gotta use that medium base flying experience!).
Waiting and hoping for a slight point decrease for the M3A Scyk pilots (or points up on quite some others!).
[Edit addendum]:
-*) also, FFG, please, you got that question months ago, could you come with a ruling concerning Yushyn and Proach working together or not? Cause RAW it does not work currently, while there were clearly intended to do so. Yushyn also can be useful for reloading M12L Kimogilas, if he and Proach are there anyways. And Seevor, of course. But as long as the rules are not clear, I am not going to fly more than 1 MGT (Seevor).
-one of the pilots at the local club has a pretty mean list of fat Han plus fat Dengar(!).
Edited by ManagarmrI've had luck with Sol Sixxa w/ Proxies & Protons. I haven't tried Nym; he seems too expensive, and his 2.0 ability is tougher to leverage.
Jostero underperforms. With the 2.0 mine drop timing, his bonus shots are rarely modified.
Double-tap Y-wings are definitely good for the price, but they still have trouble pushing damage through unless they're at Range 1 or named Kavil. On generics, Ion turrets may even cause more damage than Dorsals on average simply due to rolling 3 dice.
Both named G-1As are fun.
Captain Seevor is nasty.
Moralo Eval is tricksy. Combo with Nashtah Pup for added annoyance.
some discussion required here. input and feedback welcome. is asajj making it to any tables near you?
ketsu is way cheaper but asajj have two force tokens and stress giving ability. thoughts?
6 hours ago, Da_Brown_Bomber said:hyperspace has four fang fighters and boba/guri.
At first I thought "how can you afford that?", and then my brain started working again and I went "aaah". That said, three Fang Fighters and Guri... Might need to try that out.
how about this in hyperspace...
Fenn Rau (68)
Outmaneuver (6)
Proton Torpedoes (12)
Ship total: 86 Half Points: 43 Threshold: 2
Guri (63)
Outmaneuver (6)
Advanced Sensors (10)
Proton Torpedoes (12)
Virago (10)
Ship total: 101 Half Points: 51 Threshold: 3
Total: 187
View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v6!s=200!97:126,136:;147:126,111,136,,163:U.-1&sn=Unnamed Squadron&obs=
or...
Fenn Rau (68)
Predator (2)
Ship total: 70 Half Points: 35 Threshold: 2
Guri (63)
Outmaneuver (6)
Advanced Sensors (10)
Virago (10)
Ship total: 89 Half Points: 45 Threshold: 3
L3-37 (Escape Craft) (26)
Tactical Officer (2)
Ship total: 28 Half Points: 14 Threshold: 2
Total: 187
View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v6!s=200!97:127,:;147:126,111,,,163:U.-1;95:,61,:&sn=Unnamed Squadron&obs=
Tried a list similar to the latter one. Prepare to fly exceptionally well or be smacked.
Didn't have the balls to try out Fenn + Guri, but my favorite blogger has:
https://suchanxwinghipster.wordpress.com/2019/04/08/hst5-the-happy-place/
I am also thinking in the swarms direction, no table time yet...
Black Sun Assassin (48)
Outmaneuver (6)
Black Sun Assassin (48)
Outmaneuver (6)
Foreman Proach (32)
Captain Seevor (30)
Outer Rim Pioneer (28)
Tactical Officer (2)
Total: 200
Tried 2 lists, had moderate successes with them; I rather play the second, but the first gives the opponent quite the headache!
Outer Rim Pioneer (28)
Tactical Officer (2)
Ship total: 30 Half Points: 15 Threshold: 2
Old Teroch (56)
Fearless (3)
Ship total: 59 Half Points: 30 Threshold: 2
Mining Guild Sentry (24)
Ship total: 24 Half Points: 12 Threshold: 2
Mining Guild Sentry (24)
Ship total: 24 Half Points: 12 Threshold: 2
Binayre Pirate (24)
Cluster Missiles (5)
Munitions Failsafe (1)
Ship total: 30 Half Points: 15 Threshold: 2
Binayre Pirate (24)
Cluster Missiles (5)
Munitions Failsafe (1)
Ship total: 30 Half Points: 15 Threshold: 2
Total: 197
View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum%20and%20Villainy&d=v6!s=200!94:,61,:;98:121,:;304::;304::;159:98,,108:;159:98,,108:&sn=Unnamed%20Squadron&obs=
Skull Squadron Pilot (50)
Fearless (3)
Ship total: 53 Half Points: 27 Threshold: 2
Black Sun Assassin (48)
Predator (2)
Advanced Sensors (10)
Ship total: 60 Half Points: 30 Threshold: 3
Krassis Trelix (70)
Trick Shot (2)
Ion Cannon (5)
IG-88D (4)
Slave I (2)
Ship total: 83 Half Points: 42 Threshold: 5
Total: 196
View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum%20and%20Villainy&d=v6!s=200!101:121,:;150:127,111,,,:;107:133,11,,36,,,,161:U.-1&sn=Unnamed%20Squadron&obs=
I know at least one local player has switched to Fenn Rau & 3 x Zealous Recruit, for maximum blunt force trauma.
