Scum Beef

By Greedo_Sharpshooter, in X-Wing Squad Lists

4-LOM (49)
Advanced Sensors (10)
IG-88D (4)
Mist Hunter (2)

Ship total: 65 Half Points: 33 Threshold: 5

Talonbane Cobra (50)
Predator (2)

Ship total: 52 Half Points: 26 Threshold: 3

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

Kavil (43)
Dorsal Turret (2)
Veteran Turret Gunner (6)

Ship total: 51 Half Points: 26 Threshold: 4


Total: 200

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v6!s=200!109:,111,36,,,155:U.-1;119:127,,,,,:;143:,,,,:;85:,137,,90,,,,:&sn=Unnamed Squadron&obs=

wonder if this would be competitive? 4 durable ships.seems solid enough. thoughts?

I always want to know some insights on the lists.

1. How would you initially set up the ships on the board?

2. How would you fly the lists against most typical other scum, rebel, first order etc. lists?

3. What should be avoided using this list. What action economy should be preferred in the worst case scenarios?

4. What action economy should be preferred in the best case scenarios?

5. Which of your own ships should you protect till the very end? Is this now Kavil or 4-Lom or actually jakku gunrunner?

Everything would help hugely! Thank you!

Interesting. Been thinking about 4 ship Scum a little myself recently.

I have zero idea how that list would play, it has a lot going on....Doesn't seem particularly jousty, at least 1 will probably die. But a tricksy approach, surviving the merge and unleashing the shenanigans will cause major chaos.

This isn't beef at all but what I came up with for 4x Scum the other day. Will maybe try it out at some point.

(56) Old Teroch [Fang Fighter] (3) Swarm Tactics. Points: 59

(44) Zealous Recruit [Fang Fighter] Points: 44

(43) Kavil [BTL-A4 Y-wing] (2) Dorsal Turret Points: 45

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

Total points: 200

17 minutes ago, Nyjalsan said:

I always want to know some insights on the lists.

1. How would you initially set up the ships on the board?

2. How would you fly the lists against most typical other scum, rebel, first order etc. lists?

3. What should be avoided using this list. What action economy should be preferred in the worst case scenarios?

4. What action economy should be preferred in the best case scenarios?

5. Which of your own ships should you protect till the very end? Is this now Kavil or 4-Lom or actually jakku gunrunner? 

Everything would help hugely! Thank you!

so literally just threw this squad together with zero test games. was trying to come up with 4 durable ships for scum that would work in the same squad.

1. How would you initially set up the ships on the board? Jakku and 4-LOM out front, Kavil in behind, TB on the flank.

2. How would you fly the lists against most typical other scum, rebel, first order etc. lists? auto bump into Jakku and aim to intercept enemy ships inside the asteroids or try and entice them to turn into joust you meanwhile TB gets into a flank/rear position (aim is to converge on lists like rebel beef at 3 different vectors). 4-LOM and jakku can slow roll right into them, Kavil on one flank, TB on the other. Ur trying to set up a tractor attack from Jakku and/or a block from 4-LOM at range1. Kavil and TB hit hardest at range 1 but even range 2 shots should be effective vs a ship with a tractor token/no action from getn blocked.

3. What should be avoided using this list. What action economy should be preferred in the worst case scenarios? Ur ships r rather slow, except TB. avoid letn an enemy ace get in behind u. Jakku's dont turn very fast either so use the asteroids to make it harder for them to flank you. TB can always engage anyone in behind (harder said than done vs init 6 guys like vader/soontir or jedi aces). consider using jakku as deterrent/blocker vs sml ship aces who will not want you to get close enough to tractor them.

4. What action economy should be preferred in the best case scenarios? dunno. focus is always good. u can abuse 4-LOM's sensors by taking calculate and getting 3 tokens as long as he isnt stressed. Aces will also be wary of getn into range one of 4-LOM as he can give them his stress. Perhaps Jakku and 4-LOM could work together to disrupt those init 6 pilots i mentioned.

5. Which of your own ships should you protect till the very end? Is this now Kavil or 4-Lom or actually jakku gunrunner? Id want 4 LOM or Talonbane in the endgame. Jakku is the most expendable. Kavil and 4-LOM are of similar value as endgame ships but id prefer to have 4-LOM in most matchups due to his unpredictablity.

Just now, Cuz05 said:

Interesting. Been thinking about 4 ship Scum a little myself recently.

I have zero idea how that list would play, it has a lot going on....Doesn't seem particularly jousty, at least 1 will probably die. But a tricksy approach, surviving the merge and unleashing the shenanigans will cause major chaos.

This isn't beef at all but what I came up with for 4x Scum the other day. Will maybe try it out at some point.

(56) Old Teroch [Fang Fighter] (3) Swarm Tactics. Points: 59

(44) Zealous Recruit [Fang Fighter] Points: 44

(43) Kavil [BTL-A4 Y-wing] (2) Dorsal Turret Points: 45

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

Total points: 200

looks solid. Kavil and OldT are great. TB is decent. i like this squad. 4 ships shooting at int 5. Zelous Recruit is a nice blocker too.

...the more i think about it Kavil is one of scums most cost effective pilots. range 2 turret and 2 dice primary makes him really good in close but not very effective at range3. when proton torps were cheaper he could be loaded up for torp attacks so his role is changed more into a close range brawler.

Talonbane Cobra seems like a pretty legit pilot who has been kinda slept on. Init 5 isn't as good as 6, but 5-dice range 1 attacks are no joke.

Both the OP's list with 4-LOM (I'd probably skip IG-88 D in favor of Expert Handling on Kavil, but that's seasoning to taste) and the alternate with Old Teroch also looks solid. Having some fairly hard-hitting Init 5s for Init-kills mixed in with a little bit of control is a nice combo.

9 hours ago, Da_Brown_Bomber said:

...the more i think about it Kavil is one of scums most cost effective pilots. range 2 turret and 2 dice primary makes him really good in close but not very effective at range3. when proton torps were cheaper he could be loaded up for torp attacks so his role is changed more into a close range brawler.

Back in the cheaper days I played Kavil with proton torpedoes, dorsal, Han gunner and trick shot on top. Oh how I miss that loadout... It's too expensive now, sad

On the initially proposed squad... I am not sure if I like the proposed Kavil. I am not sure about the gunner without rerolls. Maybe trick shot instead to maximize the raw output, spending the four points somewhere else? I like Unkar on the QuadJumper, last point could be for a tiny bid.

When going for extended lists, I always check if Torkil makes sense. Well be always makes sense, rather if he fits in pointswise.

Sticking with 4-LOM and Kavil, maybe I'd go for this list (although I would swap 4-LOM for seevor plus escape craft but let's stay with four ships)

4-LOM (49)
Advanced Sensors (10)
IG-88D (4)

Torkil Mux (38)
Moldy Crow (18)

Unkar Plutt (33)

Kavil (43)
Trick Shot (2)
Dorsal Turret (2)
Total: 199

View in Yet Another Squad Builder 2.0

If you are looking for beef, Zuckuss in the G1A is still a good choice I think. 45 points and he's honestly pretty good just like that. Maybe FCS, Advanced Sensors isn't as necessary, but decent, or Lone Wolf, IG-88D for double calculate or something to give you an extra mod, but nothing is really necessary on him. Anyone silly enough to be caught at range 1 gets to feel that 5 dice attack from him as well.

Edited by Raven19528
22 hours ago, Da_Brown_Bomber said:

so literally just threw this squad together with zero test games. was trying to come up with 4 durable ships for scum that would work in the same squad.

1. How would you initially set up the ships on the board? Jakku and 4-LOM out front, Kavil in behind, TB on the flank.

2. How would you fly the lists against most typical other scum, rebel, first order etc. lists? auto bump into Jakku and aim to intercept enemy ships inside the asteroids or try and entice them to turn into joust you meanwhile TB gets into a flank/rear position (aim is to converge on lists like rebel beef at 3 different vectors). 4-LOM and jakku can slow roll right into them, Kavil on one flank, TB on the other. Ur trying to set up a tractor attack from Jakku and/or a block from 4-LOM at range1. Kavil and TB hit hardest at range 1 but even range 2 shots should be effective vs a ship with a tractor token/no action from getn blocked.