Concordia Face-Off - especially paired with Fenn's ability - allows some seriously suicidal-looking head-on attacks against big blocks of Vulture Droids.
5 hours ago, Cloaker said:Working with this squad right now.
Captain Seevor (30)
Trick Shot (2)Guri (63)
Outmaneuver (6)
Advanced Sensors (10)Fenn Rau (68)
Outmaneuver (6)
Total: 185View in Yet Another Squad Builder 2.0
That’s very similar to what I have been using. Except I sometimes swap Lando EC for Seevor.
Another iteration is
Fenn - Outmanoeuvre
Teroch - Fearless
Lando EC - Tac Officer
Seevor - nothing
I am finding that 4 ships is needed to take care of Swarms and Leia BS K turns. Although they are only 2 die attacks, I am amazed how consistent Lando is. I use Seevor as a blocker and generally evade with him.
I have been dabbling in other factions lately but for Scum I prefer four ships, but three can work.
Starvipers, Fangs, Seevor, and the occasional Firespray or Escape Pod are what I've been seeing on the table at my FLGS. Granted, we mostly play hyperspace because we have a fair amount of new players and 3 out of 4 tournaments in the last few months within a couple hours drive have been Hyperspace format.
I still like Han with TS, title, and Hotshot Gunner, but I also acknowledge that you have to work a little harder for him to earn his value back than you do with pilots like Boba, Guri, or Fenn.
Lando Calrissian (Scum) (49)
0-0-0 (5)
IG-88D (4)
BT-1 (2)
Engine Upgrade (7)
Lando's Millennium Falcon (6)
Ship total: 73 Half Points: 37 Threshold: 6
L3-37 (Escape Craft) (26)
Ship total: 26 Half Points: 13 Threshold: 2
Asajj Ventress (76)
Heightened Perception (3)
Maul (11)
Shadow Caster (6)
Ship total: 96 Half Points: 48 Threshold: 5
Total: 195
View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v6!s=200!90:,,63,36,79,,107,152:;95:,,:;125:72,48,,,,160:&sn=Lando's C%26D Letter&obs=
Not sure what else to throw in here, but I'm looking to try this out this weekend.
16 hours ago, Da_Brown_Bomber said:any sightings of Palob or 4-LOM?
One of the players in my group flew two IG-88s and 4-LOM. One of the few Scum lists I've seen that looked fun to fly without being pure aggravation to fly against.
Last night, I encountered a list with Ketsu, Talonbane, and Old Teroch that also wasn't too bad.
1 hour ago, JJ48 said:One of the players in my group flew two IG-88s and 4-LOM. One of the few Scum lists I've seen that looked fun to fly without being pure aggravation to fly against.
Last night, I encountered a list with Ketsu, Talonbane, and Old Teroch that also wasn't too bad.
that Ketsu list is Old Para, its been a thing since it made the cut in a large extended event. normally uses predator on Tbane and Teroch and title+maul crew on ketsu but iv seen a few variants with diff upgrades.imo the weakest ship in the list is Talonbane but hes still pretty solid. i was thinking of replacing him with Kad Solus and dropping either all talent upgrades (im not very good lining up bullseye arcs) and using perceptive copilot on ketsu. maul crew gives u a mod even when ketsu is blocked tho and can still be used while ur stressed tho.
25 minutes ago, Da_Brown_Bomber said:that Ketsu list is Old Para, its been a thing since it made the cut in a large extended event. normally uses predator on Tbane and Teroch and title+maul crew on ketsu but iv seen a few variants with diff upgrades.imo the weakest ship in the list is Talonbane but hes still pretty solid. i was thinking of replacing him with Kad Solus and dropping either all talent upgrades (im not very good lining up bullseye arcs) and using perceptive copilot on ketsu. maul crew gives u a mod even when ketsu is blocked tho and can still be used while ur stressed tho.
Maul is a strong part of why Fearless Ketsu works. The passive mod offsets the risks with giving your opponent the prime point blank shot that Fearless requires.
19 minutes ago, Hiemfire said:Maul is a strong part of why Fearless Ketsu works. The passive mod offsets the risks with giving your opponent the prime point blank shot that Fearless requires.
yeah, good point. i was testing a variant that replaced talonbane with capt seevor and an escape craft but i dropped the fearless from Ketsu. These changes reduced my dmg output and in hindsight were negative changes.