3. What should be avoided using this list. What action economy should be preferred in the worst case scenarios? Ur ships r rather slow, except TB. avoid letn an enemy ace get in behind u. Jakku's dont turn very fast either so use the asteroids to make it harder for them to flank you. TB can always engage anyone in behind (harder said than done vs init 6 guys like vader/soontir or jedi aces). consider using jakku as deterrent/blocker vs sml ship aces who will not want you to get close enough to tractor them.

4. What action economy should be preferred in the best case scenarios? dunno. focus is always good. u can abuse 4-LOM's sensors by taking calculate and getting 3 tokens as long as he isnt stressed. Aces will also be wary of getn into range one of 4-LOM as he can give them his stress. Perhaps Jakku and 4-LOM could work together to disrupt those init 6 pilots i mentioned.

5. Which of your own ships should you protect till the very end? Is this now Kavil or 4-Lom or actually jakku gunrunner? Id want 4 LOM or Talonbane in the endgame. Jakku is the most expendable. Kavil and 4-LOM are of similar value as endgame ships but id prefer to have 4-LOM in most matchups due to his unpredictablity.

5. Which of your own ships should you protect till the very end? Talonbane should be a solid endgame ship also. on reflection i think id want him ahead on Kavil (too slow) and maybe even is a better endgame ship than 4-LOM who is init 3 and quite unpredictable but with only one agility die might be a bit easy to deal lethal dmg too. Having said that... Kavil, Talonbane or 4-LOM in endgame would be ok so this might be a strength of the list... all ships can operate independently of one another and dont lose anything if you lose another ship in your squad.

You want beef? Two Trandoshan Slaver, two Gand Findsman. 42 health, twelve red dice, six points for upgrades. Oh, purely awful, I'm sure. And I haven't put it on the board yet, but those big bases cover a lot of ground. I imagine finding some way to creep along an edge, Slavers in front and Gands covering the rear. I mean they'll probably just melt, but until they do....

I found Talonbane, Kavil, Serrisu and Nym made for a Beefy, Control, Alpha list.

Did pretty well with it, but eventually got bored of beef.

5 hours ago, Scum4Life said:

I found Talonbane, Kavil, Serrisu and Nym made for a Beefy, Control, Alpha list.

Did pretty well with it, but eventually got bored of beef.

yeah, i got bored playing drea with double tapping scurrgs. its so powerful in close and has amazing durability, its just using those sluggish dials and doing auto bumps to line up arcs is not amazing fun.

Old Teroch is my go to scum pilot these days. It used to be 4-LOM... then adv sensors jumped in price. Iv been enjoying the shadowcaster. both asajj and ketsu are fun. Maul crew is very solid.

nothing much else out there makes me think 'i love playing that ship' although Starvipers are interesting and id like to give Guri a go...never played a starviper even though ive owned one for ages... wish the lesser starviper pilots were a bit cheaper. Im often tossing up whether to use an extra fangfighter or starviper in my squads these days. Both perform similar rolls and fit the fast slippery archetype I like.

Boba and the firespray in general doesnt hold the same interest it did when 2.0 was new. There was a time when Boba was the anchor in half of scums competitive lists. Id like to see the firespray get a mini buff in points across the board. Han gunner seems to be nerfed out of the game... perhaps he could be a few points cheaper?

I think the scurrg needs looking at, its not really doing what id like... its a slow rolling tank that occasionally carries a bomb.

Edited by Da_Brown_Bomber

Serissu has been creeping up in my estimation. Only got one game with it so far, but I was flying Serissu with Ion Cannon and Crack Shot (they don't stack, but CS seems most likely to trigger at R1, where I probably want to primary weapon anyhow), Talonbane with Crack Shot, Hull, and Shield (8 HP plus bonus range 3 dice plus rerolls = surprisingly tanky), and Ketsu Onyo. Standard Fearless, Maul, Shadowcaster build is just a bully. Probably not as good as Old Para's version with Old Terroch, but Serissu doesn't seem bad. The Ion Cannon is really handy for sneaking in the last damage to confirm a kill, and Init 5 for killing stuff before it can attack is really important.

But mostly, I'm kind of surprised by how not-trash defensive rerolls have seemed. Ketsu is such an obvious first-target in a list like this that protecting her with a reroll, Maul's force, and maybe even an Evade token can go a long way.